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Oh, and two decks I have that may be of aid are Chainer, Dementia Master and Alesha:
Hope these may help.
February 20, 2020 1 p.m.
Ah, a beloved commander of most. I myself toiled with a list for quite some time, so I have some recommendations, as well as menial ones.
For the ones unrelated to the deck, you have a typo of "probably" in the deck description, as "probaly." I merely point this out. My other note on formatting is that you may add a space to category titles. A athwart to "SacOutlet," try "Sac_Outlet." You also have two Karmic Guides, and Magus of the Wheels. And Ravenous Chupacabra. And Yawgmoth, Thran Physician... How did you do that?
As for the decklist, there are some cards in profuse I would at least try.
Protector of the Crown allows for many politics and defense, warding off much attacking due to the high toughness. Paired with cards such as Darksteel Plate, it can be difficult for some decks to interact with.
False Prophet is awesome. It comes back, with your profusion of sacrifice outlets is easily controllable, and leaves your board-state in the graveyard to inevitably return.
I don't much enjoy spells such as Thrill of Possibility or Cathartic Reunion, for they require cards in hand to do anything. If you don't have any, they are a horrible top-deck. I'd recommend Ransack the Lab in their lieu.
Selfless Spirit. I shall say no more.
Having additional reanimation outside of your commander is a cruciality above most. When Alesha starts costing, five, even seven mana, it's difficult for this deck to get back on its feet. Dread Return and Unburial Rites are great, even if they are to be milled over. Animate Dead is just powerful, Restoration Specialist pulls her weight, and Phyrexian Reclamation often keeps the deck going by itself. Lastly, Sun Titan is ridiculous. It recurs what is a necessity, does so immediately, can be cheated out with a reanimation spell. It is the best backup commander one could ask for. Best off, it does go infinite with Gift of Immortality and effects such as Goblin Bombardment. Bye-bye table.
Now, gaining life is important, and Gray Merchant of Asphodel is splendid.
With rummaging effects, self-mill becomes easy with Dredge cards. Stinkweed Imp and Golgari Thug are both lovely. One self-mill effect I've enjoyed is Shard of Broken Glass. A 4/2 first strike is difficult to block prosperously.
Categories and cards to consider ablating:
You have seven sacrifice outlets, most of which are easily brought back, but they don't stack well, whereat multiple in one given game are typically useless. Of these, Blood Bairn seems the most lacking. If you aren't to fain to cut one, you should know that Bloodthrone Vampire exists.
Black Market is a VERY slow card. It's five mana, doesn't do anything immediately, and requires additional stuff to happen to make it function. I don't enjoy it too much, but your choice.
Ravenous Bloodseeker has you discard a card without replacing it. Games of commander require cards in hand to proceed, and, as such, I don't believe this to be very powerful.
You have a lot of removal. A Lot. Whilst they are all great, I have a gripe with but one. Utter End is four mana to kill one thing. Sure it's an instant and sure it's exile, but it's a lot of mana. If you want to keep all of the removal, I'd at least try other options. Despark is fine, Chaos Warp hits all permanents with a cheaper cast, and Generous Gift is arguably more prominent than Vindicate.
If you would pardon the long comment, that is all of my input. Have a lovely day and happy reanimating!
February 20, 2020 11:50 a.m.
Ah, artifacts are always delectation to pilot. Though, I do heed some hindrances (in my eyes, at least) that I would like to note.
Whilst I am not too averse to Evolving Wilds and Terramorphic Expanse, they are ultimately lacking. In their lieu, try Renegade Map and Traveler's Amulet. They make Mystic Forge more consistent whilst having more value later on. Mycosynth Wellspring, too.
My final note is the exclusion of Expedition Map. Fetches Tron lands, and, again, has quite a bit of utility depending on your mana base.
Fare thee well and good luck!
February 19, 2020 7:21 p.m.
February 17, 2020 10:41 p.m.
Ah, quirky commanders are always an oddity, but delectation to brew. Now, Mono-Blue isn't exactly my forté, but I believe I may be of aid.
So, I am an adherent to running fewer lands; Thirty-six in Mono-Blue should be a crime. In their lieu, I would recommend many cantrips. If it goes three cards deep, say Preordain, then I consider it a half of a land. Four or more cards, I deem a full land. At least, this is with my experience in gameplay. As such, Impulse is absolutely lovely. Two-mana, instant-speed, what more could a player desire?
Baral, Chief of Compliance could be absolutely lovely: For one person, at least.
Every deck needs graveyard hate! Tormod's Crypt and Relic of Progenitus are both things that Trinket Mage can tutor for, but there are far more options out there. If you are to add Tolaria West could search for Scavenger Grounds.
Quicksilver Fountain is fantastically mean, though effective. It combos painfully well with Oboro, Palace in the Clouds. Target the land with the fountain, bounce it in response, whereupon the trigger fizzles and you are not to be afflicted by infinite islands.
Anent what I would cut:
Flow of Ideas seems slow, sorcery-speed, and expensive to cast. Big draw spells shouldn't be dependent on board-state unless you're playing green and have no choice. Try Stroke of Genius or Pull from Tomorrow.
This deck looks to have some busy early turns, seeing the abundance of 1-3 mana spells. Myriad Landscape enters tapped and still requires mana to ramp. I'd prefer just another Island. Though, a land worth considering is Riptide Laboratory just has quite a bit of utility.
Something I merely wish to put out there; I dislike Temple of the False God very much. That's all for that point.
One direction you could take this deck is group-hug. It draws you cards, keeps others from heeding your schemes, and allows for kills out of the blue. (get it?)
I suppose that's all from me. May fortune be with you!
February 17, 2020 10:28 p.m.
Ah, I realized the exile on resolution, but you specified in your previous correspondence that this was a loop, as well as not mentioning sacrifice-shenanigans. I'd assumed you purported a one card combo. My apologies.
February 14, 2020 2:30 p.m.
She will exile herself, then nothing else happens.
February 13, 2020 11:11 p.m.
Welp. Due to the essence of this being churlish and competitive, I shall aid you as such.
May woe betide your foes.
February 13, 2020 1:05 p.m.
I meant Sigarda, Heron's Grace. My bad, though the other one is fine, too.
February 11, 2020 9:26 p.m.
A favourite of mine is Sylvan Safekeeper. It can mess up your opponents' plans to deal with your board, and you often don't even need to activate. The threat of activation is enough to ward off removal.
Just Birds of Paradise or Avacyn's Pilgrim can advance your game plan far enough, and people don't kill them as they would in a 1v1 format. When they do die to the inevitable wrath, their value has already been gotten. But, if you prefer land-based ramp, Wood Elves is fine. Fauna Shaman can also be fun.
For six-drops and more, I almost never run them unless they can command a game on their own or are powerful enough to warp your game plan around them, save for my Xenagos, God of Revels deck. :)
Pathbreaker Ibex can end games on one attack, and thus is fun for one player. Sigarda, Host of Herons is one I include in some decks, fulfilling a similar role to the Sylvan Safekeeper. Many creatures are just incidentally humans. Dragonlord Dromoka can really defend your turn nicely, so that can be fun. For a more on-theme finisher, Omnath, Locus of Rage beseems this strategy.
Hope this helps!
February 11, 2020 8:59 p.m.
Ah, token decks are always a delectation to pilot! I have some recommendations, and thus you may heed as you see fit.
Now, in an aggressive swarm-style list, Druids' Repository seems all too immaculate. It allows for far too much ramp, far too early. Nature's Will fills a similar role. Growing Rites of Itlimoc Flip is another one that can send your board astir rather quickly, as well as drawing a card on entry (hopefully).
So, thirty-seven lands seems to be a rather high count. I would advocate for cutting one in place of a cantrip such as Once Upon a Time.
One more note: Dragonmaster Outcast is rather slow. It requires six lands, then the dragons have summoning sickness. If you are to make a cut, that's what I would recommend.
That shall be all from me, my liege. If you so wish, I have my own tokens list, as linked here:
May fortune betide you.
February 11, 2020 7:09 p.m. Edited.
RicketyEng - Ah, yes, I am not too familiar with all of the older tale's specifics, so my apologies.
Nemesis - :)
As for Zendikar Rising, I cannot wait for Planeswalkers' gests to be set aside in the wake of adventure!
For the topic, I am curious, has Nissa shown any dislike of the hedrons in the past?
February 11, 2020 10:14 a.m. Edited.
Okay. So, it is incredibly difficult to tell if any two characters will ever meet each, so I have nothing to offer there. However, I would like to make an argument. If Nissa and Nahiri were to meet, I don't believe that Nahiri would ever lose her enmity of Sorin. Their antipathic relationship runs far deeper than a world dying.
When the eldrazi encroached unto Zendikar thousands of years prior, Ugin, Nahiri, and Sorin toiled to contain them. I'm not too familiar with this part of the lore, but Ugin mentally schemed the hedrons and Nahiri sculpted them. I don't quite know what Sorin did but he was there and witnessed Nahiri's ascendency as a Planeswalker. He enlightened her as to the nature of Planeswalkers and she forged a connection with him. (get it? :D)
Afore they all parted ways, they vowed that if any trouble arises with the eldrazi, they would return to solve the issue. As such, Nahiri attempted to contact them for this very issue, neither of them came. So, she encased herself in stone for one thousand years for the sake of binding the eldrazi and succeeded. All alone for that long, she believed Sorin to be dead.
After her rocky incarceration, she visited Innistrad to see if Sorin was salubrious. They conversed, Nahiri told him of the issue, Sorin showed absolutely no signs of remorse, and they ended up in a brawl. During their fight, Sorin beckoned Avacyn for aid, resulting in Nahiri being girded by the Helvault. She resided in desolate oblivion, sempiternally falling, in the presence of demons and other horrors as Sorin locked them in there. This tenebrous fate went on for some hundreds of years. Eventually, Liliana destroyed the Helvault to snuff out Griselbrand and Nahiri was able to escape.
She brought Emrakul to Innistrad, murdered the Markov Manor, and trapped Sorin in the wall, believing him fey.
Now, he's alive and they still want to kill each other.
My point is that their hatred goes deeper than Zendikar's weal. It's personal and morbidly so.
Sorry for rambling on, but I hope this offered at least something, even if it was off-topic.
February 10, 2020 11:02 p.m.
Rankle, Master of Pranks tends to be one of the better engines in the deck, allowing for sacrifice, eating at each players' hand, and drawing cards in a pinch. Winding Way is one of the cards that permits the deck to run so few lands (only 31), so I am not too comfortable cutting it.
Catacomb Sifter is an interesting one. I often find it gets me quite a bit of value, but I could see cutting it pretty easily. Falkenrath Noble can also be lacking, but effects that gain life every time something dies tend to be sought out in-game.
For fodder, I want to primarily have a low curve early game, being turns one through three, then play a sacrifice outlet and draw engine turns three and four. What you suggest is a little too expensive for what this deck currently does.
Pitiless Plunderer is fine, but a 1/4 for four is not appealing, especially in a deck that is not very mana-hungry.
February 10, 2020 8:31 p.m.
Ah, what is there to dislike about life gain? The deck looks sweet, however, I do have some suggestions.
Whilst Exstort is a lovely mechanic, I feel as if many of these creatures are lacking. Basilica Guards, Kingpin's Pet, Knight of Obligation, Thrull Parasite, and Syndicate Enforcer all just have egregious stats. Similarly, Resplendent Mentor is a five Mana 2/2 that doesn't do something immediately unless you have a board state.
Armillary Sphere doesn't do much. You probably prefer to cast your commander than paying four and finding two basics.
That's all from me. Good luck!
February 9, 2020 8:38 a.m.
Ah, thank you for the suggestions, deathchobo!
I haven't been able to get ahold of a Korvold, Fae-Cursed King very easily, though it might just be a better Smothering Abomination. Whilst Ashnod's Altar is a fantastic card, the mana costs in the deck are far too stringent for colorless to do me much. As for Pitiless Plunderer, I'm not a huge fan of a four mana 1/4, but the upside seems rather high. Phyrexian Altar especially would be awesome, for powering out an Avenger of Zendikar sounds absolutely disgusting.
The final issue is, while I would be most pleased with including these, I have no idea as to what I could cut. If you have any recommendations on what might be lacking, that would be much appreciated!
February 8, 2020 11:26 a.m. Edited.
If you wanted to double down on the Skullclamp combo, Universal Automaton works best, though is useless otherwise. Changeling Outcast has far more utility, being that it can be a big unblockable smacko.
February 6, 2020 11:35 a.m.
Okay, so I am quite fond of brews that are delectation to pilot, but I am beholden to recommend some changes.
Now, Panharmonicon is a fantastic card, but there are only eleven ways to trigger the thing in this deck. Two of those are Draining Whelk and Grave Sifter, so, whilst they may have their moments, they seem lacking for doubling _ETB_s. This is my same opinion for Conjurer's Closet; what value is blinking something? Flameshadow Conjuring is in the same boat. These all become useless far too quickly, save for maybe Risen Reef shenanigans. Bramble Sovereign somewhat falls under the same folly, but I don't believe it to be as narrow.
Another thing to consider is the mana costs of cards. The majority of your curve is at three, which is probably when you would want to cast your commander. Ramp at two mana is far more ideal, as athwart to Keyrunes and Cluestones. I'd cut Temur Banner, Harrow, Gruul Keyrune for Talisman of Curiosity, Talisman of Impulse, and Rampant Growth. Wayfarer's Bauble is also of note. Llanowar Elves, Fyndhorn Elves, and Elvish Mystic each can draw cards off of some of your effects late-game whilst being incredibly effective early.
Pillar of Origins is a fine card, but it only produces mana for elemental, being twenty cards in your deck and the commander. This leaves seven lands with activated abilities and forty-two nonland, non-elemental cards that cannot be used with the Pillar. I would just use Talisman of Creativity.
Seeing as that you have ramp in the command zone, doubling down on card draw seems important. Guardian Project, Beast Whisperer, Garruk, Caller of Beasts, Primordial Sage, and Vanquisher's Banner can draw off of each creature. Kindred Discovery is an especially potent one. Shamanic Revelation and Collective Unconscious each can refill the hand well, but Tishana, Voice of Thunder may just be the best form of this effect.
Specific to your deck, Vivien, Champion of the Wilds just seems lovely.
Seeing the decklist, it seems to have a sparse amount of interaction. Reality Shift, Incubation / Incongruity, Imprisoned in the Moon, Song of the Dryads, Lignify, Pongify, and Rapid Hybridization are some to consider. Kenrith's Transformation even replaces itself.
I run Decimate in every deck I can. It is absolutely amazing and has literally never been lacking.
That shall be all from me!
Good luck and happy casting.
February 5, 2020 5:08 p.m.
Commander / EDH*
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|Playing since||Avacyn Restored|
|Avg. deck rating||3.31|
|Favorite formats||Pre-release, Commander / EDH|
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