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Said on House of Pain …...

#1

Have you thought about adding Citadel of Pain as a vorthos card? Urabrask the Hidden may go down in price with the Secret Lair thing, I suspect it was purchased in great numbers and will lowkey tank the price of the OG Praetors. Citadel helps mess with enemy interaction, I don't know if that's an issue in your meta, while Urabrask speeds up your creatures and slows down everyone else's creatures.

Very cool deck!

September 22, 2021 9:15 a.m.

Said on Aesi or Tatyova …...

#2

This post is going a bit long, but I wanted to give some constructive feedback, and this is an archetype I love to play around with.

Infinite Turns is probably the best thing you can set up in your build with almost no changes, most cEDH decks run that as their primary win con. You can easily tutor for the lands needed (people use Strip Mine I understand), and blue tutors can find the infinite turns spell, making it pretty easy to set up. Because you need so many Islands out to make Sanctuary work, I feel like the oddball cards like Cultivate/Kodama's Reach make sense, as a land in hand is very good early, and you will almost never be stuck on 2 mana, the main weakness of those 3 mana ramp spells. With Aesi, you automatically get a bonus land drop, so you just need a way to bounce Mystic Sanctuary and you're ready to combo. I think Trade Routes is about the best option, but Meloku the Clouded Mirror is decent, giving you flyers to win with if he's bouncing Sanctuary. Bounce also dodges graveyard hate like Rest in Peace that would otherwise neutralize your combo, not sure if you face such decks.

Aesi wants ramp rocks compared to Tatyova, with 5 feeling much cheaper. Jeweled Lotus is worth considering for the speed, and you're right, Mana Crypt and Vault should both likely be in to rush out your Commander.

I could be completely wrong on this, but I feel like you probably want more lands, I run 45 in my Tatyova deck, and I do not feel like it's too many. I honestly suspect the deck would play more smoothly with even more, since I like opening hands with 4 or more lands, and despise ones with 2. Aesi will probably need to play 5 lands (and have played ramp) before getting a card, and from my math you should expect to hit 5 lands at 12 cards. Aesi feels pretty clunky if you can't pretty much guarantee an extra land drop the turn you play it, but I admit 42 sounds like a lot. To double check, I recommend running it through a hypergeometric calculator, that's how I figure out my land count for more optimized decks.

Gush is generally a good card at higher levels. In your deck, I guess Gush is going to be good for 4 cards, and perhaps 2 extra mana that turn. That is good enough to run I'd say, and you shouldn't struggle to get out 2 islands to bounce.

Cursed Totem is a reasonable card (and worth running), and Collector Ouphe is a big nuisance for sure. You might consider Energy Flux as it's sometimes a bit better, though other times worse. A stax card I've always wanted to try out in Tatyova is Freyalise's Winds, which hopefully won't affect you as much as other people since you are putting extra lands into play. Most higher level decks set up a ton of mana at once, and Winds will make that a bad strategy arguably, giving opponents many dead turns if they can't hit land drops consistently. I never have tried it because my Tatyova deck cannot handle the attention that card would attract, and I don't have any other decks that can really make it work. Not really sure if it'll work for you or not. Mana Web is pretty interesting, it could be good enough, especially if people like to hold up instant speed interaction and run duals, they likely will have to choose.

Well, I feel like looking through your deck has helped give me some good ideas for my own Tatyova deck, so thanks for posting this! Infinitely Inevitable Combo is my work-in-progress infinite combo deck, and it mostly uses land bounce, if you want to see how that works.

September 21, 2021 6:42 a.m.

Koma, Cosmos Serpent is pretty nice to reanimate, offering the ability to turn off stuff, grant itself indestructible, and give resiliency to forced sac by creating a body each upkeep. It's usually big enough to put actual pressure on if you have to keep sacrificing the Coils.

Good deck!

September 12, 2021 1:58 p.m.

Said on All Hail the …...

#4

I wonder if Blossoming Bogbeast might work in here? You could dump 6 mana to give your board +12/+12 and trample, which seems like a good deal as a potential finisher, and you can do it again next turn if people are still alive.

September 10, 2021 10:13 a.m.

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Finished Decks 45
Prototype Decks 34
Drafts 0
Avg. deck rating 4.04
T/O Rank 94
Helper Rank 22
Suppressed formats Standard, Pre-release, MTGO, Unformat, Heirloom, Modern, Pauper, Noble, Hero, Block Constructed, Duel Commander, Tiny Leaders, Highlander, Magic Duels, Penny Dreadful, Frontier, Leviathan, Pauper EDH, Canadian Highlander, Brawl, Arena, Oathbreaker, Oldschool 93/94, Pioneer
Cards suggested / good suggestions 244 / 114
Last activity 5 days
Joined 2 years