Hi so I'm kind of new to playin magic only been playing for a year and a half and I decided to make a Brago, King Eternal blink deck for commander. I just made it with a bunch of cards I had from various Insta collections and I know there are probably alot of really good cards to use for thisnthat I have never heard of. Can y'all give me some suggestions on cards I could add?
Ok so after playing for a few weeks casual amongst my friends I have tested this against a wide variety of standard and non standard decks and have tweeked it along the way and this is what I have and will be taking to fnm this week.
The problems I ran into early on were artifact removal and my creatures being killed with cards like Fatal Push and Unlicensed Disintegration. So I decided to main deck the Heroic Intervention to counter spells targeting my creatures and the Dissenter's Deliverance for artifact removal that can be cycled if not needed. As for the sideboard it mostly consist of more answers for countering spells or removing artifacts if a deck is leaning heavy enough in one direction that the main deck cant handle it. Please let me know what you think about the deck ASAP so that I can maybe make some changes before friday night. It will be my first FNM and I want to win!!!
I'm having some trouble with my sideboard. I'm looking for artifact enchantment removal and some other good combat tricks. I already put in heroic intervention and took out the spring//mind and decision paralysis .
That card is sick! I've only been really playing for like a year now so my knowledge is limited but I'm for sure gonna test that out! I also thought about trying lifecrafter's bestiary what do you think of that? I'd probably put 3 in and take out one each of the mana rampers. I figure I would make up for less chance of drawing them by being able to scry through the deck faster.
After some play testing I've swapped out the shimmerscale drake for prowling serpopard because I was finding that my big guys kept getting countered so that takes care of that. I also took out the spring//mind and decision paralysis and put in Heroic intervention. That let's me counter spells targeting my creatures and I cam swing in and prevent anything from killing my dudes. Against zombies I've been able to win just by overpowering them. And for aether works I've sideboarded appetite for the unnatural and dissenter's deliverence
So after a little more than a week of play testing and tweaking this it has become pretty consistently victorious. Turn 4 seems to be the power play whether it is by exerting a Champion of Rhonas for a large powerful creature or tapping mana ramp creatures to gain 7 mana turn 4 and being able to cast anything. Either way there are many work arounds that all lead to a big banger coming out turn 4 and every turn after and it is usually hard for my opponents to overcome the sheer speed and power of the creatures I get out so early. Anyways here is the revised edition that I am using now.
I think that the Decision Paralysis could come out and so could the Shimmerscale Drake but I cant decide what to put in. I know earlier somebody said that Open into Wonder should come out but I have used that to swing with lethal damage to many times to take it out. Even if its not a lethal swing it allows me to draw a nice bunch of cards and usually end it the next turn. Let me know what you guys think!
I put this together to mana ramp as fast as possible to either A. get the big bangers out and in the case of the Angler Drake to bounce their creatures back, and B. to get Nissa, Steward of Elements out with 7 counters as fast as possible so that anything that comes up from her 0 ability will be playable. I think with this current setup the fastest possible is turn 5. Let me know what you guys think, what changes could be made, or if you try it how it worked for you.
So this is my first attempt at building a standard deck and I have only been playing a few months so I need some help. The only cards I had to draw from for standard were from Kaladesh so I need some ideas for cards from previous sets that are still standard that could benefit what I have going here.
4 Druid of the Cowl
4 Naga Vitalist
3 Prowling Serpopard
4 Weaver of Currents
3 Altered Ego
3 Champion of Rhonas
2 Verdurous Gearhulk
3 Angler Drake
2 Scaled Behemoth
3 Sphinx of Magosi
3 Dissenter's Deliverance
4 Heroic Intervention
Planeswalkers
2 Nissa, Steward of Elements
Lands
4 Botanical Sanctum
7 Forest
9 Island
3 Blossoming Defense
3 Dispel
3 Open into Wonder
4 Appetite for the Unnatural
2 Baral's Expertise
The problems I ran into early on were artifact removal and my creatures being killed with cards like Fatal Push and Unlicensed Disintegration. So I decided to main deck the Heroic Intervention to counter spells targeting my creatures and the Dissenter's Deliverance for artifact removal that can be cycled if not needed. As for the sideboard it mostly consist of more answers for countering spells or removing artifacts if a deck is leaning heavy enough in one direction that the main deck cant handle it. Please let me know what you think about the deck ASAP so that I can maybe make some changes before friday night. It will be my first FNM and I want to win!!!
http://gatherer.wizards.com/Pages/Card/Printings.aspx?multiverseid=198169
4 Naga Vitalist
4 Weaver of Currents
4 Champion of Rhonas
3 Shimmerscale Drake
2 Verdurous Gearhulk
3 Angler Drake
3 Scaled Behemoth
4 Sphinx of Magosi
3 Open into Wonder
2 Spring // Mind
2 Decision Paralysis
4 Botanical Sanctum
7 Forest
9 Island
I think that the Decision Paralysis could come out and so could the Shimmerscale Drake but I cant decide what to put in. I know earlier somebody said that Open into Wonder should come out but I have used that to swing with lethal damage to many times to take it out. Even if its not a lethal swing it allows me to draw a nice bunch of cards and usually end it the next turn. Let me know what you guys think!
4 Blisterpod
4 Naga Vitalist
4 Weaver of Currents
4 Champion of Rhonas
3 Shimmerscale Drake
3 Angler Drake
3 Scaled Behemoth
3 Shefet Monitor
2 Greater Sandwurm
3 Open into Wonder
2 Spring // Mind
3 Decision Paralysis
Planeswalkers (2)
2 Nissa, Steward of Elements
Lands (20)
4 Botanical Sanctum
9 Forest
7 Island
I put this together to mana ramp as fast as possible to either A. get the big bangers out and in the case of the Angler Drake to bounce their creatures back, and B. to get Nissa, Steward of Elements out with 7 counters as fast as possible so that anything that comes up from her 0 ability will be playable. I think with this current setup the fastest possible is turn 5. Let me know what you guys think, what changes could be made, or if you try it how it worked for you.
--Gooseman--
The Creatures:
1 Gearshift Ace
1 Wispweaver Angel
2 Herald of the Fair
2 Ninth Bridge Patrol
1 Veteran Motorist
1 Speedway Fanatic
2 Reckless Fireweaver
2 Aviary Mechanic
2 Spireside Infiltrator
1 Depala, Pilot Exemplar
Spells:
2 Acrobatic Maneuver
2 Built to Smash
2 Harnessed Lightning
2 Renegade Tactics
2 Giant Spectacle
2 Fragmentize
2 Built to Last
1 Consulate Surveillance
Artifacts:
2 Aradara Express
2 Renegade Freighter
2 Decoction Module
2 Fabrication Module
2 Cogworkers's Puzzleknot
2 Sky Skiff
2 Ballista Charger
Land:
10 Mountain
10 Plains