So I am building a battlebox to get back into the old school casual game. The one i played with my friends back in high school. I personally like tribal decks. I feel they are the most fun (and overall balanced with each other)
So I went with wanting to build 10 tribal decks, one of each guild combo. However that is where the problem lies. I have not played 60 card in a long time. and the last time i played i used a precon deck so yea, not really getting creative. In EDH you can only use singleton cards, so some strategies have to be refined and tweaked. You have find alternatives and you don't have options. In constructed (Casual or not) you have options, along with being allowed mutiples. The only restrictions I am putting on my decks are Strictly guild colored cards (Not Black card or black activation costs in Boros) and when it comes to legendaries, only one copy (Well aside from Brothers Yamazaki)
So while I do not yet have decks built i have decided on tribes.
WU - Myr WB - Knights WR - Samurai WG - Humans (Mainly innistrad villager theme) UB - Ninjas UR - Artificer UG - Mutants BR - Pirates BG - Fungi RG - Edrazi (spawn and scion, along with a couple big bad ones)
So these are the tribes and I am kind of dead set on them. They are not really the most commonly found ones and most have some good synergy. However I would like help. I have been away form deck construction for quite a while. Sure i build a lot of EDH decks, but most follow a formula that has been done to death (brudiclad tokens, Yurkio big stuff, Even Marisil, a deck i felt i did most myself, used a lot of community support)
So that is where I am at, looking for help. A few legends per deck, along with tribal support and maybe a few extra bits, like some countermagic in Myr or maybe a bit of a removal in Fungus.
Looks pretty similar to what i was gonna run. Basically i was thinking of just editing my old Standard HELLDRAZI which was a R/G (splashing blue fro Training grounds) Eldrazi combo deck (The whole goal was to use spawnsire to grab my sideboard and throw out all the heaviest eldrazi annihilators. Even if I was not going to wipe your board, having an emrakul with 4 Conscipts was usually a game ender (46 flying damage, with pretty much the exact same annihilator count on board as Kozilek and ulamog were also in the sideboard.
Anyway That was my initial plan for eldrazi, Using a few new ones, while going with the mass spawn and Broodwardens. (and anthems) scary stuff when you are swinging with a bunch of 8/5s that use to be 0/1s (that was my deck too. Mass produce Eldrazi spawn with hatchers, nest invaders and awakening zones. then just use spawnsire to win, or use the 4 broodwardens to win. It was complete unorthadox but it worked.
Robo reanimator that generates artifact tokens, whirler rogue and pia can win via tokens alone or keep you alive until you reanimate one of the big artifacts.
Private Mod Note
():
Rollback Post to RevisionRollBack
Pauper: UB Wight Phantasm RB Burn UR Faerie Rites of Initiation
Robo reanimator that generates artifact tokens, whirler rogue and pia can win via tokens alone or keep you alive until you reanimate one of the big artifacts.
Didn't you say in the initial post you were sick of that specific card? I mean it is pretty easy, just take out the reanimator stuff and stick him in, up the lands by two, and swap out careful study and faithless looting for ponder and preordain. Then stick some generic ramp (sol ring) to get out your tokens and brudiclad.
Private Mod Note
():
Rollback Post to RevisionRollBack
Pauper: UB Wight Phantasm RB Burn UR Faerie Rites of Initiation
Didn't you say in the initial post you were sick of that specific card? I mean it is pretty easy, just take out the reanimator stuff and stick him in, up the lands by two, and swap out careful study and faithless looting for ponder and preordain. Then stick some generic ramp (sol ring) to get out your tokens and brudiclad.
yes in EDH, In casual he will be one of the creatures, not strictly focused on him, however there are a lot of artificers that make thopters, so he has uses.
Sadly, while i was hyped to play 60 card again, i ended up buying a Mox opal and mana crypt for commander and no longer have a budget for a while. I may end up buying a precon or two later on but I am saving up for a couple of video games and managing the lack of income i have atm (in between jobs currently)
But crafting theory decks for now can be a lot of fun.
You could probably get a good human token spam going for green and white, the newer innistrad block had a few cool cards that worked well with the old.
You could probably get a good human token spam going for green and white, the newer innistrad block had a few cool cards that worked well with the old.
You say you're set on these tribes, is there a reason you've omitted the 4 strongest tribes in Merfolk, Zombies, Elves & Goblins?
For me, I would favour these tribes simply because they've got a lot of cards to choose from, so making up a heap of decks will not only be a bit easier, but there might actually be cheaper variants of certain cards you may want to play with.
Also;
Are you aiming to balance all of these decks relative to each other?
For R/W, Samurai are awful, even if you pack in an equipment package. Personally I would use these colours to build a Sunforger deck, which helps to get around the fact that white/red has very few (good) options for card draw.
If you want to build a Knight deck, G/W has some good choices, but personally I use White/Blue.
I use Knight Exemplar together with lots of blue clone effects like Phantasmal Image, Stunt Double etc., with 8 wipes like Planar Collapse. Idea is to copy exemplar, wipe, beat face - OR - If they remove your knight, copy the biggest threats on the table and beat face.
I tend to play FFA, so there's usually always something big to copy, but if you're planning on these tribal decks only playing each other, YMMV.
For Blue/Green, the strongest option IME is Cloudpost-ramp.
Green/Blue has all the blue filter & mana fixing to assemble massive mana quickly.
Black/Blue has a LOT of great strategy possibilities, probably the strongest colour combination for multiplayer together with Black/Green.
Faeries & Zombies would be my first thought in these colours simply due to the vast number of card options you might find. Sakashima's Student is the best ninja in my mind, I wouldn't play with almost all the others.
For Green/Black, graveyard mechanics are king. Make sure you pack in 4 Stinkweed Imp. Trust me.
You say you're set on these tribes, is there a reason you've omitted the 4 strongest tribes in Merfolk, Zombies, Elves & Goblins?
For me, I would favour these tribes simply because they've got a lot of cards to choose from, so making up a heap of decks will not only be a bit easier, but there might actually be cheaper variants of certain cards you may want to play with.
Also;
Are you aiming to balance all of these decks relative to each other?
For R/W, Samurai are awful, even if you pack in an equipment package. Personally I would use these colours to build a Sunforger deck, which helps to get around the fact that white/red has very few (good) options for card draw.
If you want to build a Knight deck, G/W has some good choices, but personally I use White/Blue.
I use Knight Exemplar together with lots of blue clone effects like Phantasmal Image, Stunt Double etc., with 8 wipes like Planar Collapse. Idea is to copy exemplar, wipe, beat face - OR - If they remove your knight, copy the biggest threats on the table and beat face.
I tend to play FFA, so there's usually always something big to copy, but if you're planning on these tribal decks only playing each other, YMMV.
For Blue/Green, the strongest option IME is Cloudpost-ramp.
Green/Blue has all the blue filter & mana fixing to assemble massive mana quickly.
Black/Blue has a LOT of great strategy possibilities, probably the strongest colour combination for multiplayer together with Black/Green.
Faeries & Zombies would be my first thought in these colours simply due to the vast number of card options you might find. Sakashima's Student is the best ninja in my mind, I wouldn't play with almost all the others.
For Green/Black, graveyard mechanics are king. Make sure you pack in 4 Stinkweed Imp. Trust me.
I am planning on have them go against each other, and the reason i was set on those tribes is due to not wanting to do the usual suspects. I could have easily gone with Zombie, Goblins, Elves, Merfolk, Soldiers but did nit want to. I wanted something new or at least offbeat.
So I went with wanting to build 10 tribal decks, one of each guild combo. However that is where the problem lies. I have not played 60 card in a long time. and the last time i played i used a precon deck so yea, not really getting creative. In EDH you can only use singleton cards, so some strategies have to be refined and tweaked. You have find alternatives and you don't have options. In constructed (Casual or not) you have options, along with being allowed mutiples. The only restrictions I am putting on my decks are Strictly guild colored cards (Not Black card or black activation costs in Boros) and when it comes to legendaries, only one copy (Well aside from Brothers Yamazaki)
So while I do not yet have decks built i have decided on tribes.
WU - Myr
WB - Knights
WR - Samurai
WG - Humans (Mainly innistrad villager theme)
UB - Ninjas
UR - Artificer
UG - Mutants
BR - Pirates
BG - Fungi
RG - Edrazi (spawn and scion, along with a couple big bad ones)
So these are the tribes and I am kind of dead set on them. They are not really the most commonly found ones and most have some good synergy. However I would like help. I have been away form deck construction for quite a while. Sure i build a lot of EDH decks, but most follow a formula that has been done to death (brudiclad tokens, Yurkio big stuff, Even Marisil, a deck i felt i did most myself, used a lot of community support)
So that is where I am at, looking for help. A few legends per deck, along with tribal support and maybe a few extra bits, like some countermagic in Myr or maybe a bit of a removal in Fungus.
So yea, help me build my battlebox.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
10 Mountain
10 Forest
creatures
4 Nest Invader
3 Vile Aggregate
3 Kozilek's Predator
4 Emrakul's Hatcher
2 Broodwarden
2 Barrage Tyrant
2 Deceiver of Form
4 Hand of Emrakul
3 Desolation Twin
1 Kozilek, Butcher of Truth
4 Skittering Invasion
4 Growth Spasm
4 Brood Birthing
Looks pretty similar to what i was gonna run. Basically i was thinking of just editing my old Standard HELLDRAZI which was a R/G (splashing blue fro Training grounds) Eldrazi combo deck (The whole goal was to use spawnsire to grab my sideboard and throw out all the heaviest eldrazi annihilators. Even if I was not going to wipe your board, having an emrakul with 4 Conscipts was usually a game ender (46 flying damage, with pretty much the exact same annihilator count on board as Kozilek and ulamog were also in the sideboard.
Anyway That was my initial plan for eldrazi, Using a few new ones, while going with the mass spawn and Broodwardens. (and anthems) scary stuff when you are swinging with a bunch of 8/5s that use to be 0/1s (that was my deck too. Mass produce Eldrazi spawn with hatchers, nest invaders and awakening zones. then just use spawnsire to win, or use the 4 broodwardens to win. It was complete unorthadox but it worked.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
4 Myr Battlesphere
4 Careful Study
4 Faithless Looting
4 Goblin Welder
4 Pia and Kiran Nalaar
4 Whirler Rogue
10 Island
10 Mountain
4 Mycosynth Wellspring
Robo reanimator that generates artifact tokens, whirler rogue and pia can win via tokens alone or keep you alive until you reanimate one of the big artifacts.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
yes in EDH, In casual he will be one of the creatures, not strictly focused on him, however there are a lot of artificers that make thopters, so he has uses.
Sadly, while i was hyped to play 60 card again, i ended up buying a Mox opal and mana crypt for commander and no longer have a budget for a while. I may end up buying a precon or two later on but I am saving up for a couple of video games and managing the lack of income i have atm (in between jobs currently)
But crafting theory decks for now can be a lot of fun.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
yea, like heron's grace champion.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
For me, I would favour these tribes simply because they've got a lot of cards to choose from, so making up a heap of decks will not only be a bit easier, but there might actually be cheaper variants of certain cards you may want to play with.
Also;
Are you aiming to balance all of these decks relative to each other?
For R/W, Samurai are awful, even if you pack in an equipment package. Personally I would use these colours to build a Sunforger deck, which helps to get around the fact that white/red has very few (good) options for card draw.
If you want to build a Knight deck, G/W has some good choices, but personally I use White/Blue.
I use Knight Exemplar together with lots of blue clone effects like Phantasmal Image, Stunt Double etc., with 8 wipes like Planar Collapse. Idea is to copy exemplar, wipe, beat face - OR - If they remove your knight, copy the biggest threats on the table and beat face.
I tend to play FFA, so there's usually always something big to copy, but if you're planning on these tribal decks only playing each other, YMMV.
For Blue/Green, the strongest option IME is Cloudpost-ramp.
Green/Blue has all the blue filter & mana fixing to assemble massive mana quickly.
Black/Blue has a LOT of great strategy possibilities, probably the strongest colour combination for multiplayer together with Black/Green.
Faeries & Zombies would be my first thought in these colours simply due to the vast number of card options you might find.
Sakashima's Student is the best ninja in my mind, I wouldn't play with almost all the others.
For Green/Black, graveyard mechanics are king. Make sure you pack in 4 Stinkweed Imp. Trust me.
I am planning on have them go against each other, and the reason i was set on those tribes is due to not wanting to do the usual suspects. I could have easily gone with Zombie, Goblins, Elves, Merfolk, Soldiers but did nit want to. I wanted something new or at least offbeat.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist