There are a couple routes to victory with this deck, one is pretty obvious which is make Kresh really huge. the other is a token route. out of my testing of the deck i have won more with the tokens than Kresh. And once with Rolling Thunder, coming after a Life. Tapped Cauldron of Souls to give my lands persist, tapped them all for mana, sac'd them to Ashnod's Altar and then after they came back into play tapped them for mana again. the Thunder hit about 50 damage.
I would put in more basic lands and mana ramp like deep reconnassiance, harrow, journey of discovery, mnovuli acid moss, and frenzied tilling, plus maybe some other gems that are ripe for kresh like woodfall primus, altar of dementia, kiki-jiki (only if you can reliably produce three red mana). Also if you like rolling thunder try out fanning the flames since its got a buyback and it is a reusable blaze. For straight mana ramp try out darksteel ingot and coalition relic since they are cheap, make any color, and normally don't draw too much attention. Cheers
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[FONT=Franklin Gothic Medium]Two roads diverged in a yellow wood and I--[/FONT]
[FONT=Franklin Gothic Medium]I took the one less traveled by,[/FONT]
[FONT=Franklin Gothic Medium]and that has made all the difference.[/FONT]
There are a couple routes to victory with this deck, one is pretty obvious which is make Kresh really huge. the other is a token route. out of my testing of the deck i have won more with the tokens than Kresh. And once with Rolling Thunder, coming after a Life. Tapped Cauldron of Souls to give my lands persist, tapped them all for mana, sac'd them to Ashnod's Altar and then after they came back into play tapped them for mana again. the Thunder hit about 50 damage.
I am looking for ways to improve the deck. Thanks
I used to play Asmira, Holy Avenger which is essentially a mini-Kresh with wings and I also found that I won more frequently because of my tokens than because of Asmira herself. I notice you have both Ashnod's Altar and Fecundity in the deck, have you considered Saproling Cluster to combo with these? Basically you can make (and sac) as many tokens as you have cards in the deck and save 1 mana each to hit with a really big Rolling Thunder, etc. or a really big Kresh. (That used to be a top contender combo back in like 2000)
I made a kresh deck, sorry I dont have time to notice any differences, but a few things i see, and sorry if i suggest something you already have.
Kiki Jiki is amazing.
Minion Reflector is amazing
Ooze Garden
Barter in blood
Kresh is too easily chumpable, runes of the deus if landed on him is GG. Obviously, they will immediatly try and kill him, but if he lives, just gg. Add also in equipment that give him protection and evasion, whispersilk cloak, loxodon warhammer, Sword of Light/Shadow and Fire/Ice, all are very devastating on a large kresh.
More creatures in general, the more you have the bigger kresh gets. Also, its easy to find good sac effects, really helps having good sac creatures. Penumbra Wurm is great.
Good token creatures, like derranged hermit, siege gang commander and etc are always welcome. Persist creatures are great, even normal crap like scuzzback marauders i find to be quite good drops in a kresh deck. Solemn Simulacrum is a great sac target. Calera Hellion devours, but can also give large boosts when facing decks with smallish creatures. Garruk is a great planeswalker for this deck, and liliana can provide game turning ends, even in 2 player duels, because your grave is chock full with sacced creatures.
Mogg war marshal another good token creature. Endrek Sahr, Master Breeder with some cards creatures simply sick synergies. Force of savagery is your friend. Sel Kuar, Death Greeter is Kresh's co conspirator, he gets nasty with all your sac effects. Handily all the tokens are 3/1s, ready to give big bonuses to kresh.
Kresh has so many synergies, a deck that lacks enough removal to keep him dead, kresh decks work very well. With my kresh deck, normally 2-3 turns after i play kresh i a kresh that needs to be dealt with immediatly. Really fun to play.
Thank all of you for your help. I am going to try to get things in there. like Skullclamp and a few other equipment. its more just trying to get more copies of cards, like Clamp and Warhammer. And the Dragon, but he is pretty hard to get seeing as he is pretty costly right now. Also Minion Reflector is a good idea, and a cheap card. So that will more than likely go in. And Barter In Blood, i see that replacing Innocent Blood.
Do any of you guys find that you're always starved for mana and you need about three Mana Flares in order to operate? Is there any way to be able to generate more mana in this deck?
Do any of you guys find that you're always starved for mana and you need about three Mana Flares in order to operate? Is there any way to be able to generate more mana in this deck?
Abso-****en-lutely. I wish I could run Mirari's Wake in this deck, I may switch it up to Mayael the Anima soon enough. Although, the funnest part of this deck is making Ultimate Warrior jokes and using Kresh and Arena to simulate Wrestlemania.
Abso-****en-lutely. I wish I could run Mirari's Wake in this deck, I may switch it up to Mayael the Anima soon enough. Although, the funnest part of this deck is making Ultimate Warrior jokes and using Kresh and Arena to simulate Wrestlemania.
An idea if you guys are having Mana problems is just Mana Reflection, it also effects all permanents, like Signets will give you 4 mana, Obelisk will give 2 and so forth. so its really cool.
I played with my friend's Kresh deck yesterday, vs. my Niv-Mizett and a green deck. (We were rolling for decks which is how we got each other's decks.)
I had Kresh out and my prey had Niv-Mizett. I evoked Shriekmaw to kill the Niv-Mizzet, putting eleven counters on Kresh. Good times. Unfortunately, he had Repulse, the only bounce spell in the deck.
An idea if you guys are having Mana problems is just Mana Reflection, it also effects all permanents, like Signets will give you 4 mana, Obelisk will give 2 and so forth. so its really cool.
I played with my friend's Kresh deck yesterday, vs. my Niv-Mizett and a green deck. (We were rolling for decks which is how we got each other's decks.)
I had Kresh out and my prey had Niv-Mizett. I evoked Shriekmaw to kill the Niv-Mizzet, putting eleven counters on Kresh. Good times. Unfortunately, he had Repulse, the only bounce spell in the deck.
and in response, you cast soul's fire. good story.
There are a lot of cool cards in here. I love genesis to pieces and wish I had my own. Glencrawler is something I never thought of, and I would like to fit deathbringer thoctar in myself.
On the other and, there is some stuff that just doesn't fit. I don't really like predatory advantage (good, but could be better) or the primordal sage, carnage altar, or ambitions cost (you have a lot of card draw/tutors as is and the other stuff is just better). Also, the beastmaster asencsion does too little IMHO. I'd recommend necrogenesis from shards of alara instead of the predatory advantage, and recommend wrecking ball. Both deal with problems you don't seem to have under control (graveyards and annoying lands such as academy ruins) and help with other facets as well. Your accel seems spot on, so I don't have much to say there except why don't you have Solemn Simulacrum. Tutoring seems like a big thing in your deck, so might i suggest survival of the fitest (with squee if you want) to help with that repetably instead of the one shot spells you have right now (dimir machinations isn't that good, except for the transmute, and with that cost I'd rather run something kinda consistent). Edh is all about utility and getting the biggest bang for your buck, and as often as possible.
And to the earlier mana problems (if they still exist), I run 34-35 lands, of which four don't tap for colored, 18 are basic, and 2 are just fetches. Accel is in the form of two signets, a darksteel ignot, journeyer's kite, top, fertilid and kodama's reach. I rarely (read only after armagedon, occassionally) have mana problems. The trick i find is keeping the curve down (Majority of the spells are at cmc 3, and only a few at 7 plus). If you care, http://forums.mtgsalvation.com/showthread.php?t=210752.
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The surest sign that intelligent life exists elsewhere in the universe is that it has never tried to contact us. - Calvin from Calvin and Hobbes
I'm a little new to the commander play, old player, just new to edh. But I've been messing with a Kresh deck and been curious why no ones used Tombstone stairwell in one yet. Even if it's only on the board one full turn with three or four people playing it can lead to a huge Kresh come your turn even if each player only has a handful of creatures in each graveyard. Also if your grave is fuller than theirs it can lead to a board sweep of creatures when combined with Gravepact and serve as food for your devourers.
Just a thought, but I figure it might be good with Kresh, especially with 3+ people playing. I initially ran Tombstone in cutthroat games with Altar of Dementia for a modular shift from swarm to mill. You start off milling yourself for more creatures in your grave, to create more zombies per turn, then go to milling thru your opponents, or just swarming by making more zombies than they can. You need to pay attention that all zombies created by this enchantment die at the end of every turn and are replaced at the beginning of every turn (your turn and each opponents turn). That's a +2 +2 for Kresh per creature in the graveyard per turn. And since both the upkeep and zombie token generation happen at the same time you can choose which goes off first. For either one last wave or let it go before the wave spawn goes off, either giving Kresh one last boost or letting all of them stay gone and out of his way.
And as a sidenote, I like the Spearbreaker Behemoth with Kresh, as it lets him get around alot of point kill directed at him once he hits a 5 power. Which seems fairly easy with him.
Other creatures I like with him are the Fleshbag Marauder and Kagemaro with Volrath's Stronghold. As you can just keep regurgitating them over and over. And a note on Kagemaro, he should not kill Kresh ever, since when he sacrifices himself he will pump Kresh by the same number that he will be penalized until end of turn.
I controlled an entire game with Kresh and Kagemaro by putting Kagemaro back on top repeatedly with Volrath's Stronghold. That was until my Volrath's got Vesuva'd =(
And a Plague Winds or Reiver Demon is a good way to make a path for Kresh.
I also know that there are better equips out there, but I've found Vorrac Battlehorns to be good on him, as it gives him the trample he so needs, and keeps him from getting ganged up on during a block. One on one Kresh should wreck anything that gets in his way, this equip just makes sure it stays one on one. And it makes sure his unused attack power carry's over.
This is all my two cents, so take of it what you will =)
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1 Kresh, The Bloodbraided
Creatures:
1 Algae Gharial
1 Ancient Silverback
1 Big Game Hunter
1 Broodhatch Nantuko
1 Broodmate Dragon
1 Carrion Thrash
1 Chameleon Colossus
1 Flametongue Kavu
1 Gigapede
1 Grave-Shell Scarab
1 Greater Gargadon
1 Loaming Shaman
1 Krosan Tusker
1 Mycoloth
1 Nantuko Husk
1 Prowling Pangolin
1 Phyrexian Plaguelord
1 Ravenous Baloth
1 Rockslide Elemental
1 Symbiotic Wurm
1 Sprouting Thrinax
1 Spitebellows
1 Thunderscape Master
1 Walker of the Grove
1 Yavimaya Elder
Enchantments:
1 Attrition
1 Cream of the Crop
1 Fecundity
1 Grave Pact
1 Rancor
1 Spidersilk Armor
1 Ashnod's Altar
1 Cauldron of Souls
1 Golgari Signet
1 Obelisk of Jund
1 Rakdos Signet
1 Slate of Ancestry
Instants:
1 Ancient Grudge
1 Expunge
1 Hit
1 Run
1 Jund Charm
1 Plunge into Darkness
1 Putrefy
1 Resounding Thunder
1 Scatter the Seeds
1 Soul's Fire
1 Sprout Swarm
1 Terminate
1 Wrecking Ball
Sorceries:
1 Beacon of Unrest
1 Bone Splinters
1 Desert Twister
1 Firespout
1 Gift of the Gargantuan
1 Haze of Rage
1 Hoarder's Greed
1 Innocent Blood
1 Kodama's Reach
1 Life
1 Death
1 Recross The Paths
1 Reprocess
1 Rolling Thunder
1 Search for Tomorrow
1 Torrent of Souls
1 Vigor Mortis
1 Violent Ultimatum
1 Sarkhan Vol
Land:
1 Barren Moor
1 Blood Crypt
1 Darigaaz's Caldera
5 Forest
1 Forgotten Cave
1 Fungal Reaches
1 Geothermal Crevice
1 Golgari Rot Farm
1 Gruul Turf
1 Highland Weald
1 Jund Panorama
1 Molten Slagheap
5 Mountain
1 Mountain Valley
7 Swamp
1 Terramorphic Expanse
1 Tranquil Thicket
1 Urborg Volcano
I am looking for ways to improve the deck. Thanks
[FONT=Franklin Gothic Medium]I took the one less traveled by,[/FONT]
[FONT=Franklin Gothic Medium]and that has made all the difference.[/FONT]
I used to play Asmira, Holy Avenger which is essentially a mini-Kresh with wings and I also found that I won more frequently because of my tokens than because of Asmira herself. I notice you have both Ashnod's Altar and Fecundity in the deck, have you considered Saproling Cluster to combo with these? Basically you can make (and sac) as many tokens as you have cards in the deck and save 1 mana each to hit with a really big Rolling Thunder, etc. or a really big Kresh. (That used to be a top contender combo back in like 2000)
I would also consider adding cards like Sakura-Tribe Elder, Ravenous Baloth, and some echo creatures Deranged Hermit works nicely.
also, creature tokens and no Skullclamp?
Current EDH Decks:
G Multani, Maro-Sorcerer
B Xiahou Dun, the One-Eyed
GU Momir Vig, Simic Visionary
Whoops, i forgot to type that one in.
And yeah, i need to add a Skullclamp. And find my Ravenous Baloth
LegacyDan's trade thread
Casaul Deck
B Musophobia (mono black rats) B
Legacy Decks
x undecided x
BWMoonshineWB
EDH deck
B Chainer, My worst Nightmare?B
WUR Numot, Lord of the Attacks RUW
WUBZurBUW
And Innocent Blood!!!
Hex could be decent as well.
Kiki Jiki is amazing.
Minion Reflector is amazing
Ooze Garden
Barter in blood
Kresh is too easily chumpable, runes of the deus if landed on him is GG. Obviously, they will immediatly try and kill him, but if he lives, just gg. Add also in equipment that give him protection and evasion, whispersilk cloak, loxodon warhammer, Sword of Light/Shadow and Fire/Ice, all are very devastating on a large kresh.
More creatures in general, the more you have the bigger kresh gets. Also, its easy to find good sac effects, really helps having good sac creatures. Penumbra Wurm is great.
Good token creatures, like derranged hermit, siege gang commander and etc are always welcome. Persist creatures are great, even normal crap like scuzzback marauders i find to be quite good drops in a kresh deck. Solemn Simulacrum is a great sac target. Calera Hellion devours, but can also give large boosts when facing decks with smallish creatures. Garruk is a great planeswalker for this deck, and liliana can provide game turning ends, even in 2 player duels, because your grave is chock full with sacced creatures.
Mogg war marshal another good token creature. Endrek Sahr, Master Breeder with some cards creatures simply sick synergies. Force of savagery is your friend. Sel Kuar, Death Greeter is Kresh's co conspirator, he gets nasty with all your sac effects. Handily all the tokens are 3/1s, ready to give big bonuses to kresh.
Kresh has so many synergies, a deck that lacks enough removal to keep him dead, kresh decks work very well. With my kresh deck, normally 2-3 turns after i play kresh i a kresh that needs to be dealt with immediatly. Really fun to play.
Hope some of the suggested cards are helpful
Thanks to Spiderboy4 of High~Light Studios!
And maybe Death Pit Offering
1 Kresh, The Bloodbraided
Creatures:
1 Apprentice Necromancer
1 Bloodshot Cyclops
1 Cloudthresher
1 Eternal Witness
1 Genesis
1 Grave-Shell Scarab
1 Hell's Caretaker
1 Keldon Vandals
1 Lyzolda, the Blood Witch
1 Magmasaur
1 Masked Admirers
1 Multani's Acolyte
1 Pentavus
1 Quagmire Druid
1 Sakura-Tribe Elder
1 Savra, Queen of the Golgari
1 Seedguide Ash
1 Sek'Kuar, Deathkeeper
1 Shard Phoenix
1 Solemn Simulacrum
1 Spitebellows
1 Sprouting Thrinax
1 Thrashing Wumpus
1 Vigor
1 Woodfall Primus
1 Yavimaya Elder
1 Yavimaya Granger
1 Ashnod's Altar
1 Attrition
1 Cauldron of Souls
1 Darksteel Ingot
1 Doubling Season
1 Fecundity
1 Golgari Signet
1 Grave Pact
1 Gruul Signet
1 Loxodon Warhammer
1 Mind's Eye
1 Minion Reflector
1 Ooze Garden
1 Phyrexian Altar
1 Phyrexian Arena
1 Phyrexian Reclamation
1 Rakdos Signet
1 Rancor
1 Shivan Harvest
1 Skullclamp
1 Sylvan Library
1 Beseech the Queen
1 Buried Alive
1 Cauldron Dance
1 Decree of Pain
1 Demonic Tutor
1 Diabolic Intent
1 Diabolic Tutor
1 Obliterate
1 Primal Growth
1 Victimize
1 Worldly Tutor
40 assorted lands
Do any of you guys find that you're always starved for mana and you need about three Mana Flares in order to operate? Is there any way to be able to generate more mana in this deck?
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
Abso-****en-lutely. I wish I could run Mirari's Wake in this deck, I may switch it up to Mayael the Anima soon enough. Although, the funnest part of this deck is making Ultimate Warrior jokes and using Kresh and Arena to simulate Wrestlemania.
I'm going to be adding Keeper of Progenitus and Overabundance when I can.
An idea if you guys are having Mana problems is just Mana Reflection, it also effects all permanents, like Signets will give you 4 mana, Obelisk will give 2 and so forth. so its really cool.
I had Kresh out and my prey had Niv-Mizett. I evoked Shriekmaw to kill the Niv-Mizzet, putting eleven counters on Kresh. Good times. Unfortunately, he had Repulse, the only bounce spell in the deck.
Thats a great idea! thanks
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
and in response, you cast soul's fire. good story.
U Merfolk U
EDH
GBW Doran, the Siege Tower GBW
WU Hanna, Ship's Navigator WU
BBB Marrow-Gnawer BBB
On the other and, there is some stuff that just doesn't fit. I don't really like predatory advantage (good, but could be better) or the primordal sage, carnage altar, or ambitions cost (you have a lot of card draw/tutors as is and the other stuff is just better). Also, the beastmaster asencsion does too little IMHO. I'd recommend necrogenesis from shards of alara instead of the predatory advantage, and recommend wrecking ball. Both deal with problems you don't seem to have under control (graveyards and annoying lands such as academy ruins) and help with other facets as well. Your accel seems spot on, so I don't have much to say there except why don't you have Solemn Simulacrum. Tutoring seems like a big thing in your deck, so might i suggest survival of the fitest (with squee if you want) to help with that repetably instead of the one shot spells you have right now (dimir machinations isn't that good, except for the transmute, and with that cost I'd rather run something kinda consistent). Edh is all about utility and getting the biggest bang for your buck, and as often as possible.
And to the earlier mana problems (if they still exist), I run 34-35 lands, of which four don't tap for colored, 18 are basic, and 2 are just fetches. Accel is in the form of two signets, a darksteel ignot, journeyer's kite, top, fertilid and kodama's reach. I rarely (read only after armagedon, occassionally) have mana problems. The trick i find is keeping the curve down (Majority of the spells are at cmc 3, and only a few at 7 plus). If you care, http://forums.mtgsalvation.com/showthread.php?t=210752.
It's a 4/4 for 4 with a relevant sac ability.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
True story.
Just a thought, but I figure it might be good with Kresh, especially with 3+ people playing. I initially ran Tombstone in cutthroat games with Altar of Dementia for a modular shift from swarm to mill. You start off milling yourself for more creatures in your grave, to create more zombies per turn, then go to milling thru your opponents, or just swarming by making more zombies than they can. You need to pay attention that all zombies created by this enchantment die at the end of every turn and are replaced at the beginning of every turn (your turn and each opponents turn). That's a +2 +2 for Kresh per creature in the graveyard per turn. And since both the upkeep and zombie token generation happen at the same time you can choose which goes off first. For either one last wave or let it go before the wave spawn goes off, either giving Kresh one last boost or letting all of them stay gone and out of his way.
And as a sidenote, I like the Spearbreaker Behemoth with Kresh, as it lets him get around alot of point kill directed at him once he hits a 5 power. Which seems fairly easy with him.
Other creatures I like with him are the Fleshbag Marauder and Kagemaro with Volrath's Stronghold. As you can just keep regurgitating them over and over. And a note on Kagemaro, he should not kill Kresh ever, since when he sacrifices himself he will pump Kresh by the same number that he will be penalized until end of turn.
I controlled an entire game with Kresh and Kagemaro by putting Kagemaro back on top repeatedly with Volrath's Stronghold. That was until my Volrath's got Vesuva'd =(
And a Plague Winds or Reiver Demon is a good way to make a path for Kresh.
I also know that there are better equips out there, but I've found Vorrac Battlehorns to be good on him, as it gives him the trample he so needs, and keeps him from getting ganged up on during a block. One on one Kresh should wreck anything that gets in his way, this equip just makes sure it stays one on one. And it makes sure his unused attack power carry's over.
This is all my two cents, so take of it what you will =)