I'm so happy you're getting the deck back together, albeit on MtGO.
It is a bit of a bummer, as I do miss playing games in person, but financially and timewise, this is my only option. Hopefully I can get a better computer setup and time to actually record games and keep a frequently updated YouTube channel.
Haven't updated in awhile, since Amonkhet to be exact. There really hasn't been much that can make this deck more over the top than it already is, but I did find some cards that can fit well in here. Pirate's Pillage is more card draw that can also create sac fodder for Daretti, or ramp us into another spell. Karn, Scion of Urza is more card draw, but can also create artifact bodies for attacking/blocking/sac fodder. Arch of Orazca just gives us another outlet for card draw, but only when we have the city's blessing.
To make room, I took out Blood Moon mostly because I don't want to shut off our lands, even though it also shuts opponent's off. We can't recur it, so once it's in the graveyard, it's done for anyways. Dust Bowl is expensive for land destruction, so it got cut. Shrine of the Forsaken Gods didn't really do much for the deck, so it was an easy choice to make.
I also removed the Visual Deck List and Pimpage sections. I know longer have a physical copy of the deck and it's accessories, so I feel like these are no longer necessary.
Unfortunately, I didn't see anything that would give Daretti an extra push, or even the slightest tickle. Hopefully we get something soon.
On a side note, Pirate's Pillage and Karn, Scion of Urza have been performing very well and I think will make the long term cut until something better comes along.
Eh, I’m not sold on either one. Meteor Golem is a far worse Spine of Ish Sah. It can be killed much easier than Spine, and doesn’t come back to the hand like Spine does.
Wand is pretty bad at removal as well. You only get three uses out of it before you have to cycle it out (or you can also Proliferate). Also, it can only be activated at Sorcery speed, so it can’t save Daretti from an attacker.
Yea, I really like Meteor Golem a lot more in like.... a black reanimator build. The idea of Corpse Dance looping Meteor Golem is like.... a wet dream for mono black control.
The wand, I think is actually not terrible. I am not saying it belongs here but the fact that its somewhat cheap removal and its repeatable could really make it hard to play a strong creature after you play it and it could really deny someone of their commander. I think it is interesting and I have been sort of contemplating it in my squee deck but yes, the sorcery speed implications of it are a little questionable.
Private Mod Note
():
Rollback Post to RevisionRollBack
I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Yea, I really like Meteor Golem a lot more in like.... a black reanimator build. The idea of Corpse Dance looping Meteor Golem is like.... a wet dream for mono black control.
I CANNOT believe I overlooked Meteor Golem for Gonti...sweet mother of mercy...
Looks like we might be getting a few goodies in the new commander set. Forge of Heroes will definitely find a home here, and possibly Saheeli's Directive. Not too sure on Coveted Jewel quite yet, but will do a full on review once the full spoiler is up.
Saheeli's Directive: Genesis Wave for artifacts. It also has Improvise, so we can tap our artifacts to help pay for the spell. Doesn't hit any other type of permanent like Wave does, but could get us a boatload of artifacts onto the battlefield.
Coveted Jewel: Essentially a Gilded Lotus that will draw us three cards. The biggest downfall is that if we can't block a creature, not only do we lose the Jewel, but our opponent's get to draw three cards. We can't even tap it in response because it untaps itself. Hightly doubt I will be running this myself.
Forge of Heroes: Probably my favorite card of this set for this deck. Let's Daretti get an extra loyalty counter on him after he enters. Can also be used politically with other players.
Isolated Watchtower: There's times when we have some extra mana open, and we can use that mana to possibly ramp us a little bit. Not a bad inclusion to consider.
Honorable mention goes to Treasure Nabber. We can steal mana rocks, use them on our turn, and even sacrifice them in order to prevent opponent from getting them back. While he does seem pretty good, I'm not 100% certain his home is here.
Scrap Trawler has been fairly lackluster in recent games. He really doesn't do much of anything until an artifact goes to the graveyard. When one does, he is also limited in what he can bring back.
I decided to bring back Silent Arbiter as a way to slow down token/swarm strategies, and have a better way of controlling combat in order to protect Daretti. Oh, and I like big butts and I cannot lie, and Arbiter has a pretty big one as well!
I've also updated the look of the Primer to make it look nicer.
========================================
I am heavily considering making more changes to the deck. So far, I'm thinking about cutting the following cards:
While Blinkmoth Urn has the ability to make a lot of mana for us, sometimes we just don't have an outlet to be able to utilize it. I have found myself using Mirrorworks less and less. I always end up pitching it to Daretti and never recurring it. The Chain Veil is only useful if we have a planeswalker on the battlefield. If we don't, it has no use for us.
I'm trying to make it so every card has a use on its own, or at the very least have a synergy with something that is easy to get.
Regarding Scrap trawler, facing a wrath last game, it returned me something like 5 cards to my hand, i'm keeping it. I would add that when it doesn't pay, maybe it is because your opponent don't want to wrath or destroy you board knowing you'll get cards back. Scrap trawler is cheap to play, is a kind of insurance agains wrath, and force your opponent to take decisions, plus it synergize with Daretti, scrap savant.
Regarding Scrap trawler, facing a wrath last game, it returned me something like 5 cards to my hand, i'm keeping it. I would add that when it doesn't pay, maybe it is because your opponent don't want to wrath or destroy you board knowing you'll get cards back. Scrap trawler is cheap to play, is a kind of insurance agains wrath, and force your opponent to take decisions, plus it synergize with Daretti, scrap savant.
I 100% agree with you about Blinkmoth Urn. Unless we have a way to tap it before we end our turn, the opponents will get use out of it before us, so it really isn't worth it as much as I originally thought it would be.
I've played with Mirrorworks since day one of this deck. It has proven its worth countless times. But for whatever reason, I have not been using it for anything except pitch fodder for Daretti. I'm sure there will be some time when I do use it, but I just haven't lately. I've been pushing hard for cards with immediate impact with a "lower barrier to entry" (not entirely sure that's the phrase I'm looking for).
Saheeli's Directive could make a serious impact in here. If we can pour at least 12 mana into X, there's no reason we couldn't get a reasonable hit off of it as Blightsteel Colossus is our highest CMC in the deck. While I've liked The Chain Veil in here to get extra activations, if we can't keep a Planeswalker out and alive, it has no real use.
I'll give Scrap Trawler some more consideration. It may end up finding its way back in here.
I'm also considering Slobad, Goblin Tinkerer, An easy early play, protection and sac outlet, I really think we should try it, as for Chaos Wand, i fear it will fizzle too often or that we may end with spell that wont contribute with our game plan... But Slobad, yes, really.
Private Mod Note
():
Rollback Post to RevisionRollBack
I'm french canadian, english is not my mother tongue, please forgive any mistakes.
BRW
''Know thy self, know thy enemy. A thousand battles, a thousand victories.''
I'm also considering Slobad, Goblin Tinkerer, An easy early play, protection and sac outlet, I really think we should try it, as for Chaos Wand, i fear it will fizzle too often or that we may end with spell that wont contribute with our game plan... But Slobad, yes, really.
So far, Chaos Wand hasn't been too bad. Most of the time I play it while I have Paradox Engine out with enough mana rocks to keep activating it. I get a lot of concedes with that.
I used to run Caged Sun and Gauntlet of Might, but in all honesty, the mana doublers aren't necessary at all. I cut them and haven't missed them at all.
I've been testing quite a few changes recently, and these are the ones I've come up with. I am going to continue to test these out and see which ones will ultimately stick.
We don't get any mana from Blinkmoth Urn until our following turn, but our opponents do, so this gets the cut. I never used Haven of the Spirit Dragon or Sequestered Stash for their abilities, nor have a ran into the situation where Homeward Path was necessary. Karn, Scion of Urza, while he does find a spot in the deck, and worked really well, often times I found myself getting a land, and the opponent exiling a good card, and then kill him. It's a bit of a risky card, and I don't want to take too many risks. Lightning Greaves was cut as was only really used with Blightsteel Colossus. We usually only tutor Blightsteel at end of an opponent's turn, so we can swing with him on ours, so the Greaves isn't needed. Mirrorworks I have found that I haven't been using it for anything other than pitch fodder, so when a card gets to that point, it needs to go. Lastly, The Chain Veil is better off in a deck that has a bunch of Planeswalkers to fully utilize it, or somewhere it can go infinite such as Teferi, Temporal Archmage.
I have added in the Tron lands in place of the three I took out. While they do absolutely nothing on their own, the ability to make 7 mana with three lands is a hard thing to ignore. I've added in Krark-Clan Ironworks and Slobad, Goblin Tinkerer as mainly sac outlets to avoid exile effects, and to set up a nice Scrap Mastery. KCI also allows us to ramp a little bit, and Slobad provides some protection for our artifacts. Chaos Wand is pretty bonkers. With enough rocks and Paradox Engine, we can churn through our opponent's decks until they run out of instants and sorceries. Scrap Trawler is back as he is too good to pass up, especially since he doesn't have to go to the graveyard to return an artifact, like Myr Retriever and Junk Diver. Sculpting Steel is a nice little utility artifact that can become whatever artifact we need at the time, whether it's a mana rock, or a Spine of Ish Sah.
I'm done hunting cards to build this deck and finally able to give it a try.
I don't own pricey wheel of fortune,bazaar and workshop.. can't afford them too. Let it be. May I replace wheel of fortune with magus of the wheel or wheel of fate or maybe saheeli's directive? For now I replace bazaar and workshop with mere mountains.
My list still minus arch of orazca, maze of ith, scalding tarn, memory jar, ugin, mox opal, and mycosynth lattice. 10 cards away from this thread list.
I replace them with 3 mountain, planar portal, trading post, thran dynamo, and crawlspace for now.
I'm done hunting cards to build this deck and finally able to give it a try.
I don't own pricey wheel of fortune,bazaar and workshop.. can't afford them too. Let it be. May I replace wheel of fortune with magus of the wheel or wheel of fate or maybe saheeli's directive? For now I replace bazaar and workshop with mere mountains.
My list still minus arch of orazca, maze of ith, scalding tarn, memory jar, ugin, mox opal, and mycosynth lattice. 10 cards away from this thread list.
I replace them with 3 mountain, planar portal, trading post, thran dynamo, and crawlspace for now.
Hey guys, I was wondering if you could please give me some advice on my deck. Our playgroup has a rule against going infinite and mass land destruction, which is why I don't play Karn, Silver Golem, Basalt Monolith, Staff of Domination, etc.
Hey guys, I was wondering if you could please give me some advice on my deck. Our playgroup has a rule against going infinite and mass land destruction, which is why I don't play Karn, Silver Golem, Basalt Monolith, Staff of Domination, etc.
Legault, I will go through each section by card type, and let you know my thoughts:
Lands: I'm not the biggest fan of CIPT lands, as they slow us down, and hinder us from using mana rocks to accelerate out. You want Daretti out as fast as you can. I don't feel like we run enough Mountains to make Valakut very viable. I would try out the Urza lands as they can make a buttload of mana. Command Beacon is another good land to run, as Daretti can get quite expensive. Geier Reach Sanitarium is another nice land to have as it lets us loot.
Creatures: Creature choices are fine; I'd maybe run a few good ones like Myr Battlesphere or Wurmcoil Engine, but that's my opinion. Quicksmith Genius is a pretty decent card as well, as he acts like a mini Daretti anytime an artifact enters.
Artifacts: You're definitely running some interesting artifacts, ones that I probably wouldn't play. However, I highly suggest running Alhammarret's Archive and Oracle's Vault. Both cards are amazing, but Archive is definitely a must as you will be able to draw a lot more cards with it. I also see you run some elements of Stax, so I would suggest Winter Orb/Static Orb to slow everyone else down. As long as you have a Clock of Omens, you will be left unscathed.
Instants: I haven't felt the need to run counters in my deck, but if your meta is counter-heavy, these are fine. I would even consider running Defense Grid to help deter.
Enchantments: Stranglehold is good if your meta has a lot of extra turns or searching, but otherwise, I would consider dropping.
Planeswalkers: Chandra, Flamecaller should definitely find a home in here; she's amazing. Karn Liberated would also be good, although the price tag can be daunting.
========================================
So after doing a lot of thinking, I am considering the following changes:
I have found myself utilizing Crucible of Worlds less and less recently, and haven't found the need to recur as many lands as I once thought I had to. With it gone, the fetches seem less needed. This will also mitigate the life loss from the fetches, as well as cheapen up the deck a little bit. Arch of Orazca I have never really used it for the ability, so it's an easily replaceable land.
In place of the fetches I am going to run 4 more Mountains until better utility lands come out. Arch of Orazca will get replaced by Forge of Heroes simply because it gives Daretti an extra loyalty counter when it comes in. Saheeli's Directive will replace Crucible of Worlds because it's a Genesis Wave for artifacts, and we run a ton in here.
Lands: I'm not the biggest fan of CIPT lands, as they slow us down, and hinder us from using mana rocks to accelerate out. You want Daretti out as fast as you can. I don't feel like we run enough Mountains to make Valakut very viable. I would try out the Urza lands as they can make a buttload of mana. Command Beacon is another good land to run, as Daretti can get quite expensive. Geier Reach Sanitarium is another nice land to have as it lets us loot.
I dislike the Urza lands in EDH as it's too fragile a combo to pull off. I run so few CIPT lands that Valakut seems appropriate in this case. I used to run Command Beacon but I decided to drop it as I cannot recur lands and therefore can't exploit it.
Creatures: Creature choices are fine; I'd maybe run a few good ones like Myr Battlesphere or Wurmcoil Engine, but that's my opinion. Quicksmith Genius is a pretty decent card as well, as he acts like a mini Daretti anytime an artifact enters.
I do run Wurmcoil Engine. I will try Quicksmith Genius, seems like an interesting addition.
Artifacts: You're definitely running some interesting artifacts, ones that I probably wouldn't play. However, I highly suggest running Alhammarret's Archive and Oracle's Vault. Both cards are amazing, but Archive is definitely a must as you will be able to draw a lot more cards with it. I also see you run some elements of Stax, so I would suggest Winter Orb/Static Orb to slow everyone else down. As long as you have a Clock of Omens, you will be left unscathed.
I used to run Oracle's Vault but found it too slow to be useful. I also ran Winter Orb and Static Orb, but found that opponents wouldn't let me have both Clock of Omens and an Orb at the same time.
Instants: I haven't felt the need to run counters in my deck, but if your meta is counter-heavy, these are fine. I would even consider running Defense Grid to help deter.
Enchantments: Stranglehold is good if your meta has a lot of extra turns or searching, but otherwise, I would consider dropping.
I find that while small spells are useful, they have little impact late in the game. Seeing as this deck often survives into the later stages, it is more useful to use other bigger spells. Which is why I run counters and other damage prevention things. Also, I used Stranglehold because of an infinite combo player, but he left so I won't run it anymore.
Planeswalkers: Chandra, Flamecaller should definitely find a home in here; she's amazing. Karn Liberated would also be good, although the price tag can be daunting.
I find that Planeswalkers are too difficult to defend in this deck. I used to run both Chandra and Karn but they usually only went off once and didn't do much. I run Ugin because his second ability is like a second All is Dust. Thanks for the feedback, I'll be making some changes.
Lands: I'm not the biggest fan of CIPT lands, as they slow us down, and hinder us from using mana rocks to accelerate out. You want Daretti out as fast as you can. I don't feel like we run enough Mountains to make Valakut very viable. I would try out the Urza lands as they can make a buttload of mana. Command Beacon is another good land to run, as Daretti can get quite expensive. Geier Reach Sanitarium is another nice land to have as it lets us loot.
I dislike the Urza lands in EDH as it's too fragile a combo to pull off. I run so few CIPT lands that Valakut seems appropriate in this case. I used to run Command Beacon but I decided to drop it as I cannot recur lands and therefore can't exploit it.
Creatures: Creature choices are fine; I'd maybe run a few good ones like Myr Battlesphere or Wurmcoil Engine, but that's my opinion. Quicksmith Genius is a pretty decent card as well, as he acts like a mini Daretti anytime an artifact enters.
I do run Wurmcoil Engine. I will try Quicksmith Genius, seems like an interesting addition.
Artifacts: You're definitely running some interesting artifacts, ones that I probably wouldn't play. However, I highly suggest running Alhammarret's Archive and Oracle's Vault. Both cards are amazing, but Archive is definitely a must as you will be able to draw a lot more cards with it. I also see you run some elements of Stax, so I would suggest Winter Orb/Static Orb to slow everyone else down. As long as you have a Clock of Omens, you will be left unscathed.
I used to run Oracle's Vault but found it too slow to be useful. I also ran Winter Orb and Static Orb, but found that opponents wouldn't let me have both Clock of Omens and an Orb at the same time.
Instants: I haven't felt the need to run counters in my deck, but if your meta is counter-heavy, these are fine. I would even consider running Defense Grid to help deter.
Enchantments: Stranglehold is good if your meta has a lot of extra turns or searching, but otherwise, I would consider dropping.
I find that while small spells are useful, they have little impact late in the game. Seeing as this deck often survives into the later stages, it is more useful to use other bigger spells. Which is why I run counters and other damage prevention things. Also, I used Stranglehold because of an infinite combo player, but he left so I won't run it anymore.
Planeswalkers: Chandra, Flamecaller should definitely find a home in here; she's amazing. Karn Liberated would also be good, although the price tag can be daunting.
I find that Planeswalkers are too difficult to defend in this deck. I used to run both Chandra and Karn but they usually only went off once and didn't do much. I run Ugin because his second ability is like a second All is Dust. Thanks for the feedback, I'll be making some changes.
1) I guess I don't necessarily view the Urza lands as a combo. They're lands that produce mana on their own, but produce way more if you have all three. I don't see that as a downfall myself; they've been decent in testing for me. With a lack of recursion, however, I can see why you may not want to run them. Same with Command Beacon.
2)Genius is pretty good, in my opinion. Sure, it's easily removable, but he doesn't really paint that big of a target on himself.
3)Vault is slow, yes, but if you have ways of untapping it, i.e., Paradox Engine, Voltaic Key, Unwinding Clock, Clock of Omens, then you get better value out of it. The nice thing about the Orbs and Clock is that they are artifacts, so that makes them easier to bring back if they are destroyed. Even if it only slows down someone by a turn, that's still a turn in which they didn't get to do everything they wanted to do.
4) You must have different games than I do, as a lot of the time in the games I've played, they tend to go after Daretti or the player quite often. Which is why I run some of the things I do, so we can survive into the later game. Those "small spells" are meant to dig deeper to find an answer or a piece of your puzzle that will help you survive or win the game.
5) If we're being completely honest, most cards are hard to defend in this game, but that doesn't mean we shouldn't run them. Both Chandra and Karn have built in protection in the form of removal. You don't have to play them right when you are able to. You can wait until the timing is right, so that you can get more than one use out of them. Sometimes I will throw Chandra down just to wheel, even though I know she will die before my next turn comes.
As I have stated before, it's all about preference. What works for me, may not work for everyone, and vice-versa. All I care about is that you have fun with the deck, and engage in discussion in this thread to help keep it alive!
========================================
Guilds of Ravnica Review:
I'm pretty late in getting this review out, but it's always better late than never, so here we go:
Nothing.
Unfortunately, Guilds did not give us anything we can work with. It's a mulitcolored set, which usually focuses on more than one color, so I really didn't have any high hopes for anything this set.
Maybe we will get more goodies if we ever go back to an artifact-based set.
It is a bit of a bummer, as I do miss playing games in person, but financially and timewise, this is my only option. Hopefully I can get a better computer setup and time to actually record games and keep a frequently updated YouTube channel.
[EDH Non-Primers] Newzuri | Breya
OUT:
Blood Moon
Dust Bowl
Shrine of the Forsaken Gods
IN:
Pirate's Pillage
Karn, Scion of Urza
Arch of Orazca
Haven't updated in awhile, since Amonkhet to be exact. There really hasn't been much that can make this deck more over the top than it already is, but I did find some cards that can fit well in here. Pirate's Pillage is more card draw that can also create sac fodder for Daretti, or ramp us into another spell. Karn, Scion of Urza is more card draw, but can also create artifact bodies for attacking/blocking/sac fodder. Arch of Orazca just gives us another outlet for card draw, but only when we have the city's blessing.
To make room, I took out Blood Moon mostly because I don't want to shut off our lands, even though it also shuts opponent's off. We can't recur it, so once it's in the graveyard, it's done for anyways. Dust Bowl is expensive for land destruction, so it got cut. Shrine of the Forsaken Gods didn't really do much for the deck, so it was an easy choice to make.
I also removed the Visual Deck List and Pimpage sections. I know longer have a physical copy of the deck and it's accessories, so I feel like these are no longer necessary.
[EDH Non-Primers] Newzuri | Breya
Unfortunately, I didn't see anything that would give Daretti an extra push, or even the slightest tickle. Hopefully we get something soon.
On a side note, Pirate's Pillage and Karn, Scion of Urza have been performing very well and I think will make the long term cut until something better comes along.
[EDH Non-Primers] Newzuri | Breya
Eh, I’m not sold on either one. Meteor Golem is a far worse Spine of Ish Sah. It can be killed much easier than Spine, and doesn’t come back to the hand like Spine does.
Wand is pretty bad at removal as well. You only get three uses out of it before you have to cycle it out (or you can also Proliferate). Also, it can only be activated at Sorcery speed, so it can’t save Daretti from an attacker.
[EDH Non-Primers] Newzuri | Breya
The wand, I think is actually not terrible. I am not saying it belongs here but the fact that its somewhat cheap removal and its repeatable could really make it hard to play a strong creature after you play it and it could really deny someone of their commander. I think it is interesting and I have been sort of contemplating it in my squee deck but yes, the sorcery speed implications of it are a little questionable.
Signature by Inkfox Aesthetics by Xen
[Modern] Allies
I CANNOT believe I overlooked Meteor Golem for Gonti...sweet mother of mercy...
[EDH Non-Primers] Newzuri | Breya
[EDH Non-Primers] Newzuri | Breya
Saheeli's Directive: Genesis Wave for artifacts. It also has Improvise, so we can tap our artifacts to help pay for the spell. Doesn't hit any other type of permanent like Wave does, but could get us a boatload of artifacts onto the battlefield.
Coveted Jewel: Essentially a Gilded Lotus that will draw us three cards. The biggest downfall is that if we can't block a creature, not only do we lose the Jewel, but our opponent's get to draw three cards. We can't even tap it in response because it untaps itself. Hightly doubt I will be running this myself.
Forge of Heroes: Probably my favorite card of this set for this deck. Let's Daretti get an extra loyalty counter on him after he enters. Can also be used politically with other players.
Isolated Watchtower: There's times when we have some extra mana open, and we can use that mana to possibly ramp us a little bit. Not a bad inclusion to consider.
Honorable mention goes to Treasure Nabber. We can steal mana rocks, use them on our turn, and even sacrifice them in order to prevent opponent from getting them back. While he does seem pretty good, I'm not 100% certain his home is here.
[EDH Non-Primers] Newzuri | Breya
OUT:
Scrap Trawler
IN:
Silent Arbiter
Scrap Trawler has been fairly lackluster in recent games. He really doesn't do much of anything until an artifact goes to the graveyard. When one does, he is also limited in what he can bring back.
I decided to bring back Silent Arbiter as a way to slow down token/swarm strategies, and have a better way of controlling combat in order to protect Daretti. Oh, and I like big butts and I cannot lie, and Arbiter has a pretty big one as well!
I've also updated the look of the Primer to make it look nicer.
========================================
I am heavily considering making more changes to the deck. So far, I'm thinking about cutting the following cards:
While Blinkmoth Urn has the ability to make a lot of mana for us, sometimes we just don't have an outlet to be able to utilize it. I have found myself using Mirrorworks less and less. I always end up pitching it to Daretti and never recurring it. The Chain Veil is only useful if we have a planeswalker on the battlefield. If we don't, it has no use for us.
I'm trying to make it so every card has a use on its own, or at the very least have a synergy with something that is easy to get.
Thoughts?
[EDH Non-Primers] Newzuri | Breya
- I didnt had the chance to play mirrorworks too often, but when i did, I got great value from it. 2C for a second wurmcoil engine, myr battlesphere, Sol ring or even darksteel citadel?
-The chain veil is on my own chopping block, I think Saheeli's directive will take the place.
Regarding Scrap trawler, facing a wrath last game, it returned me something like 5 cards to my hand, i'm keeping it. I would add that when it doesn't pay, maybe it is because your opponent don't want to wrath or destroy you board knowing you'll get cards back. Scrap trawler is cheap to play, is a kind of insurance agains wrath, and force your opponent to take decisions, plus it synergize with Daretti, scrap savant.
I 100% agree with you about Blinkmoth Urn. Unless we have a way to tap it before we end our turn, the opponents will get use out of it before us, so it really isn't worth it as much as I originally thought it would be.
I've played with Mirrorworks since day one of this deck. It has proven its worth countless times. But for whatever reason, I have not been using it for anything except pitch fodder for Daretti. I'm sure there will be some time when I do use it, but I just haven't lately. I've been pushing hard for cards with immediate impact with a "lower barrier to entry" (not entirely sure that's the phrase I'm looking for).
Saheeli's Directive could make a serious impact in here. If we can pour at least 12 mana into X, there's no reason we couldn't get a reasonable hit off of it as Blightsteel Colossus is our highest CMC in the deck. While I've liked The Chain Veil in here to get extra activations, if we can't keep a Planeswalker out and alive, it has no real use.
I'll give Scrap Trawler some more consideration. It may end up finding its way back in here.
I'm also considering running Slobad, Goblin Tinkerer in here again for a sac outlet for protection and to also set up a Scrap Mastery, and also Chaos Wand for more synergy with Paradox Engine. Thoughts?
[EDH Non-Primers] Newzuri | Breya
I understand extraplanar is risky, but caged sun can easily be cheated...
So far, Chaos Wand hasn't been too bad. Most of the time I play it while I have Paradox Engine out with enough mana rocks to keep activating it. I get a lot of concedes with that.
I used to run Caged Sun and Gauntlet of Might, but in all honesty, the mana doublers aren't necessary at all. I cut them and haven't missed them at all.
[EDH Non-Primers] Newzuri | Breya
OUT:
Blinkmoth Urn
Haven of the Spirit Dragon
Homeward Path
Karn, Scion of Urza
Lightning Greaves
Mirrorworks
Sequestered Stash
The Chain Veil
IN:
Chaos Wand
Krark-Clan Ironworks
Scrap Trawler
Sculpting Steel
Slobad, Goblin Tinkerer
Urza's Mine
Urza's Power Plant
Urza's Tower
I've been testing quite a few changes recently, and these are the ones I've come up with. I am going to continue to test these out and see which ones will ultimately stick.
We don't get any mana from Blinkmoth Urn until our following turn, but our opponents do, so this gets the cut. I never used Haven of the Spirit Dragon or Sequestered Stash for their abilities, nor have a ran into the situation where Homeward Path was necessary. Karn, Scion of Urza, while he does find a spot in the deck, and worked really well, often times I found myself getting a land, and the opponent exiling a good card, and then kill him. It's a bit of a risky card, and I don't want to take too many risks. Lightning Greaves was cut as was only really used with Blightsteel Colossus. We usually only tutor Blightsteel at end of an opponent's turn, so we can swing with him on ours, so the Greaves isn't needed. Mirrorworks I have found that I haven't been using it for anything other than pitch fodder, so when a card gets to that point, it needs to go. Lastly, The Chain Veil is better off in a deck that has a bunch of Planeswalkers to fully utilize it, or somewhere it can go infinite such as Teferi, Temporal Archmage.
I have added in the Tron lands in place of the three I took out. While they do absolutely nothing on their own, the ability to make 7 mana with three lands is a hard thing to ignore. I've added in Krark-Clan Ironworks and Slobad, Goblin Tinkerer as mainly sac outlets to avoid exile effects, and to set up a nice Scrap Mastery. KCI also allows us to ramp a little bit, and Slobad provides some protection for our artifacts. Chaos Wand is pretty bonkers. With enough rocks and Paradox Engine, we can churn through our opponent's decks until they run out of instants and sorceries. Scrap Trawler is back as he is too good to pass up, especially since he doesn't have to go to the graveyard to return an artifact, like Myr Retriever and Junk Diver. Sculpting Steel is a nice little utility artifact that can become whatever artifact we need at the time, whether it's a mana rock, or a Spine of Ish Sah.
[EDH Non-Primers] Newzuri | Breya
I don't own pricey wheel of fortune,bazaar and workshop.. can't afford them too. Let it be. May I replace wheel of fortune with magus of the wheel or wheel of fate or maybe saheeli's directive? For now I replace bazaar and workshop with mere mountains.
My list still minus arch of orazca, maze of ith, scalding tarn, memory jar, ugin, mox opal, and mycosynth lattice. 10 cards away from this thread list.
I replace them with 3 mountain, planar portal, trading post, thran dynamo, and crawlspace for now.
4 - 4 vs The Gitrog Monster
3 - 1 vs Alesha, Who Smiles at Death
I can say I love this deck and the way I played it.
I'm glad to hear the deck has been working out for you. Always great to see another Daretti player.
========================================
No new updates as of yet. Haven't had much time to play lately as work has been busy. Hoping to get back into it soon.
[EDH Non-Primers] Newzuri | Breya
https://deckstats.net/decks/28248/577888-daretti-commander-v2
Thanks in advance!
Legault, I will go through each section by card type, and let you know my thoughts:
Lands: I'm not the biggest fan of CIPT lands, as they slow us down, and hinder us from using mana rocks to accelerate out. You want Daretti out as fast as you can. I don't feel like we run enough Mountains to make Valakut very viable. I would try out the Urza lands as they can make a buttload of mana. Command Beacon is another good land to run, as Daretti can get quite expensive. Geier Reach Sanitarium is another nice land to have as it lets us loot.
Creatures: Creature choices are fine; I'd maybe run a few good ones like Myr Battlesphere or Wurmcoil Engine, but that's my opinion. Quicksmith Genius is a pretty decent card as well, as he acts like a mini Daretti anytime an artifact enters.
Artifacts: You're definitely running some interesting artifacts, ones that I probably wouldn't play. However, I highly suggest running Alhammarret's Archive and Oracle's Vault. Both cards are amazing, but Archive is definitely a must as you will be able to draw a lot more cards with it. I also see you run some elements of Stax, so I would suggest Winter Orb/Static Orb to slow everyone else down. As long as you have a Clock of Omens, you will be left unscathed.
Sorceries: I think you need more early draw spells. Faithless Looting, Tormenting Voice, and Pirate's Pillage would make fine additions. Maybe some wheel effects as well. If Wheel of Fortune is out of the question, maybe Wheel of Fate or Reforge the Soul?
Instants: I haven't felt the need to run counters in my deck, but if your meta is counter-heavy, these are fine. I would even consider running Defense Grid to help deter.
Enchantments: Stranglehold is good if your meta has a lot of extra turns or searching, but otherwise, I would consider dropping.
Planeswalkers: Chandra, Flamecaller should definitely find a home in here; she's amazing. Karn Liberated would also be good, although the price tag can be daunting.
========================================
So after doing a lot of thinking, I am considering the following changes:
OUT:
Crucible of Worlds
Arid Mesa
Bloodstained Mire
Scalding Tarn
Wooded Foothills
Arch of Orazca
IN:
Saheeli's Directive
Mountain x4
Forge of Heroes
I have found myself utilizing Crucible of Worlds less and less recently, and haven't found the need to recur as many lands as I once thought I had to. With it gone, the fetches seem less needed. This will also mitigate the life loss from the fetches, as well as cheapen up the deck a little bit. Arch of Orazca I have never really used it for the ability, so it's an easily replaceable land.
In place of the fetches I am going to run 4 more Mountains until better utility lands come out. Arch of Orazca will get replaced by Forge of Heroes simply because it gives Daretti an extra loyalty counter when it comes in. Saheeli's Directive will replace Crucible of Worlds because it's a Genesis Wave for artifacts, and we run a ton in here.
[EDH Non-Primers] Newzuri | Breya
I dislike the Urza lands in EDH as it's too fragile a combo to pull off. I run so few CIPT lands that Valakut seems appropriate in this case. I used to run Command Beacon but I decided to drop it as I cannot recur lands and therefore can't exploit it.
I do run Wurmcoil Engine. I will try Quicksmith Genius, seems like an interesting addition.
I used to run Oracle's Vault but found it too slow to be useful. I also ran Winter Orb and Static Orb, but found that opponents wouldn't let me have both Clock of Omens and an Orb at the same time.
I find that while small spells are useful, they have little impact late in the game. Seeing as this deck often survives into the later stages, it is more useful to use other bigger spells. Which is why I run counters and other damage prevention things. Also, I used Stranglehold because of an infinite combo player, but he left so I won't run it anymore.
I find that Planeswalkers are too difficult to defend in this deck. I used to run both Chandra and Karn but they usually only went off once and didn't do much. I run Ugin because his second ability is like a second All is Dust. Thanks for the feedback, I'll be making some changes.
1) I guess I don't necessarily view the Urza lands as a combo. They're lands that produce mana on their own, but produce way more if you have all three. I don't see that as a downfall myself; they've been decent in testing for me. With a lack of recursion, however, I can see why you may not want to run them. Same with Command Beacon.
2)Genius is pretty good, in my opinion. Sure, it's easily removable, but he doesn't really paint that big of a target on himself.
3)Vault is slow, yes, but if you have ways of untapping it, i.e., Paradox Engine, Voltaic Key, Unwinding Clock, Clock of Omens, then you get better value out of it. The nice thing about the Orbs and Clock is that they are artifacts, so that makes them easier to bring back if they are destroyed. Even if it only slows down someone by a turn, that's still a turn in which they didn't get to do everything they wanted to do.
4) You must have different games than I do, as a lot of the time in the games I've played, they tend to go after Daretti or the player quite often. Which is why I run some of the things I do, so we can survive into the later game. Those "small spells" are meant to dig deeper to find an answer or a piece of your puzzle that will help you survive or win the game.
5) If we're being completely honest, most cards are hard to defend in this game, but that doesn't mean we shouldn't run them. Both Chandra and Karn have built in protection in the form of removal. You don't have to play them right when you are able to. You can wait until the timing is right, so that you can get more than one use out of them. Sometimes I will throw Chandra down just to wheel, even though I know she will die before my next turn comes.
As I have stated before, it's all about preference. What works for me, may not work for everyone, and vice-versa. All I care about is that you have fun with the deck, and engage in discussion in this thread to help keep it alive!
========================================
Guilds of Ravnica Review:
I'm pretty late in getting this review out, but it's always better late than never, so here we go:
Nothing.
Unfortunately, Guilds did not give us anything we can work with. It's a mulitcolored set, which usually focuses on more than one color, so I really didn't have any high hopes for anything this set.
Maybe we will get more goodies if we ever go back to an artifact-based set.
[EDH Non-Primers] Newzuri | Breya