This is my first attempt at a Commander deck post-DKA, when I last played a lot of Magic. I will be updating my Sen Triplets deck eventually, and...some day I will update Laquatus. Otherwise, my Signature will be emptied of deck links within a few days, and I will be working on refining my Macar. I am not very knowledgeable on cards released from February 2016 and onward, and am hoping for a lot of input. I tried to build this deck around using Macar's ability (obviously) and the whole everyone loses 1, I gain 1 effect that a lot of cards have. I am trying to stick under $400 as I plan to eventually build this deck in real life should I be fortunate enough to have the funding (RIP my copies of Candelabra, thieves be hecked).
So uhhh how can I make this better and still stick under $400? It's sitting at almost $390 right now, and I am super open to suggestions, since this deck feels a little all over the place, and I know my mana ramp leaves a lot to be desired (just not sure what to cut).
Updated the list to try and remove things that didn't help my main theme, and remove things based on Oracletext's suggestions. I also added vehicles as I had misrea them originally and did not realize how cool those synergize. Lands taken from 32 to 38 to incorporate more swamps and to make sure I always have mana.
Cards I would consider cutting: Pain Seer - I'm kinda eyeballing it here, but your average CMC looks way too high to make running this dude a good idea. I'd hate to get domed for 9 to draw an uncastable Darksteel Forge on turn 4. Speaking of your average CMC, you've only got 32 lands, which is skimpy even for a low-curve deck. You've got multiple 7+ drops. King Macar generates mana, but not enough to warrant running so few lands. Aim for somewhere like 38-40 range or 37 if you lower the curve.
Sly Requisitioner - This card looks like maybe it could fit into some sort of Krark-Clan Ironworks combo loop with Scrap Trawler and friends, but I don't see too many ways for your deck to proactively generate any significant quantity of servo tokens.
Revel In Riches - This is a nonbo with King Macar exiling enemy creatures, and your deck doesn't look well-suited to take advantage of it.
Tidy Conclusion - 5 mana is too much to spend on single-target spot removal, especially when your commander already offers repeatable creature removal.
Cabal Stronghold - You need 4 basic swamps before you can net a single black mana off of this card. 5 before it starts being better than just a basic swamp. It doesn't interact with Urborg the way everyone wants it to.
Gild - This card is just a 1-shot, sorcery speed version of what your commander already does. You don't need it at all.
Wow, thanks for all of the input o.o Yeah, going back over my old lists, I noticed I had forgotten my amount of lands needed for EDH (I used to usually stick to 38-40, I forgot somehow lol)
I'm gonna go through the list and implement those cuts and try to fill them with more lands and a couple more vehicles. Thank you again, gonna do that tonight!
Private Mod Note
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Rollback Post to RevisionRollBack
Currently Getting Back into the swing of MTGS. Bear with me folks~
Have you considered vehicles? Friend in my meta runs this deck and has a vehicle package that makes Macar quit devastating; especially the vehicles with crew 2 or less. (Also calls the deck theme...."Mycar"...but that's perhaps beside the point.)
Have you considered vehicles? Friend in my meta runs this deck and has a vehicle package that makes Macar quit devastating; especially the vehicles with crew 2 or less. (Also calls the deck theme...."Mycar"...but that's perhaps beside the point.)
I have three in there right now that let me crew with just one. Any specific suggestions other than the ones I have? I'll also go look at more besides the Crew 1 options, since I can probably afford Crew 2
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently Getting Back into the swing of MTGS. Bear with me folks~
So uhhh how can I make this better and still stick under $400? It's sitting at almost $390 right now, and I am super open to suggestions, since this deck feels a little all over the place, and I know my mana ramp leaves a lot to be desired (just not sure what to cut).
// 25 Artifact
1 Darksteel Forge
1 Mycosynth Lattice
1 Summoning Station
1 Mobile Garrison
1 Springleaf Drum
1 Puppet Strings
1 Honor-Worn Shaku
1 Sword of the Paruns
1 Thousand-Year Elixir
1 Umbral Mantle
1 Inspiring Statuary
1 Swiftfoot Boots
1 Paradise Mantle
1 The Immortal Sun
1 Gonti's Aether Heart
1 Sol Ring
1 Paradox Engine
1 Staff of Domination
1 Jandor's Saddlebags
1 Clock of Omens
1 Strionic Resonator
1 Voltaic Key
1 Sensei's Divining Top
1 Thornbite Staff
1 Blasting Station
// 17 Creature
1 Karn, Silver Golem
1 Magus of the Coffers
1 Gray Merchant of Asphodel
1 Solemn Simulacrum
1 Pain Seer
1 Erebos, God of the Dead
1 Kuldotha Forgemaster
1 Disciple of the Vault
1 Scrap Trawler
1 Nirkana Revenant
1 Sly Requisitioner
1 Myr Retriever
1 Sheoldred, Whispering One
1 Sidisi, Undead Vizier
1 Crypt Ghast
1 King Macar, the Gold-Cursed
1 Skithiryx, the Blight Dragon
1 Revel in Riches
1 Greed
1 Phyrexian Arena
1 Underhanded Designs
1 Grave Pact
// 8 Instant
1 Murder
1 Hero's Downfall
1 Sudden Spoiling
1 Scour from Existence
1 Tidy Conclusion
1 Tendrils of Corruption
1 Dark Ritual
1 Silence the Believers
// 32 Land
1 Darksteel Citadel
1 Survivors' Encampment
1 Inventors' Fair
1 Holdout Settlement
1 Arcane Lighthouse
1 Reliquary Tower
1 Urborg, Tomb of Yawgmoth
1 Cabal Coffers
1 Cabal Stronghold
1 Temple of the False God
1 Buried Ruin
1 Thespian's Stage
1 Maze of Ith
1 Inkmoth Nexus
1 Blinkmoth Nexus
17 Swamp
1 Diabolic Tutor
1 Demonic Tutor
1 Exsanguinate
1 Torment of Hailfire
1 Gild
1 Decree of Pain
1 Mutilate
1 Profane Command
1 In Garruk's Wake
1 Sign in Blood
1 Morbid Curiosity
1 Corrupt
1 Dark Petition
Updated the list to try and remove things that didn't help my main theme, and remove things based on Oracletext's suggestions. I also added vehicles as I had misrea them originally and did not realize how cool those synergize. Lands taken from 32 to 38 to incorporate more swamps and to make sure I always have mana.
// 26 Artifact
1 Darksteel Forge
1 Mycosynth Lattice
1 Summoning Station
1 Mobile Garrison
1 Puppet Strings
1 Honor-Worn Shaku
1 Sword of the Paruns
1 Thousand-Year Elixir
1 Umbral Mantle
1 Inspiring Statuary
1 Swiftfoot Boots
1 Paradise Mantle
1 The Immortal Sun
1 Gonti's Aether Heart
1 Sol Ring
1 Paradox Engine
1 Staff of Domination
1 Jandor's Saddlebags
1 Clock of Omens
1 Strionic Resonator
1 Voltaic Key
1 Sensei's Divining Top
1 Thornbite Staff
1 Blasting Station
1 Smuggler's Copter
1 Untethered Express
1 Karn, Silver Golem
1 Magus of the Coffers
1 Gray Merchant of Asphodel
1 Solemn Simulacrum
1 Erebos, God of the Dead
1 Kuldotha Forgemaster
1 Scrap Trawler
1 Nirkana Revenant
1 Myr Retriever
1 Sheoldred, Whispering One
1 Sidisi, Undead Vizier
1 Crypt Ghast
1 King Macar, the Gold-Cursed
1 Marionette Master
// 4 Enchantment
1 Greed
1 Phyrexian Arena
1 Underhanded Designs
1 Grave Pact
// 6 Instant
1 Hero's Downfall
1 Sudden Spoiling
1 Scour from Existence
1 Dark Ritual
1 Silence the Believers
1 Tendrils of Corruption
// 38 Land
1 Darksteel Citadel
1 Inventors' Fair
1 Holdout Settlement
1 Arcane Lighthouse
1 Reliquary Tower
1 Urborg, Tomb of Yawgmoth
1 Cabal Coffers
1 Temple of the False God
1 Buried Ruin
1 Thespian's Stage
1 Maze of Ith
1 Inkmoth Nexus
1 Blinkmoth Nexus
25 Swamp
1 Diabolic Tutor
1 Demonic Tutor
1 Exsanguinate
1 Torment of Hailfire
1 Decree of Pain
1 Mutilate
1 Profane Command
1 In Garruk's Wake
1 Sign in Blood
1 Morbid Curiosity
1 Corrupt
1 Dark Petition
Done by Rivenor of Miraculous Recovery signatures!
Cards I would consider cutting:
Pain Seer - I'm kinda eyeballing it here, but your average CMC looks way too high to make running this dude a good idea. I'd hate to get domed for 9 to draw an uncastable Darksteel Forge on turn 4. Speaking of your average CMC, you've only got 32 lands, which is skimpy even for a low-curve deck. You've got multiple 7+ drops. King Macar generates mana, but not enough to warrant running so few lands. Aim for somewhere like 38-40 range or 37 if you lower the curve.
Sly Requisitioner - This card looks like maybe it could fit into some sort of Krark-Clan Ironworks combo loop with Scrap Trawler and friends, but I don't see too many ways for your deck to proactively generate any significant quantity of servo tokens.
Revel In Riches - This is a nonbo with King Macar exiling enemy creatures, and your deck doesn't look well-suited to take advantage of it.
Tidy Conclusion - 5 mana is too much to spend on single-target spot removal, especially when your commander already offers repeatable creature removal.
Tendrils of Corruption, Mutilate, Corrupt - Cut these or add more swamps. You won't have access to Urborg, Tomb of Yawgmoth every game.
Cabal Stronghold - You need 4 basic swamps before you can net a single black mana off of this card. 5 before it starts being better than just a basic swamp. It doesn't interact with Urborg the way everyone wants it to.
Gild - This card is just a 1-shot, sorcery speed version of what your commander already does. You don't need it at all.
I'm gonna go through the list and implement those cuts and try to fill them with more lands and a couple more vehicles. Thank you again, gonna do that tonight!
Done by Rivenor of Miraculous Recovery signatures!
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
I have three in there right now that let me crew with just one. Any specific suggestions other than the ones I have? I'll also go look at more besides the Crew 1 options, since I can probably afford Crew 2
Done by Rivenor of Miraculous Recovery signatures!