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  • posted a message on Aminatou, the Fateshifter - The 8-year-old Planeswalker
    Nice on the Primer status btw!

    So with the new WAR set being totally revealed, I think I am going to try and make this 100% superfriends. Do you happen to have your latest superfriends list before you merged the two?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Jori En - Izzet Cantrips
    How do you think this deck would perform if Niv-Mizzet 3.0 was at the helm? Iv'e toyed with the idea of "Cantrip Tribal", but I am a little scared to try it lol.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Lord Windgrace - Lands
    Quote from dachivale »
    I would not play Nev disk, I think Oblivion Stone would be the better overall option there.. Here are my 3fold reasons why:
    - It kills everything apart from lands (this can be considered a downside in a Walker version which I can understand). It can however put counters on your permanents to not get destroyed.
    - Second point, it comes into play untapped. So you can use it right away (yes more mana intensive, but being able to use it right away outweighs this imo).
    - And also it dodges things like Gaddock Teeg, if you need a sweeper vs something like that I would say Oblivion Stone would be the overall better card.

    Another good one in that spot might be Perilous Vault. Reason why I mention that one is cause it Exiles. Yes it has downsides also alongside it's upsides. But being able to get rid of problems like Avacyn can be handy.

    Liliana Vess imo is pretty lackluster.. She tutors a card to the top for 5 mana... Or she makes opponent discard a card, which is not always great. For the discard I would say even Liliana of the Veil is better... For search I would not play her, cause she is just to slow.. But that is my opinion..

    About the Eldrazi, I agree on the 3 mentioned.. Those are imo the best ones.. Newlamog, Kozilek and Promised End.. They add versatility and are almost always going to help you close out games in many different situations.. Only other I would definitely include is World Breaker.. It's recursive removal.. On cast.. So helps against counter heavy decks also... It having reach and a decent sized body is just gravy.. :p

    Another point I would make is that I would play more lands than 37.. In my experience having a bit more helps you get to the lands you need more.. Yes we have mana ramp and many ways to get to those lands, but having more from my own experience has helped me won more games.. Windgrace can always discard a land if you really are getting to many... XD

    Also from what I see there are many utility lands missing in that list above.. And no Crucible of Worlds nor Ramunap Excavator are pretty much a mistake I would say... Exploration and other such cards can help you get so far ahead with those..

    But again, that is my opinion, based on my own experience with Land matters decks... Maybe it all works really wel like that, but I do think having more utility and more lands wil make it more stable personally...


    The reason I play very very few utility lands, is simply because none of them live long enough to get use out of it. 95% of the time, I just ramp till I have some mana, play some walkers, then blow up EVERYTHING but the walkers. I don't run Crucible or Ramunap for the same reason, they just dont stick around anyways. I found that Instant or Sorcery ramp was far better, because if all my opponents saw me doing was ramping, I'd tend to not get focused as much. It's the main reason you don't see many artifacts in my list, as they will just get blown up after 1 or 2 uses.

    There would be many thing I would change if I wasn't doing the MLD strategy, but I feel like this is the best way to use him. Although to be honest, it does draw alot of hate from players once they figure out what your up to. Very few people enjoy playing decks who blow up your lands. Frown
    Posted in: Multiplayer Commander Decklists
  • posted a message on Lord Windgrace - Lands
    Gonna be an advocate for the Sweeper/MLD strategy of Lord Windgrace.

    I find that constantly sweeping the board of creatures and lands really helps with keeping your walkers alive. Heck, even just having windgrace himself post Obliterate or Jokulhaups is usually enough to win you the game. I have my deck list posted below if your interested in my strategy.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Creatures: 11
    1 Birds of Paradise
    1 Emrakul, the Promised End
    1 Eternal Witness
    1 Farhaven Elf
    1 Nissa, Vastwood Seer
    1 Oracle of Mul Daya
    1 Reclamation Sage
    1 Sakura-Tribe Elder
    1 Solemn Simulacrum
    1 Spike Weaver
    1 Wood Elves

    Instants: 10
    1 Abrupt Decay
    1 Assassin's Trophy
    1 Beast Within
    1 Chaos Warp
    1 Constant Mists
    1 Heroic Intervention
    1 Krosan Grip
    1 Moment's Peace
    1 Rakdos Charm
    1 Vampiric Tutor

    Sorceries: 22
    1 Blashphemous Act
    1 Cultivate
    1 Damnation
    1 Decimate
    1 Decree of Annihilation
    1 Demonic Tutor
    1 Explosive Vegetation
    1 Exsanguinate
    1 Farseek
    1 Jokulhaups
    1 Kodama's Reach
    1 Nature's Lore
    1 Obliterate
    1 Rampant Growth
    1 Skyshroud Claim
    1 Splendid Reclamation
    1 Torment of Hailfire
    1 Toxic Deluge
    1 Wheel of Fortune
    1 Wildfire
    1 Worst Fears
    1 Yawgmoth's Will

    Artifacts: 3
    1 Nevinyrall's Disk
    1 Sensei's Divining Top
    1 Sol Ring

    Enchantments: 6
    1 Doubling Season
    1 Oath of Nissa
    1 Pernicious Deed
    1 Phyrexian Arena
    1 Stranglehold
    1 Sylvan Library

    Planeswalkers: 10
    1 Chandra, Flamecaller
    1 Chandra, Torch of Defiance
    1 Liliana Vess
    1 Nissa, Vital Force
    1 Ob Nixilis Reignited
    1 Sorin Markov
    1 Ugin, the Spirit Dragon
    1 Vraska, Golgari Queen
    1 Vraska, Relic Seeker
    1 Vraska the Unseen

    Lands: 37
    1 Ancient Tomb
    1 Blighted Woodland
    1 Blood Crypt
    1 Bloodstained Mire
    1 Bojuka Bog
    1 Cinder Glade
    1 Command Tower
    1 Dragonskull Summit
    1 Fire-Lit Thicket
    1 Forge of Heroes
    1 Graven Cairns
    1 Overgrown Tomb
    1 Reliquary Tower
    1 Rootbound Crag
    1 Savage Lands
    1 Smoldering Marsh
    1 Stomping Ground
    1 Twilight Mire
    1 Verdant Catacombs
    1 Wooded Foothills
    1 Woodland Cemetary
    6 Forest
    4 Mountain
    6 Swamp



    Basic strategy is to ramp, ramp, and then ramp some more. Once you have 1 or 2 walkers, just sweep the board nonstop. You have a bunch of removal, and your walkers USUALLY stick as long as you didn't draw attention to yourself really early.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Sidisi, Brood Tyrant: Zombie horde and shenanigans! (3 versions!)
    Lovin this thread DementedKirby! Kudos for such a well written guide!

    On a scale of 1-10, how would you rate each of your decks in comparison with each other? I am super interested in your Zombie build, but your main build is apparently "light years ahead" in efficiency. Is the zombie build that far off from being as good as your main one?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Inalla, Archmage Recursionist: tapdance control
    The deck wasn't working as well as I hoped, somehow whenever I needed it I never had the right cards. I actually overhauled the deck somewhat and it is now the only infinite-combo deck in my arsenal.


    Darn >.<. I have employed a similar tactic with the deck, but focused more on the recursion aspect (such as Reanimate, Animate Dead, e.t.c). Im not gonna ask you do post your decklist, but would you mind telling me a little bit of how you changed it up?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Inalla, Archmage Recursionist: tapdance control
    Hate to revive an old topic, but has their been any changes in your deck? Anything not working out? Any cool cards you have been testing from Ixalan and after?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kresh the R-Rated

    Yeah could be a meta call for sure. I'm still not even sure it's the right choice for me. I don't know that it really slows the deck down that much though. I have a bunch of other faster ramp that I will normally hit. My playgroup is pretty competitive (maybe 90% decks) but we don't use infinite combos so have to win "fairly". This allows for a lot of back and forth and players can team up on someone getting out of hand so the potential for games to go longer is always there.


    Well, my LCS has infinites in them, and I sometimes do fight them, hence why I feel the Awakening Zone and From Beyond are just a tad too slow, not by much though you are right. I don't expect to win every game. heck, I dont expect to win half the games I play, I just wanted to try to see if I needed to sacrifice some of the deck resilience for speed.

    Also, out of curiosity, if you had an infinite budget, is their anything you would put in?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kresh the R-Rated
    Quote from Krimsonmask »
    Quote from LikeACircus »
    Lovin' the Primer KirmsonMask!

    My kresh deck is kind of similar to yours, I had a few questions about how you feel about certain cards.

    How do you feel about Cultivate or Kodama's Reach? I used to run the Awakening Zone and From Beyond package, but I feel they were a little too slow for me. I found that ramping early into your bigger spells for the mid game helped think the deck, as well as keeping your land drops every turn. I also replaced Veteran Explorer with Birds of Paradise. I fight a very control heavy meta, and ramping control is usually a big no no for me.

    Lemme know your thoughts!


    Hello and thank you!

    Veteran Explorer vs. Birds of Paradise - You may just be right about this. Veteran Explorer has blown up on me a few times by allowing opponents to get out of hand early when I didn't get any gas or couldn't keep up. Generally, I like to think that I am getting the better end of the extra mana most of the time or at the very least breaking even due to the escalating nature of the deck. I also like that I get the benefit even when he's dead or sacrificed (more on that in a second). Birds is more consistent and doesn't benefit the opponent.

    Cultivate and Kodama's Reach - You are probably right to be running these too. These are staples for a reason and in my opinion should be in any green deck that doesn't have a valid reason not to run them. I have made a conscious decision in this case to use creatures as much as possible for everything I can - ramp, removal, card draw, etc. There are a couple reason for this.

    First, Kresh gets bigger when creatures die (of course) so if I use Viridian Emissary to ramp for a land I also give Kresh +2/+2. This is pretty minor with the small guys and actually no benefit when the 0/1 tokens from Awakening Zone.

    Secondly, and probably most important for Awakening Zone and From Beyond are the following cards that all want small investment creatures to sacrifice:
    Sidisi, Undead Vizier
    Razaketh, the Foulblooded (obviously, they are great with this guy)
    Diabolic Intent
    Eldritch Evolution
    Victimize
    Natural Order (doesn't work with the eldrazi scions but relevant with Veteran Explorer)
    Birthing Pod

    Thirdly, these two cards:
    Pathbreaker Ibex
    Craterhoof Behemoth
    Those little scions become pretty scary when they are suddenly getting +10/+10 and trample.

    And the final reason is the amount of creature tutors I have in the deck. 8 out of the 12 tutors I'm running only get creatures so any creature in the deck is that much more available to me when I need it if that makes sense? Theoretically, if I put a Craw Wurm in here I get 13 copies of it (the creature plus the 12 tutors) and if I put Lightning Bolt I'd only have 5 (the spell and the 4 noncreature tutors). That probably isn't the right way to phrase that but I hope you get the idea. Of course, this isn't relevant with the two enchantments but with the overall idea of running as many creatures as I can.

    There's no doubt Cultivate and Kodama's Reach are better at ramping quickly than Awakening Zone and From Beyond, but I'm giving a little of that up for the versatility and multiple purposes the creature tokens provide. In this case as sacrifice targets and potential big hitters down the road.


    Ah I see your point! I guess sacrificing some early speed for some late game power is a good route to go, I hadn't thought of that. This might be a meta call though. My LCS has alot of decks which explode mid game, and the late game (10+ turns) very rarely happens, so I feel like an early start is better off than waiting for late game explosiveness.

    Also, is their any particular reason you aren't running Balefire Dragon or Vorinclex, Voice of Hunger? Balefire seems like an auto-include in any Kresh deck and Vorinclex is, if anything, a mana doubler.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Kresh the R-Rated
    Lovin' the Primer KirmsonMask!

    My kresh deck is kind of similar to yours, I had a few questions about how you feel about certain cards.

    How do you feel about Cultivate or Kodama's Reach? I used to run the Awakening Zone and From Beyond package, but I feel they were a little too slow for me. I found that ramping early into your bigger spells for the mid game helped think the deck, as well as keeping your land drops every turn. I also replaced Veteran Explorer with Birds of Paradise. I fight a very control heavy meta, and ramping control is usually a big no no for me.

    Lemme know your thoughts!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Yahenni's Roaring Rampage of Revenge
    Hello again Kelzam!

    I actually have had a Yahenni deck for awhile now, so I thought it suggest a funny little card called Worldslayer.

    It's kinda not really super efficient, but funny if you equip, sac a creature right before it triggers, then laugh as the the table goes back to square one. (Although Yahenni will most likely die if you attack again lol)

    Awesome deck btw!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Ayli, Eternal Pilgrim: What Is Dead May Never Die
    Hello Kelzam!

    Just checking back to ask how the deck is doing, or seeing if you have made any changes/considerations.

    Quick question for you though. I know this deck probably isn't tailored to a 1v1 styled game, but have you managed to play this deck out in a few 1v1's? I play with just 1 friend alot of the time and he is using a Maelstrom Wanderer deck with ramp/extra turns/land destruction. I win sometimes, but usually if he casts the wanderer, it's usually followed by a crap ton of extra turns. Probably a stupid question but thought I'd ask anyways!

    Thanks!
    Posted in: Multiplayer Commander Decklists
  • posted a message on Ayli, Eternal Pilgrim: What Is Dead May Never Die
    Quote from Kelzam »
    Quote from LikeACircus »
    Alright, I have made a slight change to the list to accommodate for my...aggressive playstyle. Tell me what you think!


    - Vish Kal, Blood Arbiter
    - Beacon of Unrest
    - Angel of Serenity
    - Exsanguinate
    + Path to Exile
    + Animate Dead
    + Reanimate
    + Debt to the Deathless

    I don't know about Vish Kal, Blood Arbiter. Every time he has been in play, he was vastly underwhelming. Maybe I just havent found a very good situation where he shines. (or maybe I am playing him wrong :p)

    I changed Beacon of Unrest for Reanimate. Beacon is nice and all as it can be reused later in the game, however an early game reanimate (even if its for say, a Solemn Simulacrum) has proven extremely useful. The life loss isn't an issue with this deck, and I have never gotten back an artifact with it yet, as I don't tend to play my sac outlets until I am about to do something silly.

    Path to Exile seems like a better fit that Angel of Serenity. I understand the whole Oblivion Ring trick you can do with it, however I have never truly needed it more than say, an Archon of Justice or a Swords to Plowshares. I have usually found that people in my meta either play a one or a couple of creatures a turn, or like 10 of them in a turn, which I feel Angel of Serenity doesn't help over other cards. The graveyard hate part of it I can see being pretty good, but my meta is very light on graveyard shenanigans. (aside from myself)

    I took out Exsanguinate for Debt to the Deathless for two reason. One, it's just amazing as flavor to this deck. Two, putting anything more than 2 into its X cost makes it 100% better than Exsanguinate in every way. So unless your Exsanguinate's are typically with an X of 2 or 3, then I feel like Debt to the Deathless would be a better choice.

    Also, I kind of want to have less infinite's in here, and more consistent tempo. I have been thinking about taking out Blasting Station, as I only really ever cast it if I am about to do either a Reveillark/Karmic Guide infinite or a Sun Titan/Angelic Renewal infinite. Infinite combos which kill the table immediately are heavily frowned upon where I play, but infinite combos where you don't win immediately (gaining infinite life, having an infinite amount of some tokens, e.t.c) are still not liked, but tolerated. Any suggestions for something like that?


    Vish Kal, Blood Arbiter is a combo piece. Without including him in a combo, he's a beefy flier that can hit very hard, but I more or less exclusively use him as a combo piece. He's a potential finisher with the Reveillark + Karmic Guide combo by swinging in with an infinitely large creature. He can also clear the board with his second ability with the same combo. This combo works with Sun Titan + Angelic Renewal, as well. In general he's a really good sac outlet with multiple ways to utilize what you get from sacrificing to him. Sac outlets are pretty important!

    Beacon of Unrest is one of the very few ways to get Artifacts back into play from our graveyard, which is important given that sac outlets are killed pretty quickly in EDH. That it comes back later is a bonus, but the utility of hitting an Artifact in our graveyard or an opponent's as well as our own for our own combo pieces is a must have. It seems you have a very different idea of what you want to do with the deck than what I post here about and what this thread is for Smile Reanimate into large creatures early in the game typically sees them removed and tends to be political suicide by making yourself a target from the start. For the purposes of the deck here and the thread, that's the opposite of what we want to do.

    Path to Exile is something I never play in EDH because I don't like helping opponents ramp into spells, especially in the early game. It's not really something I see played often, truly, and since I run both Utter End and Anguished Unmaking plus several board wipes and other spells, it's pretty unnecessary. Angel of Serenity being able to exile three creatures from the battlefield or graveyard makes it one of the most powerful removal spells in the deck. It's great to reanimate out in response to someone trying to combo out of their graveyard and exiling their combo pieces while still being a beater and being able to use it later on again.

    Debt to the Deathless costs two colored mana more than Exsanguinate and seems more like a "win more" card. Since cards like Corpse Dance and other combos require colored mana to keep pumping into them to make them go far, having to pay two extra colored mana isn't always the best situation to be in. Exsanguinate is a combo finisher for the deck and can require other colored mana to help set up. While the flavor aspect is there, it's only ever cast when winning the game or in a very desperate situation where it's only being cast outside of a combo finisher to gain another turn to try to find a way to win. When comboing with Exsanguinate it's with infinite mana which makes the point of the life gain being moot.

    As for running less infinite combos, I have a section about it in the Addendum section. I'll quote it here:

    Bring It Down A Notch

    Sometimes a player's metagame is made up of very casual players and a lot of newer Magic players who are just cobbling together their first attempt at a deck from scratch, or even just modifying a preconstructed deck. For those types of situations the intense combos in the deck can be hard to follow and unfun, and you may wish to tone the amount of combos down. While some new and very casual players may be impressed by such complicated stack mechanics, some can become frustrated and overwhelmed. First, I would suggest removing cards like Sorin Markov, Yosei, the Morning Star, Corpse Dance, Blasting Station, Sensei's Divining Top and perhaps even Nim Deathmantle. My philosophy is about everyone having an experience during the game which is why I removed Mimic Vat due to how tempting it is to put False Prophet or others Imprinted on it. For those cases where everyone benefits most by cutting down the intensity, here's some fun and "interesting" suggestions.

    Abyssal Persecutor: It's a creature that can be hit by removal, but provides an interesting and fun effect that can spark some odd politics.

    Necrotic Plague: At the time this came out, I was fighting The Lich King in World of Warcraft and one of his abilities shared this name and effect, so I thought it was pretty awesome. It's a hilarious effect for opponents to have to deal with.

    Imp's Mischief: This is a card I've played before that has been entirely situational, oftentimes too much so. But, it's also quite a surprise when you misdirect a spell elsewhere being that you're in Orzhov colors.

    Pain's Reward: Forcing players to bid life for card advantage always leads to interesting scenarios. Who is really desperate for those four cards?

    Withering Boon: No one expects you to be able to counter spells in Black!

    Curse of the Cabal: Who is most scared of having half of their permanents sacrificed? Players can work to avoid this and delay the inevitable. Despite the powerful effect, the Suspend mechanic involved creates interesting gameplay.

    Do or Die: It's no board wipe, but watching another player make tough choices is always fun for everyone else.

    Twilight's Call: Sometimes it's risky to give everyone their toys back, but with some targeted graveyard hate such as Withered Wretch and using Nezumi Graverobber you can make sure everyone has some fun while not hurting yourself too terribly.

    Morality Shift: When your game has gone far too long and half or more of your deck is in your graveyard and you're running out of options... and suddenly you switch your graveyard with your library and all your answers and tutors are back to draw, again. The look on your opponent's faces is priceless.

    Endless Whispers: Great for when you want to introduce chaos into your build! As long as you reanimate your creatures that die before the end of your turn, you'll never give your opponents your own creatures.

    The list can go on and on!


    Hmmm....you make some good points. Ill give Vish Kal, Blood Arbiter and Angel of Serenity another shot.

    I guess my question to you is, is it important to get your sac outlets out early on? I generally hold off on them until I can do a big play and/or win the game, which is why I felt Beacon of Unrest was just a more expensive Reanimate. However you did make a point about it working with opponent's graveyard, which I always seem to forget it can grab other peoples' things :p
    Posted in: Multiplayer Commander Decklists
  • posted a message on Ayli, Eternal Pilgrim: What Is Dead May Never Die
    Alright, I have made a slight change to the list to accommodate for my...aggressive playstyle. Tell me what you think!


    - Vish Kal, Blood Arbiter
    - Beacon of Unrest
    - Angel of Serenity
    - Exsanguinate
    + Path to Exile
    + Animate Dead
    + Reanimate
    + Debt to the Deathless

    I don't know about Vish Kal, Blood Arbiter. Every time he has been in play, he was vastly underwhelming. Maybe I just havent found a very good situation where he shines. (or maybe I am playing him wrong :p)

    I changed Beacon of Unrest for Reanimate. Beacon is nice and all as it can be reused later in the game, however an early game reanimate (even if its for say, a Solemn Simulacrum) has proven extremely useful. The life loss isn't an issue with this deck, and I have never gotten back an artifact with it yet, as I don't tend to play my sac outlets until I am about to do something silly.

    Path to Exile seems like a better fit that Angel of Serenity. I understand the whole Oblivion Ring trick you can do with it, however I have never truly needed it more than say, an Archon of Justice or a Swords to Plowshares. I have usually found that people in my meta either play a one or a couple of creatures a turn, or like 10 of them in a turn, which I feel Angel of Serenity doesn't help over other cards. The graveyard hate part of it I can see being pretty good, but my meta is very light on graveyard shenanigans. (aside from myself)

    I took out Exsanguinate for Debt to the Deathless for two reason. One, it's just amazing as flavor to this deck. Two, putting anything more than 2 into its X cost makes it 100% better than Exsanguinate in every way. So unless your Exsanguinate's are typically with an X of 2 or 3, then I feel like Debt to the Deathless would be a better choice.

    Also, I kind of want to have less infinite's in here, and more consistent tempo. I have been thinking about taking out Blasting Station, as I only really ever cast it if I am about to do either a Reveillark/Karmic Guide infinite or a Sun Titan/Angelic Renewal infinite. Infinite combos which kill the table immediately are heavily frowned upon where I play, but infinite combos where you don't win immediately (gaining infinite life, having an infinite amount of some tokens, e.t.c) are still not liked, but tolerated. Any suggestions for something like that?
    Posted in: Multiplayer Commander Decklists
  • posted a message on Ayli, Eternal Pilgrim: What Is Dead May Never Die
    Love the decklist Xenphire, but I do have a few questions.

    Is their any reason you are not running Animate Dead/Reanimate? I realize it might be because it's a single-use reanimating effect, but I feel like a quick reanimation in the early game could skyrocket you ahead.

    I took out Utter End and Spawning Pit for Austere Command and Phyrexian Altar. The Spawning Pit was nice, but most of the time I was just using it as a free sac outlet, which I feel Phyrexian Altar is just a little better in that sense. Utter End I feel was not necessary, as their is just so much targeted removal in this deck already. Austere Command with its modules has come in really handy.

    Also, my meta does see much counterspells being played, so I opted to cut Cavern of Souls and Boseiju, who Shelters All. I put in Command Beacon and Cabal Coffers, but I could put something else there if necessary. Any recommendations?
    Posted in: Multiplayer Commander Decklists
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