Assault suit has been working out quite well actually.
We run our decks around the 75% principals, so no tutors if the power level is relatively high etc.
As for sweepers, there's sweepers built into the planeswalkers, the main reason I don't run merciless eviction though is because there's quite a few ways to cast cards from decks/graveyards in the meta so I don't like giving my opponents the option.
assemble the legion I played for a bit but it just got killed on sight and cost to much mana to have it die with no effect.
torment of hailfire - I don't like giving my opponents the choice, I'd rather run exsanguinate, but it doesn't fit the theme, debt to the deathless just wins the game on the spot if not answered and I'm not a huge fan of that style in my current meta.
Sounds like a plan, just be aware that one of the most commonly frowned upon things is when an opponent locks people out but doesn't win within a couple of turns. Having a clear path to victory, even if it's just through general damage, is really important. Based on the enchantment theme maybe include helm of the gods as an alternate and easy to use win con? Being killed by a 2/2 is pretty humiliating anyway
Sounds like you've found a great general to start with. You asked about what cards win games in UW decks a bit further up. What win conditions have you got so far? You've got resilience built in to Hanna which is great. How do you use it to your advantage?
What about Dragonlord Dromoka? Stops the inevitable evacuation etc. When you start animating your enchantments? Also, flying beat stick can lead to commander damage wins
2. Planeswalker Advantage
- A number of the ultimates on the planeswalkers are great finishers. Particularly strong are Elspeth, Sun's Champion and Sorin, Grim Nemesis.
- Sometimes going for the ultimate isn't really an option, that's where the incremental advantage comes in, the rest of the planeswalkers in the deck offer some form of card advantage, whether that is drawing cards or acting as repeatable removal. There is a The Chain Veil in here to really pile the hurt on when it's all set up.
I have a Queen Marchesa super friends deck that just seems to cause fury in opponents. It's primarily focussed on tokens and protecting the monarchy. Its been super fun to build, is primarily a control deck with a few vicious win cons.
Aiming to win through token/burn damage this deck has seen some success in (admittedly limited) playtesting. I already have this deck in paper, however I've not played it in an event yet (even fnm).
Giving access to all but red, Thrasios and Tymna come with card advantage stapled to them. Both generate card advantage through the ability to draw cards, and while, in the right deck Tymna can be an absolute powerhouse, in this deck she is more of bit player, making use of opportunistic attacks rather than relying on her for the strategy. Thrasios on the other hand is the real player in this deck, his ability to scry and draw, potentially ramping in the process is what this deck is built around.
Main win conditions are:
Dark Depths/Thespians Stage
Titania, Priest of Argoth
Good old fashioned beatdown
Generating card advantage through repeatable effects helps me survive until the long game. There is an element of giving resources to other which can be dangerous, however we are usually better equipped to make use of those resources.
Looking for comments and criticism, it's for a semi casual/semi competitive meta.
I don't think you're playing commander incorrectly at all, based on your post you win and lose fairly consistently. A question I'd have for you, have the other players complained about your deck? If not I wouldn't worry about it. If they are consistently attacking you instead of other people, this usually happens when there is a significant threat and happens in every group. Since your win conditions don't necessarily revolve around Oloro, do you have a backup general that you could use? Merieke for example. Since its newer players, highest life total (sometimes) = biggest threat, so that could mitigate it a bit. Just some food for thought. Hope it helps.
Ah ok. Yeah Zedruu not so good 1 vs 1. Mimeoplasm control? The list in my sig frequently goes infinite which I know you aren't after (I stopped playing with it, not fun at all). You can get pretty crazy with lord of extinction and jarad, golgari Lich lord and the Mimeoplasm with a list built to use it. Allows access to prophet of kruphix which is good or bad depending on your play style.
Quick reply, thanks. What do you think about zedruu, the Greathearted as a commander? There are some really cool things you can do with him like donating all of your permanents at the same time and then decking yourself, also has the life gain aspect for use with felidar sovereign and the like. Can really annoy people by having a prison element etc. Could be a great general to have a look at.
1vs1 deck - Azusa can be pretty back breaking 1 vs 1, she puts out large creatures with alarming regularity. There's also xenagos, I've been having some success with him. Deck lists not up yet but it will be.
As for multiplayer - Azusa makes you too much of a target, something like drahna, Kalastria blood chief can be great. Mono black is pretty strong. She can get huge too which means she has to be dealt with.
A couple of observations, being creative usually stems from the creator. In this case, you. I'll see if I can help you get there but ultimately only you can decide on this one.
1. What does creative actually mean, to you personally? Something that's never been done before? Outside the box? Inside the box with the ability to jump to other boxes as needed? You get the idea.
2. What combos have you seen that you like the effect of but don't want to replicate with the exact same cards. I.e. Winning by decking yourself with laboratory maniac =/= decking everyone at the same time with lich's mirror out.
3. What combos are acceptable for you? You've said UBW are all colours you play, what about changing colours to open up your creativity?
Just some thoughts I had after reading the thread, look forward to your reply.
We run our decks around the 75% principals, so no tutors if the power level is relatively high etc.
As for sweepers, there's sweepers built into the planeswalkers, the main reason I don't run merciless eviction though is because there's quite a few ways to cast cards from decks/graveyards in the meta so I don't like giving my opponents the option.
Leave//chance is a great shout, thanks.
assemble the legion I played for a bit but it just got killed on sight and cost to much mana to have it die with no effect.
torment of hailfire - I don't like giving my opponents the choice, I'd rather run exsanguinate, but it doesn't fit the theme, debt to the deathless just wins the game on the spot if not answered and I'm not a huge fan of that style in my current meta.
increasing confusion, increasing vengeance, increasing ambition.
re: Edit 2, managed to get all of the elf quest books for my birthday this year
Paths to Victory
1. Make tokens and swing
- One of the great things about the BW planeswalkers is that they almost invariably have the capability to pump up the team.
- Elesh Norn, Grand Cenobite, Purphoros, God of the Forge, Iroas, God of Victory, Spear of Heliod all play supporting roles here, with Anointed Procession giving double the number of tokens.
2. Planeswalker Advantage
- A number of the ultimates on the planeswalkers are great finishers. Particularly strong are Elspeth, Sun's Champion and Sorin, Grim Nemesis.
- Sometimes going for the ultimate isn't really an option, that's where the incremental advantage comes in, the rest of the planeswalkers in the deck offer some form of card advantage, whether that is drawing cards or acting as repeatable removal. There is a The Chain Veil in here to really pile the hurt on when it's all set up.
3. Voltron
- Planeswalkers provide pumps to creatures too. Particularly good ones are Ajani Steadfast, for the first strike, vigilance, death touch Queen Marchesa, and Elspeth, Knight-Errant.
- Champion's Helm is another great card for the voltron strategy.
1 Soul's Attendant
1 Soul Warden
3 Ophiomancer
4 Iroas, God of Victory
4 Purphoros, God of the Forge
4 Windborn Muse
5 Djeru, with Eyes Open
5 Kazuul, Tyrant of the Cliffs
5 Knight-Captain of Eos
6 Darien, King of Kjeldor
6 Sun Titan
7 Elesh Norn, Grand Cenobite
7 Teysa, Envoy of Ghosts
Planeswalkers: 14
3 Gideon of the Trials
3 Liliana of the Veil
4 Ajani Steadfast
4 Elspeth, Knight-Errant
4 Gideon, Ally of Zendikar
4 Kaya, Ghost Assassin
4 Nahiri, the Harbinger
4 Sorin, Lord of Innistrad
4 Sorin, Solemn Visitor
5 Ob Nixilis of the Black Oath
5 Ob Nixilis Reignited
6 Elspeth, Sun's Champion
6 Sorin, Grim Nemesis
8 Ugin, the Spirit Dragon
Artifact: 15
1 Elixir of Immortality
1 Skullclamp
1 Sol Ring
2 Boros Signet
2 Fellwar Stone
2 Lightning Greaves
2 Orzhov Signet
2 Rakdos Signet
2 Swiftfoot Boots
2 Thought Vessel
3 Champion's Helm
3 Mimic Vat
4 The Chain Veil
5 Mind's Eye
5 Norn's Annex
1 Land tax
1 Phyrexian Reclamation
2 Blind Obedience
3 Ghostly Prison
3 Oath of Gideon
3 Phyrexian Arena
3 Spear of Heliod
4 Anointed Procession
4 No Mercy
Sorcery: 3
3 Vindicate
6 Austere Command
6 Final Judgment
Instant: 7
1 Path to Exile
1 Swords to Plowshares
2 Terminate
3 Anguished Unmaking
3 Chaos Warp
3 Oblation
4 Return to Dust
Land: 38
8 Plains
4 Swamp
2 Mountain
1 Blood Crypt
1 Godless Shrine
1 Sacred Foundry
1 Nomad Outpost
1 Mana Confluence
1 Command Tower
1 Reflecting Pool
1 Lavaclaw Reaches
1 Foreboding Ruins
1 Graven Cairns
1 Isolated Chapel
1 Dragonskull Summit
1 Clifftop Retreat
1 Boros Garrison
1 Rakdos Carnarium
1 Arid Mesa
1 Bloodstained Mire
1 Marsh Flats
1 Urborg, Tomb of Yawgmoth
1 Bojuka Bog
1 High Market
1 Kor Haven
1 Reliquary Tower
1 Sunhome, Fortress of the Legion
Any improvements you can suggest that I've missed?
3 Arid Mesa
3 Marsh Flats
3 Bloodstained Mire
4 Sacred Foundry
2 Godless Shrine
2 Blood Crypt
1 Mountain
1 Plains
1 Swamp
1 Vault of the Archangel
1 Westvale Abbey
4 Young Pyromancer
4 Monastery Mentor
Sorcery: 4
4 Lingering Souls
Instant: 21
4 Lightning Bolt
4 Path to Exile
4 Boros Charm
4 Raise the Alarm
3 Lightning Helix
2 Zealous Persecution
2 Anguished Unmaking
Enchantment: 3
3 Intangible Virtue
However, my knowledge of the current format is quite limited so I'm looking for help with the mana base and potential suggestions for card inclusions.
The mana base feels like it's absolutely capable of killing me due to the life loss involved. Any suggestions? Or is this just how modern works?
Should thoughtseize and/or kolaghan's command be included in the deck? What would you take out for them and why?
Any other cards that should be included that I've obviously missed?
Giving access to all but red, Thrasios and Tymna come with card advantage stapled to them. Both generate card advantage through the ability to draw cards, and while, in the right deck Tymna can be an absolute powerhouse, in this deck she is more of bit player, making use of opportunistic attacks rather than relying on her for the strategy. Thrasios on the other hand is the real player in this deck, his ability to scry and draw, potentially ramping in the process is what this deck is built around.
2 Snapcaster Mage
3 Azusa, Lost but Seeking (Foil)
3 Eternal Witness (Foil)
3 Kefnet the Mindful (Invocation)
3 Knight of the Reliquary (Foil)
4 Oracle of Mul Daya
5 Cataclysmic Gearhulk (Foil)
5 The Gitrog Monster
5 Titania, Protector of Argoth
6 Noxious Gearhulk (Masterpiece)
6 Sun Titan (Foil)
Enchantments: 15
1 Burgeoning
1 Exploration (Foil)
1 Manabond
1 Training Grounds (Foil)
2 Prismatic Omen
2 Sacred Ground (Foil)
2 Squandered Resources
2 Sylvan Library (Foil)
2 Trade Routes (Foil)
3 Astral Slide (Foil)
3 Aura Fracture (Foil)
3 Phyrexian Arena (Foil)
3 Rites of Flourishing
3 Rhystic Study (Foil)
5 Mirari's Wake (Foil)
Sorceries: 10
2 Life from the Loam
3 Toxic Deluge (Foil)
3 Vindicate (Foil)
3 Wargate (Foil)
4 Damanation
4 Day of Judgement (Foil)
4 Splendid Reclamation
4 Supreme Verdict (Foil)
5 Creeping Renaissance (Foil)
9 The Great Aurora (Foil)
2 Constant Mists
2 Cyclonic Rift (Foil)
2 Mana Drain
3 Anguished Unmaking (Foil)
3 Krosan Grip (Foil)
3 Voidslime (Foil)
4 Utter End (Foil)
Artifacts: 11
0 Zuran Orb (Foil)
1 Amulet of Vigor
1 Elixir of Immortality (Foil)
1 Meekstone
1 Sol Ring (Foil)
2 Scroll Rack (Masterpiece)
3 Chromatic Lantern (Masterpiece)
3 Crucible of Worlds
3 Horn of Greed (Foil)
4 Ghirapur Orrery
6 Planar Bridge (Masterpiece)
Lands: 44
1 Breeding Pool
1 City of Brass
1 Command Tower (Foil)
1 Exotic Orchard
1 Fetid Pools
1 Flooded Strand
1 Godless Shrine
1 Hallowed Fountain
1 Irrigated Farmland (Foil)
1 Lotus Vale
1 Mana Confluence (Foil)
1 Marsh Flats
1 Misty Rainforest
1 Murmuring Bosk (Foil)
1 Overgrown Tomb
1 Polluted Delta
1 Reflecting Pool
1 Scattered Groves
1 Temple Garden
1 Verdant Catacombs
1 Watery Grave
1 Windswept Heath
1 Glacial Chasm
1 Kor Haven
1 Maze of Ith (Foil)
1 Academy Ruins
1 Alchemist's Refuge (Foil)
1 Dark Depths (Foil)
1 Deserted Temple
1 Drownyard Temple (Foil)
1 Emeria, the Sky Ruin
1 Flagstones of Trokair
1 Geier Reach Sanitarium (Foil)
1 Gods' Eye, Gate to the Reikai (Foil)
1 High Market (Foil)
1 Mikokoro, Centre of the Sea
1 Petrified Field
1 Reliquary Tower (Foil)
1 Riftstone Portal
1 Strip Mine
1 Thespian's Stage
1 Tolaria West (Foil)
1 Volrath's Stronghold
1 Winding Canyons
Main win conditions are:
Dark Depths/Thespians Stage
Titania, Priest of Argoth
Good old fashioned beatdown
Generating card advantage through repeatable effects helps me survive until the long game. There is an element of giving resources to other which can be dangerous, however we are usually better equipped to make use of those resources.
Looking for comments and criticism, it's for a semi casual/semi competitive meta.
As for multiplayer - Azusa makes you too much of a target, something like drahna, Kalastria blood chief can be great. Mono black is pretty strong. She can get huge too which means she has to be dealt with.
Good luck
1. What does creative actually mean, to you personally? Something that's never been done before? Outside the box? Inside the box with the ability to jump to other boxes as needed? You get the idea.
2. What combos have you seen that you like the effect of but don't want to replicate with the exact same cards. I.e. Winning by decking yourself with laboratory maniac =/= decking everyone at the same time with lich's mirror out.
3. What combos are acceptable for you? You've said UBW are all colours you play, what about changing colours to open up your creativity?
Just some thoughts I had after reading the thread, look forward to your reply.