A well respected retailer accidentally putting up a new product image isn't anything we haven't seen before. While it's not officially confirmed, it may as well be, especially after the Dragons.
I think he's referring to the list of popular tribes in commander, as he asked where people were getting the info from.
I feel like this would be a tempo deck in the jeskai colors. Adding red for walkers such as Nahiri and Chandra would be good as white/blue walkers are pretty lackluster (Dovin Bann and Jace UoS? I guess...)
Solemnity + TiTi would be the nut but the deck needs to be able to work without them so a counter/burn package and white removal would be good. You play like a control deck until you can land your TiTi and protect it with counter magic. Think UR control's games 2 and 3 with Dragonmaster Outcast
So my girlfriend loves [[Kruphix, God of Horizons]] as a commander since he's indestructible, blue-green, gives you an unlimited hand size and lets you store your excess mana.
Instead of going a mana ramp direction she wants cards similar to [[Maro]], [[Aeon Chronicler]],and even [[Lorescale Coatl]] and [[Chasm Skulker]], combined with effects such as [[Prime Speaker Zegana]], [[Garruk, Primal Hunter]]'s -3 ability to essentially double the power of all your guys.
To me this sounds like a fun, budget build, but it's a little difficult finding what cards would fit this sort of theme so any advice would be much appreciated, thank you!
so I've been playing magic since the release of Dark Ascension (I know, I missed the boat on Innistrad) and have been into Commander for almost just as long but the problem for me is I can't seem to find a commander I love.
See in standard I'm a control player. In standard I've played Prime Speaker Bant (INN-RTR), Jeskai Control (RTR-THS), Jeskai (THS-KTK), Jeskai Black (KTK-BFZ), U/W Spirits (BFZ-SOI), and now Jeskai Control (BFZ-KLD). So it's obvious I like Jeskai the most, or at the very least U/W, but all of the Jeskai commanders don't cut it for me.
Narset - Deemed too powerful for my playgroup, I personally wouldn't know how to construct a deck with her that was deemed fair
Shu Yun - Too voltron for me, its my current deck and it has a token sub-theme with Jeskai Ascendency
Zedruu - Not into group hug. I know there are other builds but I feel like that's her niche
Ruhan - Being forced to attack doesnt sound fun
Numot - Land destruction is frowned upon, would just be a 6/6 dragon that could destroy troublesome lands such as Academy Ruins.
I haven't given the partner mechanic a deep look, but i feel like the jeskai partner commanders are pretty lackluster.
So I'm a control player, who loves drawing cards, always having the answer to a problem whether it being a counterspell or removal, I love wiping the board while not committing to it, and I love tempoing my opponents out, all the while I build up my resources to put out something that can win me the game on its own.
So this is a random deck idea I got while studying for the prerelease, it seems like it could be a fun (although maybe inconsistent) deck for FNMs and such.
Now of course this isn't a final decklist, just kinda wanted to write out my ideas and see what others may think. A part of me thinks this could just be Simic but having access to 2 different fast lands and really needing our color fixing before turn 3 (after turn 3 it doesn't matter so much.)
So the name of the game is to gather up energy, play electrostatic pummeler, make him huge, make him unblockable, and win the game. blossoming defense helps insure he'll live while also giving him a sizable buff. Anticipate and Aether Theorist can help dig through your deck while the Theorist gets you energy. Voltaic Brawler and Stormchaser Mage are just other 2 drop creatures that kind of demand an answer in this sort of strategy.
I'm a blue-white spirits player mostly, but this definitely looks fun to build and mess around with.
Round 1 vs Izzet Spells 2-0
Budget deck. Counter/burn deck in standard, spell quellers and rattlechains kept giving him problems as well as the fact that all I run are creatures with flying.
Round 2 vs Simic Emerge 2-1 Elder Deep-Fiendis such a nuisance. Flashing him in after my untap step but before my draw step, either tapping the team down or my lands. Planar Outburst, Nebelgast Herald, and Summary Dismissal were MVP's here.
Round 3 vs BRx Eldrazi 2-0
He got color screwed both games. From what I saw though he had ground pounders and targeted removal, i always had an answer in hand.
Round 4 vs Orzhov Control 2-0
Overran him before he could get anything going. Clash of Wills his Kalita's and Spell Queller'd his Thought-Knots. Game 2 he got mana screwed and I had complete control of the game
Overall a very fun deck, playing everything at instant speed gives you so much advantage. I came up with the sideboard last minute, but some things i may want to add are Hallowed Moonlight and Imprisoned in the Moon. Mainboard I'd want to switch out Blessed Alliance for Stasis Snares. Never did I feel the need for Alliance but definitely would've enjoyed some spot removal. Considering even Dec in Stone in place of Blessed Alliance. Didn't get to use Essence Flux, may swap it for a third anticipate if anything. Ojutai's Command is the real deal though and I recommend everyone to run at least 2.
The fact that its sorcery speed makes you not want to play it until turn 5 (to have 3 up for Spell Queller) or at the earliest turn 4. Plus they'd be just a number of X cards that dont really do anything since this deck doesnt make use of delirium unless you're using topplegeist
So ever since Dragon's Maze I have been running a variant of Jeskai in standard. Before that however I played Bant almost exclusively. Some people have been brewing up a kind of "Bant Lands" deck with the revealing of Sylvan Advocate and while I do recognize the power of this card, I like it more for the reason that it can be a 2/3 vigilance early game and a 4/5 vigilance late game that happens to empower our lumbering falls to a 5/5, and wandering fumarole to a 3/6. Not only that but having multiples on the board is even better. Instead of building the new archetype of "Bant Lands" I want to build around the established GW Megamorph and make a sort-of Bant Superfriends type of deck.
I feel like Woodland Wandererhasn't been getting the love it deserves. With the way the mana bases are right now this could easily be a 6/6 vigilance trample on turn 4. Something that requires an answer.
Ojutai's Command: The deck plays 13 two-drops, all of which are relevant past turn two. Plus this can help get anything that was pitched from Kiora's second ability.
The deck isn't finalized, as I haven't really figured out a sideboard or even effecient mana base, I just wanted to get this idea out there and help people with brewing. This archetype may not be tier 1 but i certainly feel like it could definitely hold its own at FNM and such.
https://twitter.com/Wizards_MagicEU
I think he's referring to the list of popular tribes in commander, as he asked where people were getting the info from.
Solemnity + TiTi would be the nut but the deck needs to be able to work without them so a counter/burn package and white removal would be good. You play like a control deck until you can land your TiTi and protect it with counter magic. Think UR control's games 2 and 3 with Dragonmaster Outcast
Please don't talk about spoiled cards until the entire set is spoiled. You talk about them in the Standard New Card Discussion Forum.--Lugger
Instead of going a mana ramp direction she wants cards similar to [[Maro]], [[Aeon Chronicler]],and even [[Lorescale Coatl]] and [[Chasm Skulker]], combined with effects such as [[Prime Speaker Zegana]], [[Garruk, Primal Hunter]]'s -3 ability to essentially double the power of all your guys.
To me this sounds like a fun, budget build, but it's a little difficult finding what cards would fit this sort of theme so any advice would be much appreciated, thank you!
See in standard I'm a control player. In standard I've played Prime Speaker Bant (INN-RTR), Jeskai Control (RTR-THS), Jeskai (THS-KTK), Jeskai Black (KTK-BFZ), U/W Spirits (BFZ-SOI), and now Jeskai Control (BFZ-KLD). So it's obvious I like Jeskai the most, or at the very least U/W, but all of the Jeskai commanders don't cut it for me.
Narset - Deemed too powerful for my playgroup, I personally wouldn't know how to construct a deck with her that was deemed fair
Shu Yun - Too voltron for me, its my current deck and it has a token sub-theme with Jeskai Ascendency
Zedruu - Not into group hug. I know there are other builds but I feel like that's her niche
Ruhan - Being forced to attack doesnt sound fun
Numot - Land destruction is frowned upon, would just be a 6/6 dragon that could destroy troublesome lands such as Academy Ruins.
I haven't given the partner mechanic a deep look, but i feel like the jeskai partner commanders are pretty lackluster.
So I'm a control player, who loves drawing cards, always having the answer to a problem whether it being a counterspell or removal, I love wiping the board while not committing to it, and I love tempoing my opponents out, all the while I build up my resources to put out something that can win me the game on its own.
Who should I play? Thanks in advance!
4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
4 Spell Queller
1 Torrential Gearhulk
Spells (18)
4 Aether Meltdown
3 Always Watching
3 Glimmer of Genius
4 Harnessed Lightning
4 Revolutionary Rebuff
4 Port Town
2 Prairie Stream
4 Spirebluff Canal
3 Aether Hub
3 Wandering Fumarole
4 Plains
4 Island
1 Mountain
2 Imprisoned in the Moon
2 Fragmentize
3 Blessed Alliance
3 Ceremonious Rejection
2 Summary Dismissal
3 Dovin Baan
Thinking about cutting on Always Watching for Avacyn but I'm still a voucher for Always Watching at the moment... that and Avacyn is still $20 lol
4x Aether Theorist
4x Sage of Shaila's Claim
4x Voltaic Brawler
4x Stormchaser Mage
4x Larger Than Life
4x Expedite
4x Slip Through Space
4x Anticipate
4x Botanical Sanctum
4x Aether Hub
3x Island
3x Forest
2x Mountain
Now of course this isn't a final decklist, just kinda wanted to write out my ideas and see what others may think. A part of me thinks this could just be Simic but having access to 2 different fast lands and really needing our color fixing before turn 3 (after turn 3 it doesn't matter so much.)
So the name of the game is to gather up energy, play electrostatic pummeler, make him huge, make him unblockable, and win the game. blossoming defense helps insure he'll live while also giving him a sizable buff. Anticipate and Aether Theorist can help dig through your deck while the Theorist gets you energy. Voltaic Brawler and Stormchaser Mage are just other 2 drop creatures that kind of demand an answer in this sort of strategy.
I'm a blue-white spirits player mostly, but this definitely looks fun to build and mess around with.
Not to mention tapping one of our smaller spirits to crew Smuggler's Copter, especially if we have Always Watching on the field
4 Rattlechains
4 Mausoleum Wanderer
4 Spell Queller
4 Selfless Spirit
4 Nebelgast Herald
Instants:
3 Clash of Wills
3 Unsubstantiate
3 Ojutai's Command
2 Blessed Alliance
2 Planar Outburst
2 Anticipate
1 Essence Flux
9 Island
7 Plains
4 Port Town
4 Prairie Stream
3 Bygone Bishop
2 Horribly Awry
2 Displacement Wave
2 Dispel
2 Negate
2 Summary Dismissal
2 Declaration in Stone
Round 1 vs Izzet Spells 2-0
Budget deck. Counter/burn deck in standard, spell quellers and rattlechains kept giving him problems as well as the fact that all I run are creatures with flying.
Round 2 vs Simic Emerge 2-1
Elder Deep-Fiendis such a nuisance. Flashing him in after my untap step but before my draw step, either tapping the team down or my lands. Planar Outburst, Nebelgast Herald, and Summary Dismissal were MVP's here.
Round 3 vs BRx Eldrazi 2-0
He got color screwed both games. From what I saw though he had ground pounders and targeted removal, i always had an answer in hand.
Round 4 vs Orzhov Control 2-0
Overran him before he could get anything going. Clash of Wills his Kalita's and Spell Queller'd his Thought-Knots. Game 2 he got mana screwed and I had complete control of the game
Overall a very fun deck, playing everything at instant speed gives you so much advantage. I came up with the sideboard last minute, but some things i may want to add are Hallowed Moonlight and Imprisoned in the Moon. Mainboard I'd want to switch out Blessed Alliance for Stasis Snares. Never did I feel the need for Alliance but definitely would've enjoyed some spot removal. Considering even Dec in Stone in place of Blessed Alliance. Didn't get to use Essence Flux, may swap it for a third anticipate if anything. Ojutai's Command is the real deal though and I recommend everyone to run at least 2.
People play seeker of the way, a 2/2 used early game to make efficient life-swings of 2 or even 6 just off of 1 prowess trigger. Sylvan Advocate] is a 2/3 with vigilance that permanently strengthens to a 4/5 later on in the game (admittedly a bit later than seeker of the way) but being able to have a creature like this on the offensive and defensive makes it versatile.
I feel like Woodland Wandererhasn't been getting the love it deserves. With the way the mana bases are right now this could easily be a 6/6 vigilance trample on turn 4. Something that requires an answer.
Ojutai's Command: The deck plays 13 two-drops, all of which are relevant past turn two. Plus this can help get anything that was pitched from Kiora's second ability.
3 Jace, Vryn's Prodigy
2 Hidden Dragonslayer
4 Sylvan Advocate
4 Den Protector
4 Hangarback Walker
3 Nissa, Vastwood Seer
4 Woodland Wanderer
3 Kiora, Master of the Depths
2 Gideon, Ally of Zendikar
3 Dromoka's Command
3 Ojutai's Command
Lands (25)
4 Flooded Strand
4 Windswept Heath
3 Wooded Foothills
2 Canopy Vista
2 Prairie Stream
2 Lumbering Falls
1 Wandering Fumarole
3 Forest
2 Plains
1 Island
1 Mountain
The deck isn't finalized, as I haven't really figured out a sideboard or even effecient mana base, I just wanted to get this idea out there and help people with brewing. This archetype may not be tier 1 but i certainly feel like it could definitely hold its own at FNM and such.
The fact that it could be creatures or artifacts or anything really- not just instants/sorcerys makes this really interesting.