- benjameenbear
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Member for 10 years, 1 month, and 25 days
Last active Sun, Mar, 29 2020 08:19:39
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Jun 12, 2019benjameenbear posted a message on A New and Exciting BeginningThis is certainly an unexpected development. I know that MTGSalvation is a great site and has excellent memories. I am part of the group that will be heading over to the new site. I warmly wish all MTGSal users who choose to stay an excellent home!Posted in: Articles
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Nov 20, 2017benjameenbear posted a message on Jaya Ballard ReturnsBy the way, these are my favorite articles on the whole site. Thanks for linking the research together in a plausible way!Posted in: Articles
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It really depends. I've had great success with both Dispel AND Mental Misstep. I think that the Misstep hits a more varied sort of permanents while also stopping some of the relevant counterspells you would see that break up your turn while Dispel safeguards your combo turn pretty solidly. I prefer to be a little bit more proactive with my control elements, so I'd personally recommend the Misstep. You could run either of them and be totally fine.
I'm really high on Force of Negation, personally. Having another pseudo Force of Will effect is always welcome and the 1UU to defend a combo turn is not THAT big of a deal, particularly in a big mana deck like Urza. I highly recommend running it, since this deck is mostly afraid of non-creature spells comboing out before we can. Looking at you, Flash Hulk and Food Chain...
I think that there are better draw effects available to the deck? And if Urza were to somehow not stay in play, than the Mine does benefit the table. Not the worst thing I suppose, but the fact that it helps the table when Urza ISN'T in play seems like a strike against the card, in my mind.
Yeah, I'm of the opinion that Shackles is better than the Allure. Being a repeatable effect is the bee's knees (where did this expression even come from??) and it helps increase the Artifact density in the deck. It's tutorable via the majority of the tutors in the deck and it can be cast and activated the turn it comes into play, more often than not. I like Shackles and have always liked Shackles and will continue to run it in any mono-Blue deck.
I think you should play both, Jiv.
Yes, a moment of peace and respect for the Mad Mechanical Memnarch.
*bows head*
Yeah, Echo of Eons is a godsend to budget cEDH players. I'm so glad they printed one. Now, they just need a functional [CARD}Transmute Artifact[/CARD} replacement.
I think you're underestimating the Future Sight combos. All of the pieces are individually good and Future Sight + Engine is really awesome too. I'm now at the point where I'm beginning to consider Future Sight as a staple card (for me).
I can't wait for my Urza to get here!
That's a surprisingly relevant list. Thanks for sharing your feedback about [CARD]Necroskitter[/CARD}. I thought it was a win-more card when people were including it in their lists, and I'm glad that it's justified.
I'm pleased that the Primer has been as useful as it has been for you. That's the whole intent of writing one in the first place, so I'm delighted that it's been such a useful reference for you. I'm glad that you've discovered the best MTG format as well and welcome you to the fold.
In regards to the Mentor of the Meek vs. Beast Whisperer question: I think that the Mentor is better with the deck's core strategy because Mentor takes advantage of a creature ETB whereas the Whisperer does not. Because there is a significant presence of Blink effects in the deck, a la Eldrazi Displacer and Ghostly Flicker, the Mentor is better. Combined with a lower CMC and a more generic casting cost, I would personally encourage you to stick with the Mentor. Sure, the Whisperer works with any casting of a creature in the deck, but it doesn't synergize nearly as well with the deck in my opinion. If you're starved for card draw, then you could easily run both.
Prismatic Vista and Waterlogged Grove will definitely find homes in the deck. Now we need to wait for the allied color cycle to get fully printed. Sigh.
First, the list, which has been copied from ShaperSavant's TappedOut list which can be found here:
5x The First Sliver
Creatures (20)
1x Arbor Elf
1x Avacyn's Pilgrim
1x Birds of Paradise
1x Boreal Druid
1x Dark Confidant
1x Deathrite Shaman
1x Elves of Deep Shadow
1x Elvish Mystic
1x Elvish Spirit Guide
1x Eternal Scourge
1x Fyndhorn Elves
1x Gilded Drake
1x Laboratory Maniac
1x Llanowar Elves
1x Misthollow Griffin
1x Noble Hierarch
1x Riftsweeper
1x Squee, the Immortal
1x Vexing Shusher
1x Wall of Roots
Instants (27)
1x Abrupt Decay
1x Ad Nauseam
1x Assassin's Trophy
1x Brainstorm
1x Chain of Vapor
1x Dark Ritual
1x Delay
1x Demonic Consultation
1x Dispel
1x Dovin's Veto
1x Enlightened Tutor
1x Entomb
1x Flusterstorm
1x Force of Will
1x Lim-Dul's Vault
1x Mana Drain
1x Mental Misstep
1x Mystical Tutor
1x Nature's Claim
1x Noxious Revival
1x Pact of Negation
1x Plunge into Darkness
1x Silence
1x Spell Pierce
1x Swan Song
1x Tainted Pact
1x Vampiric Tutor
1x Demonic Tutor
1x Extract
1x Foresight
1x Gitaxian Probe
1x Imperial Seal
1x Manipulate Fate
1x Ponder
1x Preordain
1x Regrowth
1x Timetwister
1x Yawgmoth's Will
Enchantments (5)
1x Carpet of Flowers
1x Food Chain
1x Mystic Remora
1x Necropotence
1x Sylvan Library
Artifacts (6)
1x Chrome Mox
1x Lotus Petal
1x Mana Crypt
1x Mana Vault
1x Mox Diamond
1x Sol Ring
Planeswalkers (1)
1x Jace, Wielder of Mysteries
Lands (29)
1x Bayou
1x Bloodstained Mire
1x Breeding Pool
1x City of Brass
1x Command Tower
1x Exotic Orchard
1x Flooded Strand
1x Forbidden Orchard
1x Forest
1x Gemstone Caverns
1x Gemstone Mine
1x Llanowar Wastes
1x Mana Confluence
1x Marsh Flats
1x Misty Rainforest
1x Morphic Pool
1x Overgrown Tomb
1x Polluted Delta
1x Savannah
1x Scalding Tarn
1x Tarnished Citadel
1x Tropical Island
1x Tundra
1x Underground Sea
1x Verdant Catacombs
1x Watery Grave
1x Windswept Heath
1x Wooded Foothills
1x Yavimaya Coast
One of the biggest questions that seems to pop up in the Discord server is "Why use The First Sliver instead of the new Niv?" This thread is meant to address that question specifically and will be a general comparison of the different Commanders that have helmed 5CC Food Chain decks.
So, TL;dr The First Sliver requires no dead cards in order to actually win, has better value as a card by itself, and reduces the weaknesses that previous Food Chain decks were exposed to. So, if you like playing Food Chain as your cEDH deck of choice, you should be playing The First Sliver as your Commander. Because who doesn't like winning with one of the most awesome creature types in all of MTG?
I figured if Dig Through Time was banned from Legacy for being too strong than I should probably try it here. With a decent suite of fetchlands, the cantrips, and the high counterspell count, I believe I'll be able to cast it for 4 CMC or under by T3 or T4 on a consistent basis, which is good enough for the deck's strategy.
The reason I think that this kind of strategy will work is because many people will try and build their decks with a similar kind of mindset that Commander entails; a curve that's above 3 CMC with higher quality card advantage cards in their deck. This deck and its strategy aims to get underneath these kinds of decks and attack their ability to cast their Oathbreaker through cheap, high-impact creatures and controlling the board through judicious use of Counterspells. The Equipment package was chosen to make those cheap CMC creatures into legitimate threats while also providing card advantage when they connect. Sinew and Steel kills Oathbreakers without having the equipped creature redirect its combat damage away from the opponent. Fire and Ice can hit any target, allowing me to keep smaller creatures off the board, add more damage in with the equipped creature's attack, or deal the last points of damage to get an Oathbreaker off the board and strand their Signature spell in the Command Zone. War and Peace nearly doubles the damage that the equipped creature can deal on a regular basis while also gaining life for the deck which in turn buys more time for the deck to execute its strategy. Jitte is the perfect card for this deck, honestly, since it does board control, tempo gain through the life gain, and damage bursts to eliminate players or their Oathbreakers.
And if this deck is going up against optimized Combo lists like Flash Hulk variants, then I welcome them to experience a true Tempo strategy. Tempo preys on Combo decks and that's what this decklist is primarily aiming to do.
I'm not a fan of Mill win-conditions anymore. There's a Gitrog and a Shuffle Hulk player in my playgroup that both run Eldrazi titans, so I won't be adding in the Shredder anytime soon. And if I'm going infinite with Dramatic Scepter, I'm probably going to just play Urza and dump that mana into his activated ability to cast every spell in the deck (except the ones that would cause me to mill myself out).
Not sure what I'd cut for good 'ol Snappy. Any suggestions?
I'm curious as to how much removal is necessary for the deck. Jitte and Sword of Fire and Ice act as pseudo removal effects, particularly Jitte. So I think it could be ok to cut Blink.
The cantrips are in there to ensure that I can find the land drops that I need on a consistent basis without clogging the deck. Again, I'd refer you to Modern and Legacy Tempo decks to get an idea of the general basis of this deck's strategy.
I think I'll be cutting Blink and change the Signature spell to [CARD}Enlightened Tutor[/CARD]. Additionally, I will be cutting Mana Leak for Sword of War and Peace. Player removal is just as effective as countering spells, amiright?
@MikePemulis
Highly agreed. Back to Basics is probably a legitimate bomb in this format. I've seen a Teferi, Time Raveler list that includes some of the best Stax/Hate pieces in the format backed by a hard lock with Knowledge Pool.
Daze doesn't scale quite as well into the mid/late game as I want it to. Mana Leak does, although barely.
I went back and forth between Enlightened Tutor and Gush for a very long time. I'll probably end up going with the Tutor instead since the Equipment are so important to the deck.
Good idea with Skullclamp. Sword of War and Peace will definitely find a place in the deck since it shortens the clock so substantially. I still really like Sinew and Steel because I think Artifacts are going to be a part of the format in every decklist.
I really do think that this format is going to be more akin to singleton Vintage than a 60 card Commander format, which is why I took my cues from the Legacy Delver lists I've seen.
3x Dovin, Grand Arbiter
Signature Spell
1x Enlightened Tutor
Counterspells (9)
1x Spell Pierce
1x Flusterstorm
1x Mental Misstep
2x Dovin's Veto
2x Mana Drain
2x Counterspell
3x Disallow
3x Force of Negation
5x Force of Will
Creatures (10)
1x Delver of Secrets
1x Pteramander
2x Luminarch Ascension
2x Stoneforge Mystic
2x Meddling Mage
2x Thing in the Ice
2x Snapcaster Mage
3x Geist of Saint Traft
3x Monastery Mentor
3x Vendilion Clique
1x Brainstorm
1x Preordain
1x Ponder
1x Serum Visions
1x Sleight of Hand
1x Mystic Remora
2x Scour All Possibilities
2x Impulse
8x Dig Through Time
Removal (6)
1x Swords to Plowshares
1x Path to Exile
1x Chain of Vapor
2x Winds of Abandon
2x Cyclonic Rift
3x Teferi, Time Raveler
Equipment (6)
1x Skullclamp
2x Umezawa's Jitte
3x Sword of Fire and Ice
3x Sword of Sinew and Steel
3x Sword of War and Peace
5x Batterskull
1x Academy Ruins
1x Flooded Strand
1x Polluted Delta
1x Misty Rainforest
1x Scalding Tarn
1x Prismatic Vista
1x Tundra
1x Hallowed Fountain
1x Mystic Gate
1x Glacial Fortress
1x Adarkar Wastes
1x Command Tower
1x Sea of Clouds
3x Island
2x Plains
Sword of Sinew and Steel is particularly awesome for this format since you can destroy a player's Commander while continuing to pressure their life total. There are enough utility Artifacts that I imagine are present that the Sword's trigger will always be relevant.
Otherwise, this list plays out very similarly to a Legacy Delver list. Dovin was chosen as the Commander because he makes bodies to hold the equipment and gains life with his minus ability, can recover loyalty and stick around longer with his plus ability (so I don't have to recast him as often), and generates massive card draw when his ultimate is activated, furthering the Tempo Control game plan. His ability to make evasive bodies is relevant since Dovin can directly pressure other Oathbreakers with his ability and, with enough time, can ensure that any Planeswalker can be easily dealt with. He also creates blockers so that you can get Luminarch Ascension online as fast as possible.
Gush was chosen as the Signature spell because I can immediately cast it after getting Dovin into play while also providing fuel for the deck. Its uses as a card are massive, and it can be used to help supplement the low CMC of the deck by letting you pay its alternate cost in your main phase to get a land drop and cheat an extra mana. The tax will eventually add up, but it will only cost an additional 2 for each time it's recast rather than the full mana cost. The Signature Spell could easily be Enlightened Tutor since the Equipment package is so important to the deck's strategy.
I readily admit that this is probably totally against the idea of Oathbreaker, but this is how I would choose to build a list for Oathbreaker if it ever becomes a thing supported by MTGSal/new site.
EDIT: I cut the two Moxen for lands for consistency.
EDIT 2: There's another cool Signature Spell I recently considered that is fantastic with Dovin: Polymorph. I'll be brewing up another list here just so I have a compendium of Dovin lists I can switch between when I want.
3x Dovin, Grand Arbiter
Signature Spell
4x Polymorph
Polymorph Targets (4)
9x Void Winnower
9x Inkwell Leviathan
11x Ulamog, the Infinite Gyre
12x Blightsteel Colossus
Counterspells (10)
1x Spell Pierce
1x Mental Misstep
1x Flusterstorm
2x Lazotep Plating
2x Dovin's Veto
2x Mana Drain
2x Counterspell
3x Force of Negation
3x Disallow
5x Force of Will
Additional Polymorph Support (4)
2x Callous Dismissal
3x Proteus Staff
4x Gideon, Ally of Zendikar
6x Depose // Deploy
1x Brainstorm
1x Preordain
1x Ponder
1x Mystic Remora
1x Skullclamp
2x Pull from Tomorrow
3x Rhystic Study
4x Jace, the Mind Sculptor
5x Teferi, Hero of Dominaria
Removal (7)
1x Swords to Plowshares
1x Path to Exile
2x Cyclonic Rift
2x Blink of an Eye
3x Teferi, Time Raveler
4x Supreme Verdict
4x Wrath of God
Lands (23)
1x Ancient Tomb
1x Flooded Strand
1x Scalding Tarn
1x Polluted Delta
1x Misty Rainforest
1x Prismatic Vista
1x Hallowed Fountain
1x Tundra
1x Command Tower
1x Mystic Gate
1x Adarkar Wastes
1x Irrigated Farmland
1x Glacial Fortress
1x Port Town
1x Prairie Stream
5x Island
3x Plains