About 5 years ago, on a kitchen table far far away, a long 4 player game was coming to an and. I was playing my Tymaret, the Murder King sacrifice deck, and I ended up in a 2 v 1 against Daretti, Scrap Savant artifacts, and Azami, Lady of Scrolls wizard tribal/combo. I was stopping Azami from comboing with Mind over Matter thanks to Grave Pact and self recurring creatures, and a Gate to Phyrexia was slowing Daretti down. But I wasn't going to survive many more turns against them both. Daretti started going off, and cast Scrap Mastery. A small stack battle followed and I was unable to stop it. Then Azami, helping out Daretti, casts Brain Freeze, to give him more artifacts in his yard. As this was a long game, Daretti didn't have many cards left, and ended up milling the rest of his deck. Then the Scrap Mastery resolved and we all went through our yards. Daretti had a huge pile to go through, but eventually came across Ichor Wellspring, and had no way of putting a card into his library. Azami's plan to help his mate back fired, and left him in a 1 v 1 with me, and thanks to Scrap Mastery, I rode a Wurmcoil Engine to victory.
Obliterate is a better Jokulhaups, depending on your meta.
Also the guy above who mentioned running basics is spot on. 10 duals 10 shocks 10 fetches is a terrible mana base. Non basic hate will crush you, and you are also giving up all the basic land ramp. You will find you will probably only need a couple R/B sources and much more W/U/G.
As for the walkers themselves, compile a list for us to comment on, there are too many now. I would prioritise ones that create tokens to defend themselves, or have a powerful enough minus that you can cash in and hope they survive.
In my playgroup we have unlimited mulligans until you find an acceptable hand. We would rather win a game where everyone can put up a fight. We don't have to worry about anyone mulliganing into a god hand every game, as none of us... how can I say this politely... have that "mentality".
I just don't see a justification yet for forcing vehicles into a theme: sure, schooners are mostly associated with pirates, but not always. And why pirates, anyway? Rogues would have just as much claim to a schooner, agreed?
That't not really what we were getting at. The idea is that if you crew the Schooner with Wily Goblin, the Schooner becomes a Artifact Creature - Vehicle Goblin Pirate. If you crew it with a Fyndhorn Elves it becomes an Artifact Creature - Vehicle Elf Druid. The idea is the vehicle gains the creature type(s) of the creature(s) crewing it.
My group has been discussing the idea of vehicles having the creature types of the creatures crewing said vehicle, whilst it is a creature. With the last few releases having lots of vehicle and tribal support, my group have been making lots of tribal decks, and many of them using vehicles.
The discussion arose when our pirate player had a couple of the pirate vehicles out like Sleek Schooner, but never attacked with them due to them not triggering Admiral Beckett Brass. We all agreed it was a flavour fail having a pirate crewing a pirate themed vehicle not being a pirate. The discussion went on to flavour fails in general, how we overlook the ones that work in our favour, earlier in the night I had a Goat token voltroned up, and we've seen Lightning Greaves on vehicles before.
What do you guys think of the idea of vehicles gaining the creature types?
My playgroup has gotten wise to my Cabal Coffers and/or Urborg, Tomb of Yawgmoth shenanigans in my mono black list. I'm thinking of slotting in Crucible of Worlds as they frequently are the target of removal. However it's not enough of a reason to include it, so I'm trying to put together a small Crucible package to take advantage of it.
I am already running the following cards that have some synergy with Crucible:
But I don't consider it enough to warrant Crucible's inclusion. Does anyone have any suggestions for cards that interact with Crucible in mono black? The only things I am not interested in are fetches (off colour fetches bug me), and strip mine effects (playgroup is not that cutthroat).
Only card I've come up with so far is Lake of the Dead. I've never played with the card, looks to be very powerful initially then become weaker in the long term without a way to make additional land drops? Even still, not really enough cards to make me think Crucible is worth it. I feel like it would often not do anything.
I also have caused a bunch of quits with my Dragonlord Ojutai control deck. One opponent goes mana rocks into narset, enlightened master, countered, Narset again, silence on narset trigger into wrath (by another player) into stony silence shutting off the mana rocks into scoop because "I'll never be able to cast her again". I was targeting narset pretty hard to be honest... but its narset.
This seems like a fair scoop to me. Sounds like a boring and uninteractive deck was stopped from doing the only thing it could do.
One piece of advice if you decide on Sek'kuar, is to go with the Coldsnap printing. Aesthetics is the most important aspect of deckbuilding in commander.
Havengul Lich, with a "spend mana as any colour" clause.
Also the guy above who mentioned running basics is spot on. 10 duals 10 shocks 10 fetches is a terrible mana base. Non basic hate will crush you, and you are also giving up all the basic land ramp. You will find you will probably only need a couple R/B sources and much more W/U/G.
As for the walkers themselves, compile a list for us to comment on, there are too many now. I would prioritise ones that create tokens to defend themselves, or have a powerful enough minus that you can cash in and hope they survive.
That't not really what we were getting at. The idea is that if you crew the Schooner with Wily Goblin, the Schooner becomes a Artifact Creature - Vehicle Goblin Pirate. If you crew it with a Fyndhorn Elves it becomes an Artifact Creature - Vehicle Elf Druid. The idea is the vehicle gains the creature type(s) of the creature(s) crewing it.
The discussion arose when our pirate player had a couple of the pirate vehicles out like Sleek Schooner, but never attacked with them due to them not triggering Admiral Beckett Brass. We all agreed it was a flavour fail having a pirate crewing a pirate themed vehicle not being a pirate. The discussion went on to flavour fails in general, how we overlook the ones that work in our favour, earlier in the night I had a Goat token voltroned up, and we've seen Lightning Greaves on vehicles before.
What do you guys think of the idea of vehicles gaining the creature types?
I am already running the following cards that have some synergy with Crucible:
But I don't consider it enough to warrant Crucible's inclusion. Does anyone have any suggestions for cards that interact with Crucible in mono black? The only things I am not interested in are fetches (off colour fetches bug me), and strip mine effects (playgroup is not that cutthroat).
Only card I've come up with so far is Lake of the Dead. I've never played with the card, looks to be very powerful initially then become weaker in the long term without a way to make additional land drops? Even still, not really enough cards to make me think Crucible is worth it. I feel like it would often not do anything.
This seems like a fair scoop to me. Sounds like a boring and uninteractive deck was stopped from doing the only thing it could do.