Once you have infinite G mana, use Sisay to search for Nylea, Keen-eyed. From there you mill non-creatures and put all creatures into your hand. This gets you Kamahl, and Walking Ballista.
While this is one combo, there are other viable GW combos that more revolve around Sisay being able to tutor them and shifts away from the low cost combo.
Other Combos i'm considering: Karn, Silver Golem /Karn, the Great Creator + Gideon, Martial Paragon + The Chain Veil + Total Mana Dorks/Rocks that can produce 4+ mana
With this combo as long as you can generate 4 mana, you can get infinite mana. The combo goes; Karn animates the Chain Veil and any rocks, tap your dorks/rocks for mana, activate Chain Veil, use Gideon's +2 which will untap all of your creatures which includes the Chain Veil, and repeat this as needed meanwhile you can tutor for cards with Sisay. Even if you have only 4 mana, Gideon's ability increases the p/t of all your dorks everytime the +2 is used. Therefore, once you activate the ability enough times, you can actually -10 Gideon to tap down any blockers that your opponents may and then you can beat your oppenents over the face with a llanawar elf, or a mana vault.
Selvala, Explorer Returned + Umbral Mantle + Angel's Grace + Infinite Mana
This wincon requires you to already have infinite mana as Selvala isn't the most reliable to combo with Umbral Mantle. The combo is to use Selvala's Parley ability, which is a mana ability and doesn't use stack, to have everyone reveal and draw the top card of their deck. Always holding priority, use Umbral Mantle to untap Sylvala. Once you draw the Angel's Grace, you cast it so you can't lose the game and continue holding priority and continue with the parley and the untap. What is interesting about this combo is the fact that your opponent's cannot interact with the combo once it starts except for the cast of the Angel's Grace and even then only triggers and morphs can interact with it.
welp the deck's combo is now useless as the main combo key has been banned. im seeing how i could retool this deck to be a stax deck although im probably going to scavenge this deck to change my tatyova into cEDH
thoughts on mystic forge its a bit on the expensive side for casting cost but it basically increases the handsize by 1 and it can be interacted with by shuffle effects
While there aren't that many split second cards that we would use in cEDH, I want to know if split second is worth the increased mana cost.
Take Krosan grip its a naturalize + 1 for the split second. Is this rate usable or is it just better to play something cheaper with a minor downside ie. Nature's claim
I disagree with some of the posts that I was reading. The way that some people want to play shouldn't be the way that everyone plays. While I agree that there are certain cards that need to be banned to create some diversity in the format, cards like fast mana I feel are fine because yes they do alot in the early game but if you aren't able to establish a win, everyone will catch up or blow up your board state. Additionally if you are far enough into the game, drawing a sol ring turn 7-10 is almost always a dead draw outside of specific circumstances. You are playing risk and reward. People have a stigma of playing hate cards. If fast mana is plaguing your play group, then stony silence, null rode, collector ouphe,and treasure nabber are among some cards that you should consider that help reduce this kind of an issue. For most decks in the format, there is almost always an answer to dealing with that issue that isn't a counter spell. Most people need to recognize that hate cards shouldn't be frowned upon because it helps deal with problematic issues that most playgroups face.
If you want to play craw worm beats while the rest of your table is openly playing around level 7-8 decks then it shouldn't be a surprise when you are losing without playing anything. Having a deck for different levels is what I feel most players need to learn to do. You can have your pet deck which is tuned and dressed to the 9. However you should also have a deck where it doesn't need to be optimally played and doesn't try to gun for the finish line right out of the gates. While some players may argue that they do not have the budget to make several decks, you would be surprised to see how strong some $25.00 USD budget decks can become and conversely how jank they can get when you aren't building with winning in mind.
I feel that this the main issue is that people don't like to lose. Its ingrained in us that losing is bad and that you have to be a winner and is the reason that Sheldon sees more people that try to assemble an inf combo faster and faster. This attitude is an issue with many players that I play against. I feel that for any play group that isn't playing cEDH, there needs to be a points system which rewards players for winning, while also rewarding players for doing interaction and doing interesting plays and penalizes players for doing the same repetitive combo in every game. That way even if the game ends in an infinite combo, they still get points, but they get less and hopefully are less incentivised to do so again. A example of a points scoring would be the VS live commander videos that the SCG youtube channel does. While i personally would change/add/remove certain ways for scoring or removing points, i feel that it lays out a general ground work that most playgroups could use.
Of course these are all just thoughts that i have from playing with a variety of play groups, some which i love playing with to some that i actively try to avoid when they try to get a game night together.
it feels like its a winmore in most circumstances and the hoops that you have to jump through to make the engine go, it would probably be better to just play tutor and tutor for a more resilient wincon.
i may try seton since he has psuedo haste and good call on the abolisher as dosan #2.
probably gonna rewrite that sentence in the opening there as it isnt so much its slow but compared to decks that have blue and black, they are much more resilient where as sisay is just glass cannon.
I was recently building human tribal for morophon and i realized that the deck i was building had synergies that went in different directions resulting in a very weird time when piloting the deck.
I'm wondering if you guys would take the tribe in an aggro approach or go with control or go with a completely different strategy, and if so what kind of strategy?
so after playing around with a new playgroup for a bit, ive found that although reki may feel great for the long slog where we can still reliably tutor legends to feed him, this almost never happens and i just get an extra draw every few turns. this has made me question the usefulness he brings to the table.
after looking at other cards that i could sub in to replace him, i believe that the most appropriate replacement is the force of vigor. it allows me to be more proactive when dealing with problematic enchantments and artifacts which lurk around cEDH. while it isn't force of negation's level of responses, at least it allows me to have an element of surprise against other decks which dont expect the free removal spell. Holding a mana-dork in later stages of the game allows for the easy and "free" cast.
Additionally i replaced nykthos with a horizon canopy because i dont want to try and drag games long enough for nykthos to become relavant.
the issue with torpor orb and hushwing gryff is that they don't stop non-creature ETB effects from triggering. If the deck focuses on landfall yarok, then the aforementioned cards do nothing to stop it.
1 Captain Sisay
Artifact
1 Chrome Mox
1 Lotus Petal
1 Mana Crypt
1 Mox Amber
1 Mox Opal
1 Grafdigger's Cage
1 Mana Vault
1 Sol Ring
1 Lightning Greaves
1 Talisman of Unity
1 Trinisphere
Creature
1 Walking Ballista
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Elvish Mystic
1 Fyndhorn Elves
1 Llanowar Elves
1 Mother of Runes
1 Quirion Ranger
1 Collector Ouphe
1 Containment Priest
1 Devoted Druid
1 Ethersworn Canonist
1 Gaddock Teeg
1 Grand Abolisher
1 Hushbringer
1 Kataki, War's Wage
1 Phyrexian Revoker
1 Priest of Titania
1 Saffi Eriksdotter
1 Spirit of the Labyrinth
1 Thalia, Guardian of Thraben
1 Vizier of Remedies
1 Aven Mindcensor
1 Dosan the Falling Leaf
1 Eidolon of Rhetoric
1 Eternal Witness
1 Hushwing Gryff
1 Reclamation Sage
1 Recruiter of the Guard
1 Selvala, Explorer Returned
1 Yisan, the Wanderer Bard
1 Linvala, Keeper of Silence
1 Nylea, Keen-Eyed
1 Kamahl, Fist of Krosa
1 Elesh Norn, Grand Cenobite
1 Carpet of Flowers
1 Survival of the Fittest
1 Sylvan Library
1 Living Plane
Instant
1 Crop Rotation
1 Enlightened Tutor
1 Nature's Claim
1 Noxious Revival
1 Path to Exile
1 Swords to Plowshares
1 Veil of Summer
1 Worldly Tutor
1 Eladamri's Call
1 Once Upon a Time
1 Force of Vigor
Planeswalker
1 Karn, the Great Creator
Sorcery
1 Green Sun's Zenith
1 Finale of Devastation
1 Regrowth
1 Eldritch Evolution
1 Idyllic Tutor
1 Armageddon
Land
1 Arid Mesa
1 Bountiful Promenade
1 Canopy Vista
1 Cavern of Souls
1 Command Tower
1 Dryad Arbor
1 Eiganjo Castle
1 Flagstones of Trokair
5 Forest
1 Gaea's Cradle
1 High Market
1 Horizon Canopy
1 Marsh Flats
1 Misty Rainforest
1 Okina, Temple to the Grandfathers
3 Plains
1 Razorverge Thicket
1 Savannah
1 Strip Mine
1 Sunpetal Grove
1 Temple Garden
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills
So the main way the deck combo's off is with Vizier of Remedies + Devoted Druid infinite mana combo with Kamahl, Fist of Krosa or Walking Ballista as your mana sinks. The way that this deck assembles the vizier combo is through the multitude of tutors that [sym=gw] has to offer, with the main one being Yisan, the Wandering Bard who is tutorable with Sisay.
The ideal Yisan line is as follows:
Verse 1 – Quirion Ranger to return a forest and untap Yisan for Verse 2 (if quirion ranger is in hand or in play get Mother of Runes)
Verse 2 – Devoted Druid or Vizier of Remedies if the druid is in play
Verse 3 – Recruiter of the Guard to fetch for Vizier of remedies.
Once you have infinite G mana, use Sisay to search for Nylea, Keen-eyed. From there you mill non-creatures and put all creatures into your hand. This gets you Kamahl, and Walking Ballista.
While this is one combo, there are other viable GW combos that more revolve around Sisay being able to tutor them and shifts away from the low cost combo.
Other Combos i'm considering:
Karn, Silver Golem /Karn, the Great Creator + Gideon, Martial Paragon + The Chain Veil + Total Mana Dorks/Rocks that can produce 4+ mana
With this combo as long as you can generate 4 mana, you can get infinite mana. The combo goes; Karn animates the Chain Veil and any rocks, tap your dorks/rocks for mana, activate Chain Veil, use Gideon's +2 which will untap all of your creatures which includes the Chain Veil, and repeat this as needed meanwhile you can tutor for cards with Sisay. Even if you have only 4 mana, Gideon's ability increases the p/t of all your dorks everytime the +2 is used. Therefore, once you activate the ability enough times, you can actually -10 Gideon to tap down any blockers that your opponents may and then you can beat your oppenents over the face with a llanawar elf, or a mana vault.
Karn, Silver Golem/Karn, the Great Creator + Nissa, Genesis Mage + The Chain Veil + Gaea's Cradle + 5 or more creatures
The above combo, similar to the Gideon combo uses the planes walker to untaps things that generate mana as well as the Chain Veil. Unlike Gideon, this combo will only spin its wheels if you do not net mana.
Selvala, Explorer Returned + Umbral Mantle + Angel's Grace + Infinite Mana
This wincon requires you to already have infinite mana as Selvala isn't the most reliable to combo with Umbral Mantle. The combo is to use Selvala's Parley ability, which is a mana ability and doesn't use stack, to have everyone reveal and draw the top card of their deck. Always holding priority, use Umbral Mantle to untap Sylvala. Once you draw the Angel's Grace, you cast it so you can't lose the game and continue holding priority and continue with the parley and the untap. What is interesting about this combo is the fact that your opponent's cannot interact with the combo once it starts except for the cast of the Angel's Grace and even then only triggers and morphs can interact with it.
Take Krosan grip its a naturalize + 1 for the split second. Is this rate usable or is it just better to play something cheaper with a minor downside ie. Nature's claim
Below is a list of all split second cards:
1 Celestial Crusader
1 Quagnoth
1 Sulfur Elemental
// 1 Enchantment
1 Take Possession
// 11 Instant
1 Angel's Grace
1 Extirpate
1 Krosan Grip
1 Sudden Death
1 Sudden Shock
1 Sudden Spoiling
1 Trickbind
1 Wipe Away
1 Word of Seizing
1 Diabolical Salvation
1 Stonewood Invocation
1 Molten Disaster
If you want to play craw worm beats while the rest of your table is openly playing around level 7-8 decks then it shouldn't be a surprise when you are losing without playing anything. Having a deck for different levels is what I feel most players need to learn to do. You can have your pet deck which is tuned and dressed to the 9. However you should also have a deck where it doesn't need to be optimally played and doesn't try to gun for the finish line right out of the gates. While some players may argue that they do not have the budget to make several decks, you would be surprised to see how strong some $25.00 USD budget decks can become and conversely how jank they can get when you aren't building with winning in mind.
I feel that this the main issue is that people don't like to lose. Its ingrained in us that losing is bad and that you have to be a winner and is the reason that Sheldon sees more people that try to assemble an inf combo faster and faster. This attitude is an issue with many players that I play against. I feel that for any play group that isn't playing cEDH, there needs to be a points system which rewards players for winning, while also rewarding players for doing interaction and doing interesting plays and penalizes players for doing the same repetitive combo in every game. That way even if the game ends in an infinite combo, they still get points, but they get less and hopefully are less incentivised to do so again. A example of a points scoring would be the VS live commander videos that the SCG youtube channel does. While i personally would change/add/remove certain ways for scoring or removing points, i feel that it lays out a general ground work that most playgroups could use.
Of course these are all just thoughts that i have from playing with a variety of play groups, some which i love playing with to some that i actively try to avoid when they try to get a game night together.
it feels like its a winmore in most circumstances and the hoops that you have to jump through to make the engine go, it would probably be better to just play tutor and tutor for a more resilient wincon.
probably gonna rewrite that sentence in the opening there as it isnt so much its slow but compared to decks that have blue and black, they are much more resilient where as sisay is just glass cannon.
I was recently building human tribal for morophon and i realized that the deck i was building had synergies that went in different directions resulting in a very weird time when piloting the deck.
I'm wondering if you guys would take the tribe in an aggro approach or go with control or go with a completely different strategy, and if so what kind of strategy?
after looking at other cards that i could sub in to replace him, i believe that the most appropriate replacement is the force of vigor. it allows me to be more proactive when dealing with problematic enchantments and artifacts which lurk around cEDH. while it isn't force of negation's level of responses, at least it allows me to have an element of surprise against other decks which dont expect the free removal spell. Holding a mana-dork in later stages of the game allows for the easy and "free" cast.
Additionally i replaced nykthos with a horizon canopy because i dont want to try and drag games long enough for nykthos to become relavant.
only responds to creature etb triggers doesnt stop other variants of yarok (landfall, constellation, artifact fall)