Are the lands like shambling vents and stirring wildwood good in edh, are they worth it?
On their own? Not really. Mutavault is probably the best manland for obvious reasons. None of the others are really impressive unless you have a particularly good reason for playing them.
Creeping Tar Pit, Dryad Arbor, Mishra's Factory and Inkmoth Nexus are top five with Mutavault in my opinion. The rest can be good depending on the deck and the meta. If multiple people are playing wraths everygame or if someone is playing wrath.deck then they are invaluable likewise to indestructible effects. And they are good against aggro decks if you are playing wraths. Also good if people play lots of planeswalkers as the sorcery speed effect makes it unanswerable by said planeswalkers. Obviously they're good if you're playing lands.deck. That said, most come into play tapped and you risk your land to more types of removal when you activate it, so these factors should be considered as well. For instance they aren't as good if the meta is heavy in spot removal and/or fast combo decks.
I generally play with the same play group and I have the most decks so I usually wait for them to pick their decks first. I don't do this to counterpick, but I try to fill the missing archetype at the table (Control, combo, aggro) as I find balanced games are more fun. I tend to avoid picking something that will shut down an opponent completely unless they've earned it by steamrolling multiple games already.
My best deck is Mercurial Geists. Basically just pump spells, double strike spells, draw spells, burn, and more dudes that buff when you play spells. We play with 30 life and 18 general damage, so I am able to one shot people easily. And I have a possible way to kill someone on turn one on the draw.
Zur the Enchanter control is fun and powerful, and with the power creep of recent commanders he gets hated a little less. I don't play it voltron or combo, just toolbox up some free card advantage. Also, Sun Titan is a boss in this deck.
I would include a section on drafting strategies and techniques. Personally, I just like to take the best card out of the pack for most of pack one and not lock into something until pack two, but there are times when your first pick is game-winning if you draft enough support so you go all in from the start. Maybe talk about reading what you think opponents are playing so you can determine what you think will wheel and whether to hate draft certain cards. Maybe talk about the different kinds of drafts you can do like three packs of fifteen, four packs of twelve, or sealed draft.
I'm running all the on color ABUR, shocks, fetches, and checks, along with a few any color lands, two or three utility lands, and one of each basic in my Atraxa deck. I'd suggest playing a chromatic lantern as well to help smooth out colors and give you an out against blood moon.
I think that aside from the generic gear up and kill you version of the deck, a lot of people tend to overestimate his value in multiplayer. When you aren't trying to ride him to victory, he's just an efficient value engine that is easily answered. At one time he was the scourge of the format, but the increase in volume and power of legendary creatures in recent printings has left him a bit outclassed. His real power lies in the fact that once active you can advance your boardstate/answer threats while still leaving mana open for more answers, and recently there have been a lot of generals that give you free value. If you are going to search for the same thing everytime to make him impossible to kill and hit for a lot of damage, then expect people to target you. If you're just swinging for one and getting a few value cards, then people won't pay him much mind. He is a bit notorious so people who aren't wise to your deck will generally have an expectation of broken things. I like to switch between him and Dromar, the Banisher for my esper deck depending on the matchups. If you do play him, I highly suggest playing Bitterblossom and a Solitary Confinement to go along with the Phyrexian Arena. If you just want evasive beats, then I'd suggest going for Dromar, the Banisher as he'll draw less hate, has a powerful effect, and is a four turn clock on his own.
Can probably be anything, I have no idea what a strong mono-white deck would be. I might try Hokori, Dust Drinker, myself.
Hokori is pure evil incarnate and I'd agree probably the best mono white general as he plays to whites greatest strengths, i.e. playing efficient creatures and slowing your opponents ability to keep pace. Just know that you will be hated even though you are probably playing the most fair deck at the table.
I've found the best do-nothing card generated so far:
shield of dragons W
sorcery (uncommon)
each player skips his or her next turn.
This card isn't a do-nothing card. You can use it when your match goes to time and you're on turn three of extra turns facing a lethal boardstate to force a tie instead. Or if someone mindslavers you, then you can quicken this to counter it.
This one I have thought of little use for outside of landfall and urborg making it tap for mana.
I've found the best do-nothing card generated so far:
shield of dragons W
sorcery (uncommon)
each player skips his or her next turn.
This card isn't a do-nothing card. You can use it when your match goes to time and you're on turn three of extra turns facing a lethal boardstate to force a tie instead. Or if someone mindslavers you, then you can quicken this to counter it.
This one I have thought of little use for outside of landfall and urborg making it tap for mana. It may have the most useless yet valid text though.
Creeping Tar Pit, Dryad Arbor, Mishra's Factory and Inkmoth Nexus are top five with Mutavault in my opinion. The rest can be good depending on the deck and the meta. If multiple people are playing wraths everygame or if someone is playing wrath.deck then they are invaluable likewise to indestructible effects. And they are good against aggro decks if you are playing wraths. Also good if people play lots of planeswalkers as the sorcery speed effect makes it unanswerable by said planeswalkers. Obviously they're good if you're playing lands.deck. That said, most come into play tapped and you risk your land to more types of removal when you activate it, so these factors should be considered as well. For instance they aren't as good if the meta is heavy in spot removal and/or fast combo decks.
Hokori is pure evil incarnate and I'd agree probably the best mono white general as he plays to whites greatest strengths, i.e. playing efficient creatures and slowing your opponents ability to keep pace. Just know that you will be hated even though you are probably playing the most fair deck at the table.
This card isn't a do-nothing card. You can use it when your match goes to time and you're on turn three of extra turns facing a lethal boardstate to force a tie instead. Or if someone mindslavers you, then you can quicken this to counter it.
This one I have thought of little use for outside of landfall and urborg making it tap for mana.
https://pbs.twimg.com/media/CRYRiFNU8AIyIyn.jpg
This card isn't a do-nothing card. You can use it when your match goes to time and you're on turn three of extra turns facing a lethal boardstate to force a tie instead. Or if someone mindslavers you, then you can quicken this to counter it.
This one I have thought of little use for outside of landfall and urborg making it tap for mana. It may have the most useless yet valid text though.
https://pbs.twimg.com/media/CRYRiFNU8AIyIyn.jpg