daugarten and Krimsonmask, I haven't look at that deckstats list yet, but it sounds like a sub-theme I already had going. I used cards like Comeuppance, Repel the Abominable, and Deflecting Palm (could be a game-ender itself) to repel assaults early or hold off that last player a while until I put together a win attempt. I could take out the group hug cards and replace them with other fog/combat turn-around type tricks, possibly keeping most of my win cons together. I will definitely take a look at that list and see. Thanks for the suggestion!
You're welcome! I might add that playing fog cards are often not worth it unless they come with some other benefit you can take advantage of (such as Blunt the Assault, which I run). I've just updated the list for good with all the current cards I'm playing in it, so have a look and I hope you find some inspiration. Many of the card choices are not ideal and that's because of the theme I've forced on myself to let the opponents be the cause of their own demise (so I went with something like Fact or Fiction instead of a better blue card draw spell, for example). Other cards I run because it's hard to play without them (obligatory Cyclonic Rift and Solemn Simulacrum). Somehow... this deck doesn't even play Sol Ring... ?!!?
Take note of the Comeuppance-like cards that you may not have started running yet: Mirror Strike, Reflect Damage, and Boros Fury-Shield. They usually get a good roaring laugh from the table. Cards like Berserk do double-duty when you cast it on an opposing creature that's attacking an opposing player
I call it Judo Guardians, after the card Guardians of Meletis and the Judo-style play this deck has. It is very spell-heavy, and relies on your opponents using creatures, lands, spells, etc. to put pressure on you... and you take their momentum and redirect it right back at them. Given its lack of permanents and the commander, it's very easy to fly under the radar until your moment to strike. A well-timed Mirror Strike can give other players the impression that attacking you is a risky proposition, but even if they do fun things almost certainly ensue. The deck is a blast to play and play against. Some opponents call it the comeuppance.dec.
My philosophy for the deck is to lack any win condition unless that card is completely dependent on your opponents attempt to win the game. The result is a deck that I've won MOST games with, usually with surprising flair. There's a card in here that punishes all types of decks you could come up against, except for super friends (still working on that one weakness...). Also, the deck uses some "huggy" cards as a means to accelerate the game and allow opponents to pull off some crazy things. The deck WANTS your opponents to get out of control... so you can smack them down with the backhand of justice.
Initially, the deck was helmed by Ruhan of the Fomori and it's biggest weakness was mana acceleration and keeping a full grip of cards readily available to respond to opponents. When K&T was spoiled it was the PERFECT card that helped both of the deck's weaknesses AND added a fourth color. It's currently my favorite deck to play, as it's tuned to 75% and will only be as strong as the decks you're playing against.
The decklist I've posted has shifted a bit in the last few months, primarily to bring the mana curve down, but take a look at it and see what you think. The main cards are still there. It's very fun to play cards that most EDH players DO NOT see coming, or even know what they do until they read them.
EDIT: some of the new cards I've added are Berserk and Tempt with Discovery. Have fun with the crazy plays, and best of luck with the deck.
I want to give a shout out to my most competitive deck, Jazal Goldmane. Contrary to popular belief, mono-white is very strong on its own with plenty to ramp, draw, tutor, and recur. Play some key instant-speed token generators alongside your good-stuff cards and you've got a hell of an explosive commander, often knocking out every opponent in one swoop.
Anachronity's suggestions are pretty good, but as an additional qualifier, I'll add this: First, aim for cards that provide choices for the opponent instead of applying a random effect without a choice.
Comparison Example: Thieves' Auction vs. Scrambleverse
They both accomplish similar things, but one allows your opponents to make active decisions during resolution. That is more fun that the RNG God deciding one player should get shafted and given no useful permanents. That said, I disagree that Theives' Auction will resolve faster... I think adding the human element actually makes it take longer. My last comment on this effect is to be mindful of your playgroup... many players don't like to spread their expensive cards across the table to perfect strangers and will scoop as soon as you play this effect. Shouldn't be a problem for close friends though.
Bad Example: Possibility Storm
This card seems like the perfect example of random chaos and wackiness you'd want to bring into a casual EDH game... but beware! Once again, this card removes the ability for players to affect the game in a meaningful way, and it can be very frustrating to lose that amount of control. Omen Machine gives an affect that a player doesn't control, but they can still choose which cards to cast from their hands. Wild Evocation is a better choice than either of those two because it doesn't stop players from drawing cards, but still gives a random benefit - not a random drawback. It's your choice if you'd rather be more controlling or not...
Good Example: Teferi's Puzzle Box
Here, you generate a wacky effect for all the players that doesn't inhibit their ability to simply play the game. Yes, they need to make short-term plans instead of long-term ones, but the spells they cast actually have a chance to resolve. This has always been fun in my games and players wont get frustrated as easily.
So, when you play cards with global effects you want to make sure they don't inhibit your opponent's ability to play the game and make choices. Don't make them sacrifice tons of permanents, discard lots of cards, and lose the ability to target things with their spells... that's controlling and frustrating for them more than it is fun and wacky. BUT, it can be very fun for your opponents to watch YOU take the risks instead of them, such as with the great suggestions of Stitch in Time and Squee's Revenge.
Also, a great card in EDH that can make for some fun moments, depending on how you choose to play it, is Mirrorweave. Lots of shenanigans to be had there. Finally, I love the choice of Ruhan of the Fomori as your commander. Good luck with the deck!
I've got to say, I'm not big on Leovold Elves for BUG. Elves don't fit blue very well, and they make much better sense for mono-green (or GB if you have to). I would suggest The Mimeoplasm for ooze tribal instead! Fits the flavor of BUG quite nicely. Also, you could fit druids (the current G deck) into one of the four-color decks and have fun with them in multiple colors.
I don't have a dedicated political deck, but I do always attempt to play politics during all my games. Your primer was useful in fleshing out ideas on how to do so more effectively. Instead of playing heavy control decks, I tend to favor cards that create fun multiplayer moments like Illussionist's Gambit, Mirrorweave, and Deflecting Palm. I like the whole "rattlesnake" strategy where opponents won't know what to expect from you and your hand of cards...
Excellent write up! Makes me consider playing The Hippo in my own political deck as a tool to sway things to and fro. Love that primer here, lots of great information I can incorporate into my games even if I'm not playing your list... or even your commander
I like this. Seems like a blast to play and to play against.
Have you thought about Repercussion to make combat a bit more hectic and head-scratching? Angel's Trumpet? Also, Acidic Soil seems especially spicy and risky to play here... if you like that kind of card. Plus, you can always bounce/sac your own lands to various effects. If you like multiplayer shenanigans (like I do), you could also play with sorceries like Mirrorweave for surprise interactions.
Aggressive Mining was a great suggestion I read from another thread, and I've been looking for the right deck for that card since it came out. I'm pretty excited to run it here since there's practically no downside, as you've mentioned. It's always great when a new commander makes an old card shine in new ways
Shelden Menery inspired me to build a judo deck despite the lack of a thematic commander when I read his article about Ruhan of the Fomori. What Ruhan DOES manage to do is confuse your opponents both when you set your deck on the table, and again when he starts to attack randomly. Because of the nature of "rattlesnake" decks, there isn't much room for great ramp or card draw... so Ruhan was able to force my opponents into playing defensively early in the game while I took some time to craft a hand and get some land drops out. Ruhan worked well enough, and I would recommend trying out your deck with him at the helm just for the fun of his off-theme mechanic since a judo deck isn't necessarily the most competitive deck out there anyways.
The deck often started slow and took time to join the fray. Thankfully, Kynaios and Tiro of Meletis solves the exact problem my deck always had - slow starts and running out of cards. While green itself doesn't add very much in terms of true judo-style cards... there are a few gems like Burgeoning, Arachnogenesis, and Treacherous Terrain.
Finally... if you want to stick with RWU for your judo deck, C16 has a GREAT pair of generals that partner together and maintain that judo flavor! Allow me to introduce you to Kraum, Ludevic's Opus and his pal, Ishai, Ojutai Dragonspeaker.
Here's my judo-style RGWU deck! I used to run Ruhan of the Fomori, but he was never on theme. The deck was always very fun and exciting for the table, and now it's got EXACTLY the commander it's always wanted. Card draw and mana ramp are no longer an issue, and the "downside" of sharing it with your opponents is mitigated by the deck's natural rattlesnake quality... making opponents worry about what you're up to, but too scared to do anything about it!
If you enjoy turning your opponent's spells against them and winning with more style than you can shake a glittery stick at, then this deck is for you!
...I think throwing cards out there that hurt other players more as instants such as giving double strike with Boros Charm to their creatures or buffing their creatures with Berserk as they deal damage then destroying it as the drawback is a fun idea...
Great idea with Berserk! Exactly the card I'm looking for in my judo deck
You're welcome! I might add that playing fog cards are often not worth it unless they come with some other benefit you can take advantage of (such as Blunt the Assault, which I run). I've just updated the list for good with all the current cards I'm playing in it, so have a look and I hope you find some inspiration. Many of the card choices are not ideal and that's because of the theme I've forced on myself to let the opponents be the cause of their own demise (so I went with something like Fact or Fiction instead of a better blue card draw spell, for example). Other cards I run because it's hard to play without them (obligatory Cyclonic Rift and Solemn Simulacrum). Somehow... this deck doesn't even play Sol Ring... ?!!?
Take note of the Comeuppance-like cards that you may not have started running yet: Mirror Strike, Reflect Damage, and Boros Fury-Shield. They usually get a good roaring laugh from the table. Cards like Berserk do double-duty when you cast it on an opposing creature that's attacking an opposing player
Against Voltron:
- Deflecting Palm and its ilk
- Arcane Lighthouse
- Armory Automaton (I cut it for my meta, but you might get some use out of it)
Against Tokens:
- Incite Rebellion
- Fumigate
- Blunt the Assault
Against Combo:
- Comeuppance
- Reflect Damage
- Plagiarize
- Parallectric Feedback
- Gather Specimens (Again, I cut it, but you might play it)
Against Mono-Blue:
- Boseiju, Who Shelters All (This is it, really, gotta play politics to turn the table against the blue player :P)
- Sudden Impact
Against Ramp:
- Treacherous Terrain
- Acidic Soil
I call it Judo Guardians, after the card Guardians of Meletis and the Judo-style play this deck has. It is very spell-heavy, and relies on your opponents using creatures, lands, spells, etc. to put pressure on you... and you take their momentum and redirect it right back at them. Given its lack of permanents and the commander, it's very easy to fly under the radar until your moment to strike. A well-timed Mirror Strike can give other players the impression that attacking you is a risky proposition, but even if they do fun things almost certainly ensue. The deck is a blast to play and play against. Some opponents call it the comeuppance.dec.
My philosophy for the deck is to lack any win condition unless that card is completely dependent on your opponents attempt to win the game. The result is a deck that I've won MOST games with, usually with surprising flair. There's a card in here that punishes all types of decks you could come up against, except for super friends (still working on that one weakness...). Also, the deck uses some "huggy" cards as a means to accelerate the game and allow opponents to pull off some crazy things. The deck WANTS your opponents to get out of control... so you can smack them down with the backhand of justice.
Initially, the deck was helmed by Ruhan of the Fomori and it's biggest weakness was mana acceleration and keeping a full grip of cards readily available to respond to opponents. When K&T was spoiled it was the PERFECT card that helped both of the deck's weaknesses AND added a fourth color. It's currently my favorite deck to play, as it's tuned to 75% and will only be as strong as the decks you're playing against.
The decklist I've posted has shifted a bit in the last few months, primarily to bring the mana curve down, but take a look at it and see what you think. The main cards are still there. It's very fun to play cards that most EDH players DO NOT see coming, or even know what they do until they read them.
EDIT: some of the new cards I've added are Berserk and Tempt with Discovery. Have fun with the crazy plays, and best of luck with the deck.
Comparison Example: Thieves' Auction vs. Scrambleverse
They both accomplish similar things, but one allows your opponents to make active decisions during resolution. That is more fun that the RNG God deciding one player should get shafted and given no useful permanents. That said, I disagree that Theives' Auction will resolve faster... I think adding the human element actually makes it take longer. My last comment on this effect is to be mindful of your playgroup... many players don't like to spread their expensive cards across the table to perfect strangers and will scoop as soon as you play this effect. Shouldn't be a problem for close friends though.
Bad Example: Possibility Storm
This card seems like the perfect example of random chaos and wackiness you'd want to bring into a casual EDH game... but beware! Once again, this card removes the ability for players to affect the game in a meaningful way, and it can be very frustrating to lose that amount of control. Omen Machine gives an affect that a player doesn't control, but they can still choose which cards to cast from their hands. Wild Evocation is a better choice than either of those two because it doesn't stop players from drawing cards, but still gives a random benefit - not a random drawback. It's your choice if you'd rather be more controlling or not...
Good Example: Teferi's Puzzle Box
Here, you generate a wacky effect for all the players that doesn't inhibit their ability to simply play the game. Yes, they need to make short-term plans instead of long-term ones, but the spells they cast actually have a chance to resolve. This has always been fun in my games and players wont get frustrated as easily.
So, when you play cards with global effects you want to make sure they don't inhibit your opponent's ability to play the game and make choices. Don't make them sacrifice tons of permanents, discard lots of cards, and lose the ability to target things with their spells... that's controlling and frustrating for them more than it is fun and wacky. BUT, it can be very fun for your opponents to watch YOU take the risks instead of them, such as with the great suggestions of Stitch in Time and Squee's Revenge.
Also, a great card in EDH that can make for some fun moments, depending on how you choose to play it, is Mirrorweave. Lots of shenanigans to be had there. Finally, I love the choice of Ruhan of the Fomori as your commander. Good luck with the deck!
I've got a great Judo deck built for K&T now
Cheers!
Have you thought about Repercussion to make combat a bit more hectic and head-scratching? Angel's Trumpet? Also, Acidic Soil seems especially spicy and risky to play here... if you like that kind of card. Plus, you can always bounce/sac your own lands to various effects. If you like multiplayer shenanigans (like I do), you could also play with sorceries like Mirrorweave for surprise interactions.
The deck often started slow and took time to join the fray. Thankfully, Kynaios and Tiro of Meletis solves the exact problem my deck always had - slow starts and running out of cards. While green itself doesn't add very much in terms of true judo-style cards... there are a few gems like Burgeoning, Arachnogenesis, and Treacherous Terrain.
Finally... if you want to stick with RWU for your judo deck, C16 has a GREAT pair of generals that partner together and maintain that judo flavor! Allow me to introduce you to Kraum, Ludevic's Opus and his pal, Ishai, Ojutai Dragonspeaker.
If you enjoy turning your opponent's spells against them and winning with more style than you can shake a glittery stick at, then this deck is for you!
1 Kyanios and Tiro of Meletis
Creatures
1 Boros Reckoner
1 Diluvian Primordial
1 Draining Whelk
1 Kraum, Ludevic's Opus
1 Meglonoth
1 Mogg Maniac
1 Selfless Squire
1 Snapcaster Mage
1 Solemn Simulacrum
1 Viashino Heretic
Bread & Butter
1 Arachnogenesis
1 Blasphemous Act
1 Blunt the Assault
1 Boros Fury-Shield
1 Cerebral Vortex
1 Chain Reaction
1 Comeuppance
1 Deflecting Palm
1 Desertion
1 Domineering Will
1 Fact or Fiction
1 Fracturing Gust
1 Harsh Justice
1 Honorable Passage
1 Illusionist's Gambit
1 Impact Resonance
1 Incite Rebellion
1 Insidious Will
1 Insurrection
1 Kor Chant
1 Minds Aglow
1 Mirror Strike
1 Mirrorweave
1 Parallectric Feedback
1 Plagiarize
1 Radiate
1 Reflect Damage
1 Reins of Power
1 Reiterate
1 Reverberate
1 Rite of Replication
1 Swerve
1 Treacherous Terrain
1 Turn the Tables
1 Wild Ricochet
1 Aggressive Mining
1 Burgeoning
1 Chromatic Lantern
1 Commander's Sphere
1 Darksteel Ingot
1 Expedition Map
1 Karmic Justice
1 Lightmine Field
1 Overabundance
1 Prismatic Geoscope
1 Sunforger
1 Tamiyo, Field Researcher
Lands
1 Arcane Lighthouse
1 Boseiju, Who Shelters All
1 Canopy Vista
1 Cinder Glade
1 Clifftop Retreat
1 Command Tower
1 Exotic Orchard
1 Forbidden Orchard
2 Forest
1 Frontier Bivouac
1 Glacial Fortress
1 Grand Coliseum
1 Hinterland Harbor
6 Island
1 Jungle Shrine
1 Krosan Verge
6 Mountain
1 Mystic Monastery
1 Opal Palace
5 Plains
1 Prairie Stream
1 Reflecting Pool
1 Reliquary Tower
1 Rootbound Crag
1 Seaside Citadel
1 Sulfur Falls
1 Sunpetal Grove
Recent Changes:
-1 Shattered Angel
+1 Fracturing Gust
Great idea with Berserk! Exactly the card I'm looking for in my judo deck