- daugarten
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Member for 13 years
Last active Sat, Jan, 18 2020 00:44:33
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yearofglad posted a message on Sacred MesaYou need to sacrifice a Pegasus specifically to keep Sacred Mesa; sacrificing a Pegasus for some other reason doesn't satisfy the Mesa.Posted in: Magic Rulings Archives - To post a comment, please login or register a new account.
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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.
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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!
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Cavern of Souls to cover your tribal decks, or even just your commander.
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I come to you from before the Mending, before the Time of Dragons, before mana had diverged into constituents of "color," a time when planes were numbered and shaping into existence. I know the Eldrazi, and the Eldrazi know the multiverse. I've reached into the Blind Eternies to grasp their voracious, infinite power, and I bring them forth to aid them in their ends. My "command" is a symbiosis of infinite life, knowledge, and power. Do not cross me.
Ugin learned of the hedron's mysteries through my teachings, though only the Eldrazi mind thinks in the warped paths required to open the hedrons and tap the power within. Ugin has tricked himself, perhaps out of fear, into believing they can be controlled. He has much to learn, and Zendikar will surely pay the cost of that lesson a millennium in the making. He never trusted that I was responsible for breaking Alara. A fool, really.
His most recent stint on Zendikar was a bit of a nuisance, indeed, but what protege has never pestered his mentor with idealistic fantasies and half-witted ideals in the pursuit of "improving" that which cannot be improved? Still, he shows more potential than his borishly predictable and wholly unreliable counterpart, Bolas.
As for the modern planeswalkers... sad, pathetic mortals. They beg for madness, of which I'm happy to oblige.
10 Ulamog, the Ceaseless Hunger
Creatures
0 Endless One
2 Eldrazi Mimic
3 Matter Reshaper
4 Thought-Knot Seer
4 Warden of Geometries
5 Blight Herder
5 Kozilek's Channeler
5 Reality Smasher
5 Walker of the Wastes
6 Conduit of Ruin
6 Deathless Behemoth
6 Endbringer
6 Kozilek’s Pathfinder
6 Oblivion Sower
7 Bane of Bala Ged
7 Deceiver of Form
7 Ruin Processor
8 Breaker of Armies
9 Artisan of Kozilek
9 Void Winnower
10 Desolation Twin
10 Kozilek, the Great Distortion
10 Spawnsire of Ulamog
12 It That Betrays
Planeswalkers
8 Ugin, the Spirit Dragon
Instants/Sorceries
2 Spatial Contortion
2 Warping Wail
3 Titan’s Presence
6 Gruesome Slaughter
7 All Is Dust
7 Not of This World
7 Scour from Existence
7 Skittering Invasion
1 Expedition Map
2 Altar of Dementia
3 Crucible of Worlds
4 Aligned Hedron Network
4 Coercive Portal
4 Perilous Vault
4 Seer’s Sundial
4 Trading Post
5 Mind’s Eye
5 Eldrazi Monument
Mana Rocks
0 Everflowing Chalice
0 Astral Cornucopia
1 Sol Ring
2 Doubling Cube
2 Fellwar Stone
2 Grim Monolith
2 Mind Stone
2 Thought Vessel
3 Seer’s Lantern
3 Unstable Obelisk
3 Worn Powerstone
4 Hedron Archive
4 Khalni Gem
4 Thran Dynamo
4 Ur-Golem’s Eye
5 Gilded Lotus
6 Dreamstone Hedron
Lands
0 Blasted Landscape
0 Buried Ruin
0 Corrupted Crossroads
0 Crumbling Vestige
0 Crystal Vein
0 Deserted Temple
0 Dread Statuary
0 Eldrazi Temple
0 Encroaching Wastes
0 Eye of Ugin
0 Mirrorpool
0 Petrified Field
0 Ruins of Oran-Rief
0 Sanctum of Ugin
0 Sea Gate Wreckage
0 Shrine of the Forsaken Gods
0 Spawning Bed
0 Springjack Pasture
0 Tectonic Edge
0 Temple of the False God
0 Unknown Shores
0 Wasteland
17x Wastes
And there's the deck in all of its Vorthosian glory. I'd love to hear what you all think, especially if you've got some card suggestions for me that tie in some more flavor, or even if you have your own Vorthos deck you're having fun with!
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I've built a Vorthos Eldrazi deck where I only include cards that are on theme of world-devouring Eldrazi and wont play any non-Eldrazi creature spells, regardless of how good a card is. I'm also trying to build a Ruhan of the Fomori Judo-type deck that just redirects all my opponents aggression back onto themselves for the hilarity of it all. Neither deck is very competitive, but they're a ton of fun for myself and my friends. Also, by playing a weaker deck you'll often be ignored when opponents are worried about the "big baddy" at the table. Multiplayer has that fallback built into the format where decks that are running at 75% power are typically the decks that end up winning once the OP decks have expended their resources going after the bigger threats at the table.
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It was labelled "Hatebear" but it's pretty strictly mono-W D&T. This list was actually posted by one of our own many pages ago, and his comments mentioned that he was sad he left out a Flickerwisp, and thought that Anafenza and Flagstones was pretty unnecessary. I've used that list as a jumping off point for my own paper build myself. It's been great
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I played on Cockatrice tonight against someone testing a Ur Vedalken Shackles deck. It's interesting to see our D&T do so well against a home brew that we don't expect to face when our entire deck strategy targets the stronger Tier 1/2 decks in the format. It reminds me of how much power we're actually packing despite our list being so unassuming.
Game 1 he drops 2 Shackles and has six mana available. I fight through the Shackles and multiple Cryptics with a Thalia, Mangara (targeting Shackles, of course), three 3/3 Students, and a Serra Avenger (which he had taken in order to prevent death in the air). Easy win despite the godly anti-aggro artifact and lacking any form of land destruction.
I sideboard -3 Mindcensors, -2 Paths, +1 Thalia, +1 Canonist (3 total), and +3 Grunt.
He plays another Shackle while I have an Arbiter and Canonist on the field. I GQ an island away, then Flicker his 2nd Island during EOT. He can't pay for Shackle activation, and he can't pay to get a third Island with a fetch land. Eventually he's succumbs, knowing if he activates his Shackles I can simply GQ another land and counter the ability, or Flicker my creature right back to me.
I understand why Pro's don't play this deck more frequently because it can be very skill intensive and punishes misplays very harshly. When they have so much to test and prepare for this deck can be very unappealing and quite the chore to practice and master. I am glad I've been playing it so long and feel so comfortable with it. It's really a very satisfying deck to pilot correctly
Hoo-rah?
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Grunt doesn't hose strategies unless their dedicated GY decks like Living End. However, he slows down decks that run a lot of spells, decks with Snapcaster hate him. His purpose is to come down around turns 4-6 and tuck away the Path, Spell Snare, or Dark Blast you don't want to deal with a second time. Once he tucks away annoying cards he absolutely dominates combat.
Avenger doesn't need to be Vialed in to be good. Our deck loves cheap threats even if they come down Turn 4 because it leaves mana up for LD or Paths. Vialing it in is a perk, but even on her own I find that she is often the first creature removed in aggro match ups because of how large a threat she poses.
Regarding Thalia: A Turn 2 Pod is very common, Thalia makes sure that it doesn't come down until Turn 3 or 4 which is more significant than you might think. I know from first hand experience that Thalia hoses Esper Control, drop it ASAP and they'll be scrambling to get rid of it. At the very least they'll be tapped out for a few turns as they try to play around it. Pair Thalia up with Arbiter and you've pretty much sealed the deal assuming they're running fetch lands.
Given everything I and the rest of the forum are saying (play this, play that, you had a run of bad luck, etc.) if you can't get this deck to perform well, then choose a different deck for your meta. Clearly it's not winning enough for you, and that may be because your opponents are very well prepared to face D&T, who knows? Our suggestions come from months (13 months in my case) of play testing various creatures and as far as the D&T strategy goes... these are the best suggestions we have for you.