Caldera Hellion
The first deck I made was a Kresh the Bloodbraided EDH deck, made up from the BRG intro packs from Shards and Conflux and the RG intro pack from Reborn. Eventually, I realized that a functional EDH deck would require a bit more than that (as it turns out, Goblin Piker is not good in EDH), so I made my first singles order.
Caldera Hellion was in that order. And while so much of that deck has changed over time, it's still in there. Still clearing the board of small obstacles for Kresh, still making sure Kresh is big enough to deal with the big obstacles.
Hello!
The second deck I ever built was a Zur deck. At the time, I only had my Kresh deck, and I wanted something that was a little more competitive. Well, Zur certainly delivered. Even when my group stopped using general damage (I had to resort to poison), even when I limited my card selection to just modern borders, I had a difficult time not winning in 1v1, and was always the archenemy in multiplayer. I ended up playing Zur less and less, and eventually took the deck apart.
In the years since, our group has grown, and decks have become more tuned and competitive (without entering cEDH territory). With Amonkhet bringing back cycling (and giving us more than just Astral Slide as a build-around), I thought I'd rebuild Zur around that theme. It has all the toolbox defensiveness that my old Zur list had without the voltron aspect.
Some assorted notes:
4 Zur the Enchanter
Counterspells:
2 Counterspell
3 Dissipate
3 Hinder
3 Spell Crumple
3 Void Shatter
5 Traumatic Visions
Cycling:
3 Nimble Obstructionist
4 Curator of Mysteries
5 Archfiend of Ifnir
7 Eternal Dragon
2 Angelsong
3 Forsake the Worldly
3 Unburden
4 Cast Out
4 Ancient Excavation
5 Razaketh's Rite
6 Akroma's Vengeance
7 Lay Claim
8 Decree of Pain
4x Decree of Justice
Zur Targets:
2 Darksteel Mutation
3 Astral Slide
3 Banishing Light
3 Ghostly Prison
3 Oblivion Ring
3 Aura of Silence
3 Copy Enchantment
3 Drake Haven
3 Faith of the Devoted
3 Phyrexian Arena
3 Steel of the Godhead
3 Detention Sphere
1 Sol Ring
1 Wayfarer's Bauble
2 Talisman of Progress
2 Talisman of Dominance
2 Azorius Signet
2 Dimir Signet
2 Orzhov Signet
3 Commander's Sphere
Other:
3 Auramancer
3 Monk Idealist
4 Stonehorn Dignitary
4 Palace Jailer
4 Forgotten Creation
4 Archaeomancer
4 Gonti, Lord of Luxury
5 Mulldrifter
5 Perplexing Chimera
5 Cloudblazer
5 Lavinia of the Tenth
6 Deadeye Navigator
7 Sphinx of Uthuun
1 Swords to Plowshares
1 Brainstorm
2 Reality Shift
2 Lightning Greaves
2 Swiftfoot Boots
3 Abandoned Sarcophagus
4 Fact or Fiction
5 Sphere of Safety
5 Conjurer's Closet
2x Curse of the Swine
1 Drifting Meadow
1 Secluded Steppe
1 Desert of the True
1 Remote Isle
1 Lonely Sandbar
1 Desert of the Mindful
1 Polluted Mire
1 Barren Moor
1 Desert of the Glorified
1 Blasted Landscape
1 Ash Barrens
Other Lands:
3 Plains
5 Island
3 Swamp
1 Command Tower
1 Arcane Sanctum
1 Prairie Stream
1 Sunken Hollow
1 Underground River
1 Caves of Koilos
1 Darkwater Catacombs
1 Terramorphic Expanse
1 Evolving Wilds
1 Esper Panorama
1 Mirrodin's Core
1 Temple of the False God
1 Reliquary Tower
1 Bojuka Bog
Thank you for your comments and criticisms!
How has Paradox Haze worked for you? It does wonders in my Zedruu deck, but here I'd be worried about whiffing with it. And the times I've had too many fatties to play in my hand, I was winning anyway.
Hello!
This is part of Operation My-Box-Has-Room-For-Three-More-Decks-So-Let's-Make-Three-More-Decks (name needs a bit of work, I know). These decks represent a shift in design philosophy: I've gone from primarily playing 1v1 to playing big long multiplayer games, so these new decks pretty much ignore curve and tempo. And, as always, I try to have each new deck win in a way that none of my other decks do.
This is my eggs-storm-voltron-mill-selfmill deck. Okay, but seriously, Arjun's ability means that it's so much easier to find the key pieces for your deck, especially when it's the Mindmoil effect that most of the pieces combo with. The main strategy of the deck is to keep mindmoil-ing by casting cheap artifacts (ideally for free with the cost reducers) and let one of the cards in the "Draw Matters" section do the work.
Cards I've taken out for power-level reasons:
- Curiosity
- Aetherflux Resevoir
- Paradox Engine
Some assorted notes:
6 Arjun, the Shifting Flame
Eggs:
1 Conjurer's Bauble
1 Elixir of Immortality
2 Prophetic Prism
2 Swiftfoot Boots
2 Torpor Orb
Artifacts Matter:
2 Etherium Sculptor
3 Herald of Kozilek
3 Foundry Inspector
4 Vedalken Archmage
Draw Matters:
3 Chasm Skulker
5 Psychosis Crawler
6 Niv-Mizzet, the Firemind
2 Jace's Erasure
3 Sphinx's Tutelage
3 Diviner's Wand
Draw:
3 Jace's Archivist
3 Jori En, Ruin Diver
4 Quicksmith Spy
5 Mercurial Chemister
6 Arcanis the Omnipotent
1 Brainstorm
2 Howling Mine
3 Windfall
3 Fevered Visions
3 Temple Bell
4 Fact or Fiction
4 Paradoxical Outcome
5 Tidings
5 Reforge the Soul
6 Well of Ideas
6 Staff of Nin
7 Thought Reflection
8 Treasure Cruise
2x Mind Spring
3x Stroke of Genius
3x Blue Sun's Zenith
1 Vandalblast
2 Reality Shift
4 AEtherize
4 Chain Reaction
5 Baral's Expertise
5 AEtherspouts
5 Evacuation
9 Blasphemous Act
2x Comet Storm
2x Curse of the Swine
Ramp:
3 Burnished Hart
0 Everflowing Chalice
1 Sol Ring
2 Izzet Signet
2 Mind Stone
2 Prismatic Lens
2 Thought Vessel
3 Commander's Sphere
3 Worn Powerstone
4 Hedron Archive
Other:
3 Laboratory Maniac
3 Grinning Ignus
4 Silent Arbiter
3 Propaganda
5 Mindmoil
5 Mana Geyser
17 Island
11 Mountain
1 Command Tower
1 Swiftwater Cliffs
1 Temple of Epiphany
1 Izzet Boilerworks
1 Sulfur Falls
1 Myriad Landscape
1 Shivan Reef
1 Temple of the False God
1 Reliquary Tower
Thank you for your comments and criticisms!
Hello!
This is part of Operation My-Box-Has-Room-For-Three-More-Decks-So-Let's-Make-Three-More-Decks (name needs a bit of work, I know). These decks represent a shift in design philosophy: I've gone from primarily playing 1v1 to playing big long multiplayer games, so these new decks pretty much ignore curve and tempo. And, as always, I try to have each new deck win in a way that none of my other decks do.
Like a lot of Norin decks, this one focuses on ETB effect and tokens. I'm also running a few mild disruption and chaos effects, but I don't want to go too far with this.
Some assorted notes:
1 Norin the Wary
Clock:
2 Harsh Mentor
2 Impact Tremors
3 Sulfuric Vortex
2 Price of Progress
4 Manabarbs
4 Outpost Siege
6 Warstorm Surge
7 Vicious Shadows
Tokens:
2 Mogg War Marshal
4 Beetleback Chief
4 Krenko, Mob Boss
4 Pia and Kiran Nalaar
5 Emrakul's Hatcher
5 Siege-Gang Commander
7 Myr Battlesphere
7 Pentavus
2 Dragon Fodder
2 Krenko's Command
2 Genesis Chamber
3 Hordeling Outburst
Other ETBs:
3 Goblin Matron
4 Fanatic of Mogis
7 Spawn of Thraxes
ETB Abuse:
3 Feldon of the Third Path
4 Ogre Battledriver
4 Panharmonicon
5 Confusion in the Ranks
5 Conjurer's Closet
Removal/Wipes:
6 Hoard-Smelter Dragon
1 Vandalblast
1 Lightning Bolt
2 Mizzium Mortars
3 Chaos Warp
4 Pyrohemia
4 Chain Reaction
9 Blasphemous Act
2x Comet Storm
Ramp:
0 Everflowing Chalice
1 Sol Ring
1 Springleaf Drum
2 Coldsteel Heart
2 Mind Stone
2 Ruby Medallion
3 Honor-Worn Shaku
3 Worn Powerstone
Other:
2 Grenzo, Havoc Raiser
3 Grinning Ignus
5 Kazuul, Tyrant of the Cliffs
6 Combustible Gearhulk
6 Etali, Primal Storm
1 Skullclamp
2 Reverberate
4 War's Toll
4 Wild Ricochet
5 Rite of the Raging Storm
5 Reforge the Soul
5 Tamiyo's Journal
6 Chandra, Flamecaller
6 Staff of Nin
8 Insurrection
8 Warp World
Lands:
23 Mountain
1 Spinerock Knoll
1 Forgotten Cave
1 Smoldering Crater
1 Mage-Ring Network
1 Myriad Landscape
1 Temple of the False God
1 Terrain Generator
1 Ghost Quarter
1 Tectonic Edge
1 Kher Keep
1 Buried Ruin
1 Geier Reach Sanitarium
1 Mystifying Maze
Thank you for your comments and criticisms!
Hello!
This is part of Operation My-Box-Has-Room-For-Three-More-Decks-So-Let's-Make-Three-More-Decks (name needs a bit of work, I know). These decks represent a shift in design philosophy: I've gone from primarily playing 1v1 to playing big long multiplayer games, so these new decks pretty much ignore curve and tempo. And, as always, I try to have each new deck win in a way that none of my other decks do.
Braids is all about catapulting things into the endgame. There's no lack of big swingy creatures to cheat into play during my upkeeps, while leaving my mana open for draw spells, or clone or theft effects on what my opponents cheat into play. I don't have a counterspell suite yet, but I'm sure I'll eventually find room for several at least. The deck runs the risk of allowing my opponents to simply explode, but so far the deck has performed much better than what I had expected.
Some assorted notes:
4 Braids, Conjurer Adept
Copy/Steal:
2 Phantasmal Image
4 Phyrexian Metamorph
4 Clone
4 Gigantoplasm
4 Sakashima the Impostor
4 Stunt Double
5 Body Double
6 Roil Elemental
7 Quicksilver Gargantuan
7 Memnarch
4 Control Magic
4 Rite of Replication
5 Mind Control
5 Persuasion
6 Supplant Form
7 Blatant Thievery
Draw:
5 Mulldrifter
6 Arcanis the Omnipotent
7 Sphinx of Uthuun
4 Fact or Fiction
5 Rush of Knowledge
5 Ugin's Insight
6 Interpret the Signs
6 Staff of Nin
8 Treasure Cruise
3x Stroke of Genius
3x Blue Sun's Zenith
7 Phyrexian Ingester
7 Scourge of Fleets
8 Kederekt Leviathan
1 Pongify
2 Reality Shift
3 Imprisoned in the Moon
4 AEtherize
4 Engulf the Shore
4 Whelming Wave
5 Evacuation
5 AEtherspouts
2x Curse of the Swine
Ramp:
3 Burnished Hart
0 Everflowing Chalice
1 Sol Ring
2 Coldsteel Heart
2 Mind Stone
2 Thought Vessel
3 Worn Powerstone
4 Hedron Archive
6 Dreamstone Hedron
Other:
3 Thassa, God of the Sea
5 Stormsurge Kraken
6 Archetype of Imagination
6 Steel Hellkite
7 Tromokratis
8 Stormtide Leviathan
9 Breaching Leviathan
9 Inkwell Leviathan
9 Grozoth
9 Artisan of Kozilek
9 Void Winnower
5 Timesifter
6 Gate to the AEther
Lands:
25 Island
1 Faerie Conclave
1 Halimar Depths
1 Lonely Sandbar
1 Mage-Ring Network
1 Myriad Landscape
1 Nykthos, Shrine to Nyx
1 Temple of the False God
1 Terrain Generator
1 Blighted Cataract
1 Mystifying Maze
1 Reliquary Tower
1 Rogue's Passage
There are a few cards I'm still looking to pick up. One-sided sweepers like Wash Out and Inundate are a priority. Well of Ideas will probably go in, and I'm debating if other Howling Mine effects belong here. I might take Void Winnower out -- turned out to be far more oppressive than I gave it credit for. I haven't tested with Timesifter yet, but it might have the same fate. It's a high variance card where opponents run the risk of missing too many turns that they "should" have had. Still, gotta try at least once, right?
Thank you for your comments and criticisms!
2 Aviary Mechanic
1 Eddytrail Hawk
1 Pressure Point
1 Refurbish
1 Servo Exhibition
1 Tasseled Dromedary
2 Thriving Ibex
1 Aether Tradewinds
1 Curio Vendor
1 Experimental Aviator
1 Failed Inspection
1 Long-Finned Skywhale
1 Minister of Inquiries
1 Paradoxical Outcome
1 Revolutionary Rebuff
1 Select for Inspection
1 Tezzeret's Ambition
1 Thriving Turtle
1 Vedalken Blademaster
1 Dhund Operative
1 Diabolic Tutor
1 Die Young
1 Embraal Bruiser
1 Foundry Screecher
1 Lawless Broker
1 Live Fast
2 Maulfist Squad
1 Mind Rot
1 Rush of Vitality
1 Tidy Conclusion
1 Weaponcraft Enthusiast
1 Furious Reprisal
1 Giant Spectacle
1 Harnessed Lightning
1 Inventor's Apprentice
1 Spark of Creativity
1 Spireside Infiltrator
1 Spontaneous Artist
2 Terror of the Fairgrounds
1 Thriving Grubs
2 Welding Sparks
1 Cowl Prowler
1 Fairgrounds Trumpeter
1 Hunt the Weak
1 Larger Than Life
1 Ornamental Courage
1 Peema Outrider
2 Riparian Tiger
1 Servant of the Conduit
1 Thriving Rhino
1 Wild Wanderer
2 Wily Bandar
1 Depala, Pilot Exemplar
1 Empyreal Voyager
1 Restoration Gearsmith
1 Unlicensed Disintegration
1 Aetherflux Reservoir
1 Animation Module
1 Aradara Express
1 Ballista Charger
2 Cogworker's Puzzleknot
1 Consulate Skygate
1 Deadlock Trap
1 Eager Construct
1 Fabrication Module
1 Inventor's Goggles
1 Narnam Cobra
1 Renegade Freighter
1 Sky Skiff
2 Weldfast Monitor
1 Woodweaver's Puzzleknot
1 Die Young
1 Embraal Bruiser
1 Foundry Screecher
1 Lawless Broker
2 Maulfist Squad
1 Tidy Conclusion
1 Weaponcraft Enthusiast
1 Harnessed Lightning
1 Spontaneous Artist
1 Terror of the Fairgrounds
1 Thriving Grubs
2 Welding Sparks
1 Unlicensed Disintegration
1 Ballista Charger
1 Eager Construct
1 Sky Skiff
2 Weldfast Monitor
9 Swamp
8 Mountain
I went 2-2 with this BR deck: decently fast, a lot of good removal, but zero rares and lacking a good end-game. I was disappointed with how many of my rares were bad in limited. Deepala seems good, especially with four vehicles in my pool, and a bunch of other good white cards, but I didn't think white was quite deep enough to run (and I didn't want to try splashing a third colour with absolutely no fixing). Also unsure how good Authority of the Consuls is in limited. Blue didn't seem deep enough either. Green, on the other hand, had some incredibly solid creatures, but a lot of them were double coloured, and dropping either black or red would have meant dropping a lot of removal.
Still unsure about my final card selection in BR, and the stuff I left in my sideboard. Live Fast, Rush of Vitality, Mind Rot (?), Inventor's Goggles. Renegade Freighter instead of Aradara Express (Crew 4 is super steep, but once I got the train moving it was amazing). Deadlock Trap tempted me more than any of my other rares, as it does a half-decent Icy Manipulator impression, but I didn't generate much energy and I liked all my other non-creatures better. I had only thirteen creatures and kept feeling like I needed more.
And here's my pool (and deck and comments) for the second event:
1 Gearshift Ace
1 Glint-Sleeve Artisan
2 Herald of the Fair
1 Impeccable Timing
1 Ninth Bridge Patrol
1 Propeller Pioneer
1 Revoke Privileges
2 Skyswirl Harrier
1 Skywhaler's Shot
1 Tasseled Dromedary
1 Aether Theorist
1 Aethersquall Ancient
1 Ceremonious Rejection
1 Curio Vendor
1 Dramatic Reversal
1 Glint-Nest Crane
1 Long-Finned Skywhale
1 Malfunction
1 Nimble Innovator
2 Padeem, Consul of Innovation
1 Revolutionary Rebuff
1 Tezzeret's Ambition
2 Thriving Turtle
1 Vedalken Blademaster
2 Dhund Operative
1 Dukhara Scavenger
1 Fortuitous Find
1 Foundry Screecher
1 Make Obsolete
1 Prakhata Club Security
1 Rush of Vitality
2 Subtle Strike
1 Aetherborn Renegade
1 Chandra, Torch of Defiance
1 Fateful Showdown
1 Giant Spectacle
1 Harnessed Lightning
1 Hijack
1 Pia Nalaar
2 Ruinous Gremlin
1 Salivating Gremlins
1 Speedway Fanatic
1 Spireside Infiltrator
2 Thriving Grubs
1 Wayward Giant
1 Attune with Aether
1 Creeping Mold
1 Ghirapur Guide
1 Highspire Artisan
1 Hunt the Weak
1 Kujar Seedsculptor
1 Larger Than Life
1 Ornamental Courage
1 Sage of Shaila's Claim
1 Take Down
1 Veteran Motorist
1 Voltaic Brawler
1 Chief of the Foundry
1 Consolate Skygate
1 Dukhara Peafowl
1 Filigree Familiar
1 Glassblower's Puzzleknot
1 Inventor's Goggles
1 Metalspinner's Puzzleknot
2 Multiform Wonder
1 Narnam Cobra
1 Ovalchase Dragster
1 Perpetual Timepiece
1 Prakhata Pillar-Bug
2 Torch Gauntlet
1 Workshop Assistant
1 Gearshift Ace
1 Glint-Sleeve Artisan
1 Impeccable Timing
1 Propeller Pioneer
1 Revoke Privileges
1 Skywhaler's Shot
1 Chandra, Torch of Defiance
1 Fateful Showdown
1 Harnessed Lightning
1 Pia Nalaar
1 Speedway Fanatic
2 Thriving Grubs
1 Wayward Giant
1 Chief of the Foundry
1 Filigree Familiar
1 Inventor's Goggles
2 Multiform Wonder
1 Ovalchase Dragster
7 Plains
10 Mountain
This pool had a lot more insane bombs in it, and I went 4-0 with it. Aside from the obvious Chandra, the two Multiform Wonders were the MVPs, the lifelink snatching victory from the jaws of defeat when needed and otherwise flying a huge amount of damage in. Disappointed that I only got the one vehicle, but Ovalchase Dragster was nothing but good for me. I had it a few times where I'd play Thriving Grubs or Veteran Motorist on turn two, hit for three and then play Glint-Sleeve Artisan or Pia Nalaar on turn three, then play Ovalchase Dragster and hit for eleven on turn four.
My Skyswirl Harriers and Ruinous Gremlins sat on the sideboard but would have come out against flyer and artifact heavy decks, respectively.
I'm curious how many people would have gone UR with this pool. There are a lot of great blue cards there, but it would have made for a slower deck, and I owed many of my wins to speed.
And, to be honest, to bad mulligans on my opponents' part. I had two opponents whose decks also had insane value, but they couldn't seem to draw a decent hand above five for the life of them. I'm curious how this deck would have performed on even footing.
Any thoughts or criticisms? How about your own prerelease(s)? How did they go?
Hello!
This is the tenth deck I've built, and I'm running out of things to say. Throwing this together, mostly from cards already in my collection. Let's see if it works!
Some assorted notes:
3 Alesha, Who Smiles at Death
Alesha Targets:
2 War Priest of Thune
3 Fiend Hunter
3 Bone Shredder
3 Manic Vandal
3 Burnished Hart
4 Gonti, Lord of Luxury
4 Ravenous Chupacabra
4 Pia and Kiran Nalaar
5 Karmic Guide
5 Priest of the Blood Rite
5 Siege-Gang Commander
6 Noosegraf Mob
6 Duplicant
Sac Outlets:
1 Carrion Feeder
1 Viscera Seer
2 Ayli, Eternal Pilgrim
3 Yahenni, Undying Partisan
4 Disciple of Bolas
4 Butcher of the Horde
Other:
2 Blood Artist
2 Grenzo, Havoc Raiser
3 Mentor of the Meek
3 Feldon of the Third Path
5 Ravos, Soultender
5 Sun Titan
Removal:
1 Path to Exile
1 Swords to Plowshares
2 Terminate
3 Banishing Light
3 Oblivion Ring
3 Anguished Unmaking
3 Mortify
4 Utter End
4 Day of Judgment
4 Dusk // Dawn
4 Aligned Hedron Network
5 Living Death
6 Austere Command
Sac Outlets:
1 Vampiric Rites
3 Victimize
Equipment:
2 Swiftfoot Boots
2 Sword of the Animist
3 Whispersilk Cloak
Ramp:
1 Sol Ring
1 Wayfarer's Bauble
2 Rakdos Signet
2 Orzhov Signet
2 Boros Signet
2 Talisman of Indulgence
3 Darksteel Ingot
3 Commander's Sphere
Other:
1 Faithless Looting
2 Impact Tremors
2 Cathartic Reunion
2 Tormenting Voice
2 Key to the City
3 Buried Alive
3 Crackling Doom
4 Panharmonicon
5 Cathars' Crusade
5 Unburial Rites
5 Reforge the Soul
5 Plains
8 Swamp
4 Mountain
1 Windbrisk Heights
1 Spinerock Knoll
1 Nomad Outpost
1 Dragonskull Summit
1 Lavaclaw Reaches
1 Shadowblood Ridge
1 Temple of Malice
1 Temple of Silence
1 Shambling Vent
1 Caves of Koilos
1 Temple of Triumph
1 Needle Spires
1 Battlefield Forge
1 Command Tower
1 Mirrodin's Core
1 Evolving Wilds
1 Terramorphic Expanse
1 Bojuka Bog
1 Rogue's Passage
1 Temple of the False God
Thank you for your comments and criticisms!
This gives Tazri the dubious honour of being the fourth general this deck has had.
Hello!
I took apart my Experiment Kraj and wanted something blueish/greenish to replace it. The new Ezuri was intriguing enough for me to try building around it. I initially went with a heavy morph theme, but that's dwindled over the years.
Some assorted notes:
4 Ezuri, Claw of Progress
Morph:
2 Stratus Dancer
2 Voidmage Apprentice
2 Willbender
2 Ainok Survivalist
2 Den Protector
4 Kheru Spellsnatcher
4 Thelonite Hermit
5 Chromeshell Crab
5 Vesuvan Shapeshifter
6 Brine Elemental
6 Thousand Winds
6 Sagu Mauler
2x Hooded Hydra
Ramp and Fixing:
1 Arbor Elf
1 Elvish Mystic
1 Llanowar Elves
2 Devoted Druid
2 Gyre Sage
2 Sakura-Tribe Elder
2 Kiora's Follower
3 Farhaven Elf
3 Viridian Joiner
Other:
2 Invisible Stalker
2 Thrummingbird
2 Elvish Visionary
2 Silhana Ledgewalker
2 Coiling Oracle
3 Chasm Skulker
3 Fertilid
3 Reclamation Sage
3 Wild Beastmaster
3 Champion of Lambholt
3 Cold-Eyed Selkie
3 Edric, Spymaster of Trest
3 Plaxcaster Frogling
3 Trygon Predator
4 Glen Elendra Archmage
4 Herald of Secret Streams
4 Whirler Rogue
4 Forgotten Ancient
4 Fathom Mage
4 Master Biomancer
4 Mystic Snake
5 Mulldrifter
5 Ixidron
5 Acidic Slime
5 Cultivator of Blades
5 Whisperwood Elemental
6 Bane of Progress
6 Prime Speaker Zegana
6 Triskelion
7 Hornet Queen
1 Sol Ring
2 Reality Shift
2 Rampant Growth
2 Simic Signet
2 Swiftfoot Boots
3 Cultivate
3 Kodama's Reach
3 Beast Within
3 Hadana's Climb // Winged Temple of Orazca
4 Tezzeret's Gambit
5 Asceticism
5 Overwhelming Stampede
LANDS:
10 Island
12 Forest
1 Alchemist's Refuge
1 Command Tower
1 Lumbering Falls
1 Mosswort Bridge
1 Myriad Landscape
1 Rogue's Passage
1 Simic Growth Chamber
1 Temple of Mystery
1 Thornwood Falls
1 Yavimaya Coast
1 Zoetic Cavern
1 Botanical Sanctum
1 Hinterland Harbor
Thank you for your comments and criticisms!
Hello!
I built this deck to replace my Zur the Enchanter deck. Even a budget build in a meta without general damage ended up being too dominating for 1v1. Besides, every single Zur game played out the same way, due to the nature of tutor generals. I wanted another general that still fit the same archetype (creature-light control), and Noyan fits the bill.
Some assorted notes:
5 Noyan Dar, Roil Shaper
CREATURES:
2 Baral, Chief of Compliance
3 Abzan Falconer
3 Monastery Mentor
3 Halimar Tidecaller
4 Talrand, Sky Summoner
4 Taigam, Ojutai Master
8 Kederekt Leviathan
Draw:
1 Brainstorm
2 Think Twice
4 Coastal Discovery
4 Deep Analysis
4 Fact or Fiction
8 Treasure Cruise
8 Dig Through Time
Counterspells:
1 Swan Song
2 Arcane Denial
2 Disdainful Stroke
2 Negate
2 Remand
2 Counterspell
2 Deprive
3 Dissipate
3 Dissolve
3 Hinder
3 Scatter to the Winds
3 Spell Crumple
3 Void Shatter
4 Dismiss
4 Rewind
1 Path to Exile
1 Swords to Plowshares
2 Reality Shift
3 Oblivion Ring
3 Detention Sphere
3 Roil Spout
4 Return to Dust
Sweepers:
3 Oblivion Stone
4 Wash Out
5 Planar Outburst
5 Tragic Arrogance
5 Crush of Tentacles
5 Devastation Tide
6 Hour of Revelation
2x Curse of the Swine
2x Displacement Wave
Ramp and Fixing:
1 Expedition Map
1 Sol Ring
2 Azorius Signet
2 Mind Stone
2 Thought Vessel
4 Hedron Archive
Evasion:
1 Emerge Unscathed
1 Artful Dodge
2 View from Above
Other:
1 Mystic Speculation
3 Terra Eternal
3 Trail of Evidence
4 Jace's Sanctum
4 Pull from the Deep
5 Metallurgic Summonings
6 Spelltwine
6 Part the Waterveil
9 Plains
15 Island
1 Azorius Chancery
1 Calciform Pools
1 Command Tower
1 Prairie Stream
1 Cascading Cataracts
1 Darksteel Citadel
1 Sejiri Refuge
1 Temple of Enlightenment
1 Glacial Fortress
1 Temple of the False God
1 Tranquil Cove
1 Myriad Landscape
1 Reliquary Tower
Thank you for your comments and criticisms!
The vote seems to be for me going blue, but I'm still not convinced it would have been good enough. Benthic Infiltrator and Ruination Guide seem to be middling at best in a deck without Eldrazi support, and even with the Touch of the Voids and Horribly Awry I don't think there's enough to consistently make Murk Strider work. Splashing black instead of blue worked for me (late game inevitability, plus I was able to animate Shambling Vent every game it showed up, surprisingly enough), but maybe I just got lucky.
Shatterskull Recruit is definitely maindeckable; I just think I was playing enough six and seven drops (awaken included) to give Kozilek's Channeler the edge.
2 Kozilek's Channeler
1 Scour from Existence
1 Angelic Gift
1 Cliffside Lookout
2 Courier Griffin
1 Emeria Shepard
1 Felidar Cub
1 Gideon's Reproach
1 Kitesail Scout
1 Kor Castigator
1 Lithomancer's Focus
1 Ondu Rising
1 Shadow Glider
2 Sheer Drop
1 Benthic Infiltrator
1 Horribly Awry
1 Murk Strider
1 Ruination Guide
1 Tide Drifter
2 Anticipate
1 Cloud Manta
1 Clutch of Currents
1 Dispel
1 Guardian of Tazeem
1 Retreat to Coralhelm
1 Roilmage's Trick
1 Rush of Ice
1 Tightening Coils
1 Grave Birthing
1 Grip of Desolation
1 Mind Raker
1 Silent Skimmer
1 Swarm Surge
1 Bone Splinters
1 Carrier Thrall
1 Dutiful Return
1 Malakir Familiar
1 Mire's Malice
1 Vampiric Rites
1 Voracious Null
2 Touch of the Void
1 Turn Against
1 Akoum Hellkite
2 Belligerent Whiptail
1 Lavastep Raider
1 Makindi Sliderunner
1 Reckless Cohort
2 Shatterskull Recruit
1 Tunneling Geopede
1 Call the Scions
2 Eyeless Watcher
1 Giant Mantis
1 Infuse with the Elements
1 Natural Connection
1 Retreat to Kazandu
1 Rot Shambler
2 Swell of Growth
1 Sylvan Scrying
1 Tajuru Stalwart
1 Territorial Baloth
1 Unnatural Aggression
1 Forerunner of Slaughter
1 Hedron Blade
1 Blighted Fen
1 Looming Spires
1 Lumbering Falls
2 Mortuary Mire
1 Prairie Stream
1 Sandstone Bridge
1 Shambling Vent
1 Skyline Cascade
1 Cinder Glade (promo)
1 Kor Castigator
1 Shadow Glider
2 Courier Griffin
1 Emeria Shepard
1 Lithomancer's Focus
1 Gideon's Reproach
1 Ondu Rising
2 Sheer Drop
1 Tunneling Geopede
1 Belligerent Whiptail
1 Akoum Hellkite
2 Touch of the Void
1 Turn Against
1 Malakir Familiar
1 Dutiful Return
6 Plains (maybe it was 7?)
1 Sandstone Bridge
6 Mountain (maybe it was 5?)
1 Looming Spires
1 Swamp
2 Mortuary Mire
1 Shambling Vent
Built a WRb deck and went bye (opponent registered but was a no-show), 2-0, 1-2, 2-1. I also played a friendly against someone else who won by default and went 0-2.
The rares were awkward -- four lands, and the other three were all double coloured. In the end I'm pretty sure that going white and red was the right choice, but I'm not sure if I splashed correctly. I do more draft than sealed, and I almost never deviate from two colour decks.
I splashed black mostly so I could take advantage of the Shambling Vent and two Mortuary Mires. Malakir Familiar is something I'm happy to see at all stages of the game, and Dutiful Return seems to work pretty good when things are slow. Between it, the two Mortuary Mires, and Emeria Shepard I had a lot of late game inevitability. In retrospect I should have sided Dutiful Return out against decks than ran a lot of removal that exiled, and Silent Skimmer is sideboard-worthy if not maindeckable. Scour from Existence was another frequently sided in card that perhaps should have been in the main deck.
At the end I was still left with a creature-light deck that was lacking in the early game. Should I have played the three colours a bit more equally, and thus have access to a few more cheap black creatures and Grip of Desolation? Cut black entirely and have a more consistent manabase at the cost of playing the really mediocre white and red spells? Gone nuts and play five colours?
Hello!
This was my seventh EDH deck; intially I stuck with cards I already owned, then slowly upgraded it over time. Still probably one of my weaker decklists, and one I'll need to revisit eventually. Don't want to make Yet Another Marath List, so here we are.
Some assorted notes:
6 Rith, the Awakener
Ramp and Fixing:
1 Avacyn's Pilgrim
1 Birds of Paradise
1 Elvish Mystic
1 Llanowar Elves
1 Joraga Treespeaker
2 Sakura-Tribe Elder
2 Sylvan Caryatid
Other:
1 Essence Warden
1 Dragonmaster Outcast
1 Soul Warden
2 Selesnya Guildmage
3 Mentor of the Meek
3 Mirror Entity
3 Reclamation Sage
3 Champion of Lambholt
4 Ivy Lane Denizen
4 Thelonite Hermit
5 Mitotic Slime
5 Tendershoot Dryad
5 Acidic Slime
5 Ant Queen
5 Mycoloth
5 Samut, Voice of Dissent
5 Juniper Order Ranger
5 Gahiji, Honored One
6 Kamahl, Fist of Krosa
6 Verdeloth the Ancient
8 Terastodon
Ramp and Fixing:
1 Sol Ring
1 Wayfarer's Bauble
2 Fertile Ground
2 Gruul Signet
2 Selesnya Signet
2 Boros Signet
2 Talisman of Impulse
2 Talisman of Unity
3 Cultivate
3 Kodama's Reach
3 Darksteel Ingot
3 Commander's Sphere
4 Explosive Vegetation
1 Path to Exile
1 Swords to Plowshares
2 Deglamer
3 Oblivion Ring
3 Beast Within
3 Krosan Grip
4 Settle the Wreckage
Anthem:
4 Marshal's Anthem
5 Cathars' Crusade
6 Collective Blessing
Other:
1 Skullclamp
2 Impact Tremors
2 Evolutionary Leap
2 Heroic Intervention
3 Beastmaster Ascension
3 Curse of Predation
3 Lifecrafter's Bestiary
4 Harmonize
4 Glare of Subdual
5 Overwhelming Stampede
5 Overrun
7 Titanic Ultimatum
LANDS:
4 Mountain
5 Forest
4 Plains
1 Spinerock Knoll
1 Mosswort Bridge
1 Windbrisk Heights
1 Okina, Temple to the Grandfathers
1 Oran-Rief, the Vastwood
1 Cinder Glade
1 Canopy Vista
1 Rootbound Crag
1 Sunpetal Grove
1 Sungrass Prairie
1 Battlefield Forge
1 Naya Panorama
1 Wooded Foothills
1 Windswept Heath
1 Terramorphic Expanse
1 Evolving Wilds
1 Sunhome, Fortress of the Legion
1 Vitu-Ghazi, the City-Tree
1 Krosan Verge
1 Temple of the False God
1 Jungle Shrine
1 Command Tower
1 Mirrodin's Core
Thank you for your comments and criticisms!
1 Ampryn Tactician
1 Anointer of Champions
1 Auramancer
1 Aven Battle Priest
1 Cleric of the Forward Order
1 Grasp of the Hieromancer
2 Heavy Infantry
1 Knight of the Pilgrim's Road
1 Knightly Valor
1 Mighty Leap
1 Suppression Bonds
2 Artificer's Epiphany
2 Aspiring Aeronaut
1 Bone to Ash
2 Calculated Dismissal
2 Disperse
1 Jace's Sanctum
1 Negate
1 Ringwarden Owl
1 Separatist Voidmage
1 Soulblade Djinn
1 Tower Geist
1 Dark Dabbling
1 Fetid Imp
1 Infernal Scarring
1 Infinite Obliteration
1 Languish
1 Nantuko Hust
1 Nightsnare
1 Priest of the Blood Rite
1 Read the Bones
1 Returned Centaur
2 Shambling Ghoul
1 Thornbow Archer
1 Touch of Moonglove
1 Unholy Hunger
1 Boggart Brute
1 Demolish
1 Fiery Impulse
1 Infectious Bloodlust
1 Lightning Javelin
1 Mage-Ring Bully
1 Magmatic Insight
1 Prickleboar
1 Seismic Elemental
1 Subterranean Scout
1 Thopter Engineer
1 Titan's Strength
2 Volcanic Rambler
1 Caustic Caterpillar
1 Dwynen's Elite
1 Elemental Bond
1 Gather the Pack
1 Nissa's Pilgrimage
1 Rhox Maulers
1 Skysnare Spider
1 Titanic Growth
1 Undercity Troll
2 Valeron Wardens
2 Vastwood Gorger
1 Vine Snare
1 Wild Instincts
2 Yeva's Forcemage
1 Alchemist's Vial
1 Guardians of Meletis
1 Meteorite
1 Prism Ring
1 Runed Servitor
1 Veteran's Sidearm
1 Foundry of the Consuls
I went 3-0 with this BG deck:
1 Languish
1 Nantuko Husk
1 Priest of the Blood Rite
1 Read the Bones
1 Returned Centaur
2 Shambling Ghoul
1 Unholy Hunger
1 Nissa's Pilgrimage
1 Rhox Maulers
1 Skysnare Spider
1 Titanic Growth
1 Undercity Troll
2 Valeron Wardens
1 Vastwood Gorger
1 Wild Instincts
1 Yeva's Forcemage
1 Alchemist's Vial
1 Meteorite
8 Swamp
8 Forest
1 Foundry of the Consuls
A passable amount of early drops, with some late game bombs in both black and green. Shaman of the Pack was almost certainly a mistake; it probably should have been the second Yeva's Forcemage. I ended up siding it out for Guardians of Meletis against faster decks.
The big question is whether or not going BG was the correct choice. White didn't have anything pulling me towards it besides Knightly Valor and Suppression Bonds. Blue had some great stuff at the top of the curve, but not enough for the early game, I thought. But Red has been looking better and better the more I consider it. Less intensive mana costs, and the good cards are spread throughout the curve. I'd rather have Rhox Maulers or Skysnare Spider at the top of my curve, but then, I'd rather have Fiery Impulse or Lightning Javelin than a Wild Instincts. Should I have gone BR?