I will post a deck list shortly with what I have built.
Essentially my trouble is infinite combos. My play group plays Arcum, Oloro, Brago, Azusa, Rafiq, Ruhan and Niv Miz.
I usually end up either flooding out or losing steam and having to stop dead in my tracks.
I am looking for some help with tuning the deck and have most of the standard pieces mentioned in both the Multi and 1v1 primers, however I am struggling to compete with token decks and combo decks.
I am wondering what the general opinion is for keeping those decks at bay?
I run board wipes and MLD and I still cannot seem to keep them at bay, even with taking them out first.
Any ideas?
In addition to Wrath sorceries, there's also Steel Hellkite and Balefire Dragon, both of which can help deal with decks when they've gone wide. Rakdos the Defiler can also help, but I'm not a huge fan of it since it's usually only good for 1, maybe 2 attacks after the first time you cheat its trigger. Magus of the Moat is also good for stopping a lot of decks from attacking while still letting almost all of your relevant attackers keep attacking.
I don't have much advise for dealing with Combo players, sadly. Hopefully someone else with more experience can help with that
I have all of those except for Magus of the Moat.
I will try to track one down and see if that is of any help.
Combo is my worst enemy with this deck. I've invested quite a lot into the deck and it just can't seem to beat combo no matter how delicately I play around the combos.
I am looking for some help with tuning the deck and have most of the standard pieces mentioned in both the Multi and 1v1 primers, however I am struggling to compete with token decks and combo decks.
I am wondering what the general opinion is for keeping those decks at bay?
I run board wipes and MLD and I still cannot seem to keep them at bay, even with taking them out first.
So I count 27 lands, 26 creatures, 14 artifacts, 5 enchantments, 7 Sorceries, and 9 Instants. That's 88 cards, so you need 11 more.
The first thing I would do is add about 7-8 lands. I see that you are running 7 mana rocks, but that won't help if you don't have enough mana to cast them either. If you are serious about wanting to cast Gisela consistently, you will need at least 34 lands and all those mana rocks.
And as far as the mana rocks go, you really need to prioritize ones that generate colored mana. Sol Ring, Mana Vault, and Grim Monolith can be the exceptions to this, but you should really look at Boros Signet, Coalition Relic, and Gilded Lotus to replace cards like Fellwar Stone, Thought Vessel, and Thran Dynamo. You need to be able to generate RRR and WWW for a lot of the cards you have chosen, so having the right colors available is going to be a challenge otherwise.
I like what you have going on with Quicksilver Amulet and Belbe's Portal plus some expensive angels, but I would not think that the package was consistent enough to be effective. I think that adding in the Herald of War would definitely help, but I would add in some ways to tutor for your artifacts like Enlightened Tutor. You will not be able to afford having a bunch of uncastable 7-9 drops in your hand.
And one card that always gets mentioned with Gisela is Pyrohemia. When Gisela is out, Pyrohemia deals 2 damage to each opponent and creature they control and 0 damage to you or creatures you control for each R you spend. As long as you set the deck up to cast Gisela consistently, I would add in Pyrohemia.
I hope that helps. Good luck with the deck!
I really appreciate the suggestions, I managed to pick up some of the cards mentioned and will build the deck tonight or tomorrow afternoon and post the preliminary build up. I will me making this my main multiplayer deck and moving my Grand Aribiter IV deck to 1v1 status.
I am looking forward to some more feedback once I get the deck posted.
Hey guys, thanks for taking a look. I am attempting to build a deck that is the most aggressive and able to handle multiplayer without fizzling out. My local meta has shifted to combo/aggro and control is left to the wayside a bit so I am looking to build an aggro deck.
I mostly build control decks, so aggro is a bit of new territory for me, so I am looking for some help along the way and some suggestions.
At this point I am open to all cards and all suggestions, money is no factor as I have about $300 to spend to make the deck better then it is now.
Here is what I have so far for the deck, it is still in a work in progress;
The above the deck list is what I am running as of now, based on what cards I have and have been able to obtain. In testing it seems a little slow to setup and deal enough damage to bring 3 opponents life-totals to zero. It needs to become faster and that is where I am having the issues, given I normally play control and am used to slow and steady.
I would like this to win as fast as possible, based on the number of ramp spells it has included in it, possibly by using burn as a few deck lists have presented.
I was also considering switching Aurelia to the commander, if she would be faster and more consistent?
I have been considering also, these cards below and am open to any additional suggestions;
I really appreciate any help and suggestions in this and look forward to us completing this build together and me crushing the table, time and time again.
It just would have been nice to be able to grab a commander and play around with it, regardless of having to worry about super competitive decks draining the fun.
I wasn't even playing in the league. I was just playing in the for fun sections.
The above deck is adjustment to the deck posted by madhatter00o a little over 4 years ago, which can be found here with a little searching.
I have been playing the deck for about 4 months using the above list with good results, making a few minor tweaks here and there. I have added some of the newer cards as I saw fit and placed a few budget options into the slots until the more expensive cards come rolling along. So far it has done well.
I am looking for some new combos or win-cons or maybe even some cards I have not heard of or thought to put in. I know we can make it better.
The rest of the cards in the sets seemed a little lack luster compared to what is already in the deck. I am open to all comments and opinions or suggestions.
I'm surprised to see that you're not running Sram, Senior Edificer in your list. It gives white something it lacks and hungers for: Card craw.
Also, Recruiter of the Guard seems like a solid card that would want to get into the deck.
You generally want to trim off the fat from your list. White doesn't have a lot of ramp, and your average CMC is incredibly high for a deck tagged as being competitive.
Thank you for the response, I had been thinking that my curve was kind of high for playing aggro, but it is my first aggro deck and seemed to be doing well. Now that I look at the costs and consider your statement, I feel I have to agree.
I have looked through deck and proposed the following removals:
Does anyone have any other suggestions? What to remove and what to add in, its my first aggro/voltron deck so I am a little new at this but want it to be competitive. I typically play control, so its hard to fight those tendencies.
I have decided to post my newest commander deck online for review after playing with it for a few weeks.
I am open to any suggestions you would like to recommend, I would like this to be tournament worthy and competitive if possible. I did look at a few lists, but most of them were outdated and not recently updated.
So far it has played decent, but is still in play testing mode, I welcome all suggestions as many heads are often better then one and someone may see something another missed.
I have been considering Dovin Baan, but that card would infringe upon Gideon. I think the Thalia and Kirin may be the best testing cards right now. Disallow is also a card I may consider in the Mages spot.
There are choices, just not ones that are as good as the cards we had before.
Essentially my trouble is infinite combos. My play group plays Arcum, Oloro, Brago, Azusa, Rafiq, Ruhan and Niv Miz.
I usually end up either flooding out or losing steam and having to stop dead in my tracks.
I have all of those except for Magus of the Moat.
I will try to track one down and see if that is of any help.
Combo is my worst enemy with this deck. I've invested quite a lot into the deck and it just can't seem to beat combo no matter how delicately I play around the combos.
I have had a similar deck for quite some time and refer to the threat from time to time for new cards to try in my playgroup.
I am looking for some help with tuning the deck and have most of the standard pieces mentioned in both the Multi and 1v1 primers, however I am struggling to compete with token decks and combo decks.
I am wondering what the general opinion is for keeping those decks at bay?
I run board wipes and MLD and I still cannot seem to keep them at bay, even with taking them out first.
Any ideas?
I really appreciate the suggestions, I managed to pick up some of the cards mentioned and will build the deck tonight or tomorrow afternoon and post the preliminary build up. I will me making this my main multiplayer deck and moving my Grand Aribiter IV deck to 1v1 status.
I am looking forward to some more feedback once I get the deck posted.
Thanks!
Hey guys, thanks for taking a look. I am attempting to build a deck that is the most aggressive and able to handle multiplayer without fizzling out. My local meta has shifted to combo/aggro and control is left to the wayside a bit so I am looking to build an aggro deck.
I mostly build control decks, so aggro is a bit of new territory for me, so I am looking for some help along the way and some suggestions.
At this point I am open to all cards and all suggestions, money is no factor as I have about $300 to spend to make the deck better then it is now.
Here is what I have so far for the deck, it is still in a work in progress;
1 Path to Exile
1 Condemn
1 Lightning Bolt
1 Boros Charm
1 Arcbond
1 Orim's Thunder
1 Chaos Warp
1 Warleader's Helix
1 Return to Dust
Sorcery
1 Vandalblast
1 Earthquake
1 Mizzium Mortars
1 Fiery Confluence
1 Reforge the Soul
1 Blasphemous Act
1 Insurrection
1 Reforge the Soul
1 Chain Reaction
Enchantment
1 Hammer of Purphoros
1 Banishing Light
1 Oblivion Ring
1 Faith's Fetters
1 Personal Sanctuary
Artifact
1 Mana Vault
1 Sol Ring
1 Grim Monolith
1 Thought Vessel
1 Fellwar Stone
1 Boros Signet
1 Boros Cluestone
1 Veilstone Amulet
1 Darksteel Ingot
1 Whispersilk Cloak
1 Sunforger
1 Thran Dynamo
1 Quicksilver Amulet
1 Belbe's Portal
1 Caged Sun
1 Mother of Runes
1 Stoneforge Mystic
1 Satyr Firedancer
1 Knight of the White Orchard
1 Boros Reckoner
1 Burnished Hart
1 Thalia, Heretic Cather
1 War Elemental
1 Eldrazi Displacer
1 Tajic, Blade of the Legion
1 Selfless Squire
1 Angel of Jubilation
1 Solemn Simulacrum
1 Firemane Avenger
1 Basandra, Battle Seraph
1 Archangel Avacyn
1 Anya, Merciless Angel
1 Heartless Hidetsugu
1 Sun Titan
1 Inferno Titan
1 Aurelia, the Warleader
1 Resolute Archangel
1 Avacyn, Angel of Hope
1 Iona, Shield of Emeria
Lands
7 Mountain
10 Plains
1 Temple of the False God
1 Mistveil Plains
1 Arcane Lighthouse
1 Nykthos, Shrine to Nyx
1 Command Tower
1 Cavern of Souls
1 Exotic Orchard
1 Rogue's Passage
1 Ancient Den
1 Great Furnace
1 Hanweir Battlements
1 Slayers' Stronghold
1 Evolving Wilds
1 Teramorphic Expanse
1 Wooded Foothills
1 Boros Garrison
1 Temple of Triumph
1 Ancient Amphitheater
1 Clifftop Retreat
1 Battlefield Forge
1 Needle Spires
The above the deck list is what I am running as of now, based on what cards I have and have been able to obtain. In testing it seems a little slow to setup and deal enough damage to bring 3 opponents life-totals to zero. It needs to become faster and that is where I am having the issues, given I normally play control and am used to slow and steady.
I would like this to win as fast as possible, based on the number of ramp spells it has included in it, possibly by using burn as a few deck lists have presented.
I was also considering switching Aurelia to the commander, if she would be faster and more consistent?
I have been considering also, these cards below and am open to any additional suggestions;
1 Herald of War
1 Balefire Leige
1 Grand Abolisher
1 Bruse Tarl, Boorish Herder
1 Urabrask, the Hidden
1 Deflecting Palm
1 Lightning Helix
1 Warstorm Surge
1 Furnace of Rath
1 Gratuitous Violence
1 Sword of Fire and Ice
1 Sword of War and Peace
1 Pyromancer's Goggles
1 Assemble the Legion
1 Legions Initiative
1 Luminarch Ascension
1 Everflowing Chalice
1 Mind's Eye
1 Staff of Nin
1 Entreat the Angels
1 Anger
1 Sunhome Fortress of the Legion
1 Sacred Foundry
1 Arid Mesa
1 Plateau
1 Seraph Sanctuary
1 Harsh Mentor
1 Throne of the God-Pharaoh
I really appreciate any help and suggestions in this and look forward to us completing this build together and me crushing the table, time and time again.
I wasn't even playing in the league. I was just playing in the for fun sections.
Shame the format has warped already in just a few days. Not much diversity....
Creatures - 16
2 Gilded Drake
2 Baral, Chief of Compliance
3 Aven Mindcensor
3 Wall of Denial
3 Thassa, God of the Sea
4 Linvala, Keeper of Silence
4 Phyrexian Metamorph
4 Aura Thief
4 Academy Rector
4 Venser, Shaper Savant
5 Teferi, Mage of Zhalfir
5 Mulldrifter
6 Frost Titan
6 Sun Titan
6 Consecrated Sphinx
7 Elesh Norn, Grand Cenobite
Enchantments - 10
1 Land Tax
2 Blind Obedience
2 Greater Auramancy
3 Ghostly Prison
3 Propaganda
3 Detention Sphere
3 Rhystic Study
3 Aura of Silence
5 Enchanted Evening
10 Omniscience
Sorcery - 8
3 Cleansing Meditation
3 Dream Cache
4 Replenish
4 Wrath of God
4 Supreme Verdict
6 Austere Command
6 Terminus
7 Temporal Mastery
1 Enlightened Tutor
1 Mystical Tutor
1 Orim’s Chant
1 Path to Exile
1 Swords to Plowshares
1 Condemn
1 Brainstorm
2 Disenchant
2 Cyclonic Rift
2 Arcane Denial
2 Memory Lapse
2 Remand
2 Counterspell
3 Long-Term Plans
3 Dissipate
3 Hinder
3 Render Silent
3 Sphinx's Revelation
4 Fact or Fiction
4 Cryptic Command
4 Mindbreak Trap
Artifacts - 9
0 Lotus Petal
1 Sol Ring
1 Sensei’s Divining Top
2 Azorius Signet
2 Sphere of Resistance
2 Winter Orb
2 Isochron Scepter
2 Lightning Greaves
6 Knowledge Pool
4 Jace, the Mind Scupltor
5 Tamiyo, the Moon Sage
5 Venser, the Sojourner
Land - 32
1 Adarkar Wastes
1 Azorius Chancery
1 Flooded Strand
1 Command Tower
1 Glacial Fortress
1 Hallowed Fountain
1 Mystic Gate
1 Nimbus Maze
1 Seachrome Coast
1 Tolaria West
1 Temple of Enlightenment
1 Boseiju, Who Shelters All
1 High Market
1 Maze of Ith
1 Reliquary Tower
1 Strip Mine
9 Island
7 Plains
The above deck is adjustment to the deck posted by madhatter00o a little over 4 years ago, which can be found here with a little searching.
I have been playing the deck for about 4 months using the above list with good results, making a few minor tweaks here and there. I have added some of the newer cards as I saw fit and placed a few budget options into the slots until the more expensive cards come rolling along. So far it has done well.
I am looking for some new combos or win-cons or maybe even some cards I have not heard of or thought to put in. I know we can make it better.
I am considering some of these from Amonkhet:
Commit // Memory
As Foretold
Dusk // Dawn
From Aether Revolt:
Sram, Senior Edificer
The rest of the cards in the sets seemed a little lack luster compared to what is already in the deck. I am open to all comments and opinions or suggestions.
Thanks for looking and happy gaming!
Thank you for the response, I had been thinking that my curve was kind of high for playing aggro, but it is my first aggro deck and seemed to be doing well. Now that I look at the costs and consider your statement, I feel I have to agree.
I have looked through deck and proposed the following removals:
I was considering placing in some mana rocks such as Grim Monolith, Mana Crypt and possibly some others like Worn Powerstone and the Journeyer's Kite. My play group also likes to play combo, so I was thinking about cards such as Thalia,Guardian of Thraban, Aven Midscensor, Hokari, Dust Drinker, Leonin Arbitor, Gerrard Capashen, Fountain Watch and Rule of Law. I have a few other cards I thought might be good like Jareth, Leonin Titan and Hundred-Handed One
Does anyone have any other suggestions? What to remove and what to add in, its my first aggro/voltron deck so I am a little new at this but want it to be competitive. I typically play control, so its hard to fight those tendencies.
I am open to any suggestions you would like to recommend, I would like this to be tournament worthy and competitive if possible. I did look at a few lists, but most of them were outdated and not recently updated.
Anyway;
3 Kemba, Kha Regent
Planeswalkers:
4 Elspeth, Knight-Errant
5 Gideon Jura
3 Ajani, Caller of the Pride
Creatures:
11 Ulamog, the Infinite Gyre
9 Iona Shield of Emeria
8 Avacyn, Angel of Hope
7 Resolute Archangel
6 Sun Titan
6 Spirit of the Hearth
5 Stonehewer Giant
4 Odric, Master Tactician
4 Jazal Goldmane
4 Angel of Jubilation
4 Odric, Lunarch Marshal
4 Taj-Nar Swordsmith
4 Leonin Abunas
3 Mirran Crusader
3 Thalia, Heretic Cather
3 Masako, the Humorless
2 Stonehaven Outfitter
2 Stoneforge Mystic
2 Spirit of the Labyrinth
2 Knight of the White Orchard
2 Leonin Shikari
2 Puresteel Paladin
1 Weathered Wayfarer
7 Akroma's Memorial
6 Caged Sun
2 Pearl Medalion
1 Sol RIng
Equipments:
4 Sword of Kaldra
4 Sword of Paruns
3 Loxodon Warhammer
3 Godsend
3 Whispersilk Claok
3 Sword of Light and Shadow
3 Sword of Feast and Famine
3 Sword of War and Peace
3 Sword of Body and Mind
3 Darksteel Plate
2 Sword of the Animist
2 Illusionist's Bracers
2 Lightning Greaves
2 Swiftfoot Boots
2 Trailblazer's Boots
1 Masterwork of Ingenuity
Instants:
1 Enlightened Tutor
2 Renounce the Guilds
3 White Sun's Zenith
Board Wipe:
4 Wrath of God
4 Day of Judgement
5 Rout
5 Fumigate
5 Terminus
7 Mass Calcify
2 Open the Armory
7 Roar of Reclamation
Enchantments:
1 Land Tax
1 Sigarda's Aid
2 Honor of the Pure
2 Brave the Sands
3 Path of Bravery
3 Common Cause
4 Leyline of Sanctity
5 Dictate of Heliod
6 True Conviction
Lands:
0 Mistveil Plaines
0 Kor Haven
0 Wasteland
0 Ancient Den
0 Thespian's Stage
0 Cathedral of War
0 Hall of the Bandit Lord
0 Command Beacon
0 Inventor's Fair
24 Plains
So far it has played decent, but is still in play testing mode, I welcome all suggestions as many heads are often better then one and someone may see something another missed.
Thanks for looking!
I will put focus on obtaining Kitchen Finks and another Resto Angel and securing a playset of the Collandes.
I'll continue reading the post and update here as my deck progresses. Thanks.
Stitcher's Graft is a double duty card in the deck with Avacyn, 2 to unattach and trigger Avacyn? Sounds like a good time to me.
There are choices, just not ones that are as good as the cards we had before.