Little bit of an intro:
I liked Prime Speaker Zegana, and I wanted to build her, but U/G is usually ramp/control, which is super boring, so I decided to build it as a more aggro/combo deck. The goal of this deck is to play lots of mana dorks and ramp up into a lot of creatures and land, then to play something to make all of your creatures big. It generally goes off around turn 10.
If you don't like playing and swinging with creatures, or your meta plays a lot of Wraths, or your meta is super competitive, this may not be the deck for you.But if you like swinging with massive Wood Elves, or having a 22/24 Master Biomancer, this could be the deck for you.
Commander Prime Speaker Zegana: Zegana is a draw spell in the command zone, for when you're running out of steam. She also fits well with the +1/+1 counter theme.
Retainers will raise the price of this product much more than I'd like, and I'm not a fan of the card in general.
Spider and Diaochan I don't like because IMO this product should contain goodstuff. I think that you shouldn't need to build around cards in this. The other cards can be easily played in any deck.
I don't really care about the oversized cards, but I think that they picked decent generals to enlarge.
I'd look at color. It would have to be WU at a bare minimum, first off. I'd also look for cards like Norn's Annex, Propaganda and the like that make attacking a pain. If I had to pick a third color, it'd be black, for tutors, or green, for recursion.
I disagree. The colors don't define goodstuff, It's the cards in the deck.
IMO goodstuff generally means playing only/mostly good cards, that don't necessarily have synergy with each other (although they can). I think many goodstuff decks have a commander or combo win condition, and that most of the time they aren't built around the commander.
You can't play a commander only in oversized format since it could get shuffled in your library. Having oversized-only cards would be weird as the card would be useless if you don't own the original. Additionally, they would't advertise the product as 18 cards for commanders but 18 + X cards. Why undersell it in the marketing copy? Thus the only logical conslusion is that all oversized cards are duplicates.
Or you could just shuffle in a backwards card.
Having an overlap would be a waste of foils.
Also I would guess that the oversized card are all/mostly legends, and the standar foils are all/mostly staples. (except for the Commander commanders that they're reprinting)
I liked Prime Speaker Zegana, and I wanted to build her, but U/G is usually ramp/control, which is super boring, so I decided to build it as a more aggro/combo deck. The goal of this deck is to play lots of mana dorks and ramp up into a lot of creatures and land, then to play something to make all of your creatures big. It generally goes off around turn 10.
If you don't like playing and swinging with creatures, or your meta plays a lot of Wraths, or your meta is super competitive, this may not be the deck for you.But if you like swinging with massive Wood Elves, or having a 22/24 Master Biomancer, this could be the deck for you.
Decklist:
1x Prime Speaker Zegana
Creature (34)
1x Borderland Ranger
1x Civic Wayfinder
1x Craterhoof Behemoth
1x Dawntreader Elk
1x Eternal Witness
1x Fangren Firstborn
1x Farhaven Elf
1x Fathom Mage
1x Fertilid
1x Fierce Empath
1x Forgotten Ancient
1x Gyre Sage
1x Ivy Lane Denizen
1x Kamahl, Fist of Krosa
1x Krosan Tusker
1x Master Biomancer
1x Mystic Snake
1x Ondu Giant
1x Phantasmal Image
1x Phyrexian Metamorph
1x Pilgrim's Eye
1x Plaxcaster Frogling
1x Primordial Sage
1x Regal Force
1x Sage of Fables
1x Sakura-Tribe Elder
1x Silverglade Elemental
1x Solemn Simulacrum
1x Sylvan Ranger
1x Vigor
1x Wood Elves
1x Yavimaya Dryad
1x Yavimaya Elder
1x Zameck Guildmage
1x Survival of the Fittest
1x Sylvan Library
Artifact (2)
1x Ring of Evos Isle
1x Simic Signet
Planeswalker (1)
1x Garruk Wildspeaker
Sorcery (18)
1x Boundless Realms
1x Collective Unconscious
1x Concentrate
1x Explosive Vegetation
1x Green Sun's Zenith
1x Harmonize
1x Hunting Wilds
1x Merchant Scroll
1x Nature's Lore
1x Overrun
1x Overwhelming Stampede
1x Rampant Growth
1x Ranger's Path
1x Rite of Replication
1x Skyshroud Claim
1x Soul's Might
1x Triumph of the Hordes
1x Urban Evolution
Instant (11)
1x Beast Within
1x Biomass Mutation
1x Chord of Calling
1x Counterspell
1x Hinder
1x Mystical Tutor
1x Pongify
1x Rapid Hybridization
1x Spell Crumple
1x Strength of the Tajuru
1x Worldly Tutor
1x Breeding Pool
1x Command Tower
1x Flooded Grove
1x Hinterland Harbor
1x Misty Rainforest
1x Novijen, Heart of Progress
1x Oran-Rief, the Vastwood
1x Reliquary Tower
15x Snow-Covered Forest
8x Snow-Covered Island
1x Tropical Island
Card Choices:
Commander
Prime Speaker Zegana: Zegana is a draw spell in the command zone, for when you're running out of steam. She also fits well with the +1/+1 counter theme.
Creatures:
Borderland Ranger, Civic Wayfinder, Sylvan Ranger, Pilgrim's Eye: Not great cards, but they even out land drops, and get big late-game.
Ondu Giant, Farhaven Elf, Sakura-Tribe Elder, Dawntreader Elk: These are all generally better than the creatures above. They put the lands directly on the field.
Wood Elves, Yavimaya Dryad, Silverglade Elemental: These are another step up, because they both fetch non-basic Forests, and Wood Elves and Silverglade put them into play untapped. Dryad's forestwalk is also relevant fairly often.
Yavimaya Elder: It's a staple for a reason. Fetches two basics to hand, and draws you a card.
Krosan Tusker: Draws a card and fetches a land. I guess you can play it late-game...
Solemn Simulacrum: Fetches a land on ETB, and draws a card LTB. Top notch.
Fertilid: Fetches land and does amazing things with the +1/+1 counter theme.
Gyre Sage: Ramps hard with +1/+1 counters.
Phantasmal Image, Phyrexian Metamorph: These copy stuff. They're good for taking out legendary creatures.
Forgotten Ancient, Ivy Lane Denizen, Fangren Firstborn, Vigor, Master Biomancer: These all put +1/+1 counters on stuff, and Vigor protects your creatures.
Fathom Mage, Primordial Sage, Regal Force, Sage of Fables, Zameck Guildmage: These
Craterhoof Behemoth: Pumps creatures an: Tutors for relevant creatures like Eternal Witness[/CARD]: Fetches creatures from the graveyard.
Fierce Empath: Tutors for relevant creatures like
Kamahl, Fist of Krosa: Overruns and makes lands into extra bodies. Great finisher.
Mystic Snake: Counterspell with a body.
Plaxcaster Frogling: Grafts counters to stuff, and protects your creatures.
Enchantments:
Survival of the Fittest: Amazing card. That's it.
Sylvan Library: Fixes draws, and adds draw power in exchange for life.
Artifacts:
Ring of Evos Isle: Protects creatures, and gives +1/+1 counters.
Simic Signet: Standard ramp and color fixing.
Planeswalker:
Garruk Wildspeaker: Ramps, makes creatures, and Overruns.
Sorcerys:
Collective Unconscious: Amazing draw spell when you have a lot of creatures out, which tends to happen.
Concentrate, Harmonize: Same card. Powerful draw.
Urban Evolution: Draw spell and ramp spell.
Explosive Vegetation, Skyshroud Claim, Rampant Growth, Ranger's Path, Nature's Lore, Boundless Realms: Land-based acceleration.
Green Sun's Zenith: Reusable creature tutor.
Hunting Wilds: Ramps and can potentially make a LOT of creatures.
Merchant Scroll: Searches for an instant. You should usually go for Mystical Tutor, Biomass Mutation, or a Counterspell.
Overrun, Overwhelming Stampede: Pump up all of your creatures for the game-winning alpha strike.
Rite of Replication: Copies creatures. Very fun when kicked on a Master Biomancer or Craterhoof Behemoth.
Soul's Might: Can be used to make a creature big, or you can play it on a creature that has a stronger interaction with it, like Master Biomancer, Fathom Sage, or Fertilid.
Triumph of the Hordes: The best Overrun, Wins games all the time, but pretty dick-ish.
Instants:
Beast Within: Great spell. Destroys and permanent at instant speed in GREEN.
Biomass Mutation, Strength of the Tajuru: These pump up your creatures for a game-winning combat phase.
Chord of Calling: Searches for creatures at instant speed, and puts them onto the battlefield. Good targets are Craterhoof Behemoth, Mystic Snake, or Eternal Witness.
Counterspell, Hinder, Spell Crumple: Counterspells in a blue deck. Surprise surprise.
Mystical Tutor: There are a lot of good targets. Heavy ramp like Boundless Realms, or a game ender like Triumph of the Hordes.
Pongify, Rapid Hybridization: Destroy creatures at instant speed.
Worldly Tutor: Searches for creatures. Again, lots of good targets.
Lands:
Novijen, Heart of Progress, Oran-Rief, the Vastwood: These put counters on stuff, which is pretty good.
Reliquary Tower: Hands can get pretty big, so this card is a must.
Thanks for reading. Let me know what you think of the deck, and if you have any suggestions for cards to remove or add, just comment.
Seems like a worse Vesuva, but you can also use it to destroy legendary lands. Maybe sideboarded?
Sepulchral Primordial is also quite good and should probably find a place.
Retainers will raise the price of this product much more than I'd like, and I'm not a fan of the card in general.
Spider and Diaochan I don't like because IMO this product should contain goodstuff. I think that you shouldn't need to build around cards in this. The other cards can be easily played in any deck.
I don't really care about the oversized cards, but I think that they picked decent generals to enlarge.
I think he may post more frequently on MTGCommander.net
Brain farts as far as the eye can see.
Also, transmute cards (mostly Muddle the Mixture and Drift of Phantasms) are probably good for searching out lords
For a mono blue deck? Good luck with that.
IMO you should go GBW, with Karador, Ghost Chieftain or Ghave. They both have built in synergy with stax, so just pick whichever you prefer.
DISCLAIMER: I wouldn't recommend playing stax. It gets boring quickly.
I disagree. The colors don't define goodstuff, It's the cards in the deck.
IMO goodstuff generally means playing only/mostly good cards, that don't necessarily have synergy with each other (although they can). I think many goodstuff decks have a commander or combo win condition, and that most of the time they aren't built around the commander.
Or you could just shuffle in a backwards card.
Having an overlap would be a waste of foils.
Also I would guess that the oversized card are all/mostly legends, and the standar foils are all/mostly staples. (except for the Commander commanders that they're reprinting)
1 Malfegor
Artifacts
1 Bonehoard
1 Bosium Strip
1 Chimeric Mass
1 Dingus Staff
1 Ensnaring Bridge
1 Expedition Map
1 Mirari
1 Reito Lantern
1 Sol Ring
1 Crystal Chimes
1 Rakdos Signet
Planeswalkers
1 Karn Liberated
1 Liliana Vess
1 Sorin Markov
1 Chandra the Firebrand
Enchantments
1 AEther Flash
1 Black market
1 Burning Sands
1 Deathgrip
1 Death Pits of Rath
1 Lethal Vapors
1 Necropotence
1 Night of Souls' Betrayal
1 Phyrexian Arena
1 Repercussion
1 Smoke
1 Spreading Plague
1 Stranglehold
1 Tainted Æther
1 The Abyss
1 Fault Line
1 Hatred
1 Vampiric Tutor
Sorceries
1 Blasphemous act
1 Chain Reaction
1 Demonic Tutor
1 Damnation
1 Decree of Pain
1 Exsanguinate
1 Innocent Blood
1 Perish
1 Sadistic Sacrament
1 Yawgmoth's Will
1 Rolling Earthquake
1 Black Sun's Zenith
Lands
1 Cabal coffers
1 Command Tower
1 Forbidden Orchard
1 Inkmoth Nexus
1 Lavaclaw Reaches
1 Urborg, Tomb of Yawgmoth
15 Mountain
15 Swamp
Just look for the card you're adding. It's not very hard.
Added BSZ.
1 Malfegor
Artifacts
1 Bonehoard
1 Bosium Strip
1 Chimeric Mass
1 Dingus Staff
1 Ensnaring Bridge
1 Expedition Map
1 Mirari
1 Reito Lantern
1 Sol Ring
1 Crystal Chimes
1 Rakdos Signet
Planeswalkers
1 Karn Liberated
1 Liliana Vess
1 Sorin Markov
1 Chandra the Firebrand
Enchantments
1 AEther Flash
1 Black market
1 Burning Sands
1 Deathgrip
1 Death Pits of Rath
1 Necropotence
1 Night of Souls' Betrayal
1 Phyrexian Arena
1 Repercussion
1 Smoke
1 Spreading Plague
1 Stranglehold
1 Tainted Æther
1 The Abyss
1 Fault Line
1 Hatred
1 Vampiric Tutor
Sorceries
1 Blasphemous act
1 Chain Reaction
1 Demonic Tutor
1 Damnation
1 Decree of Pain
1 Exsanguinate
1 Innocent Blood
1 Perish
1 Sadistic Sacrament
1 Yawgmoth's Will
1 Rolling Earthquake
Lands
1 Cabal coffers
1 Command Tower
1 Forbidden Orchard
1 Inkmoth Nexus
1 Lavaclaw Reaches
1 Urborg, Tomb of Yawgmoth
15 Mountain
15 Swamp
Corrected spelling on Rakdos Signet. Added Rolling Earthquake. More wraths.