1

(6 replies, posted in Decks and Deckbuilding)

The argument against employing several strategies hinges on the trade-off between consistency and each strategy. The most focused the strategy is, the more consistent it will play out. As the focus frays to other strategies, it's a total hit or miss whether you will get the pieces you need.

If you're going all zombies (see this build for an example: https://deckbox.org/sets/1384236), then you want to have 3-4 of the key cards to ensure that you will hit them every game. This will allow the deck to play consistently, give you to learn the various lines of play available, and be able to anticipate and play to your "outs."

If you employ a number of different strategies, it's less likely you will see them with regularity and, as is the case with Diregraf Colossus, this loss of consistency when hitting your synergy cards will be a general detriment. It also makes EVERY game a puzzle to play through as there's no telling which strategy you should be most attentive to.

2

(1 replies, posted in Decks and Deckbuilding)

My tried and true line on here: Please give us some additional guidance regarding the deck. What format are you aiming for? What's your budget for improvement? How competitive are you looking to make this? How do YOU envision the deck playing out?

I get that it's your first deck, but the one thing I've noticed on these forums is that the more guidance you can provide, the better the input you'll get. Even if you're just wading into this, just explain it. Talk through what the plan was when you built it, the types of folks you're playing with, and whatnot and we'll be better suited to help.

3

(4 replies, posted in Decks and Deckbuilding)

I can't say that I've really dug into the allies theme for an EDH deck, but I'm sure there are tons of Tazri decks out there to choose from. In many ways this is going to work like a slightly different slivers deck... for what it's worth.  I would put the majority of your emphasis in Naya colors, as that tends to be where the best allies are.

I can take a look at your list in the next few days and offer some more pointed feedback, but before I do that, a few questions:
1) You said your budget was roughly <$10 per card (which is fine), but what is the total improvement budget?
2) Do you plan on playing 1v1 or just multiplayer-style games?
3) What's your stance on broken and/or infinite combos?
4) What is the way YOU envision the deck playing?

To the extent that you can provide added guidance, that will help to identify areas to improve.

4

(1 replies, posted in Decks and Deckbuilding)

A few items:

1) Are you putting this together for some special rules group/tournament? I say this because typically "tribal" just means that you're working to really emphasize a particular creature type, but it doesn't preclude you from using other cards. For instance, my mono-black zombie build has both Ghoulcaller Gisa and Liliana, Heretical Healer as possible commanders.

2) For what it's worth, you might benefit from looking at some of the other zombie or zombie enabling commanders out there. Jarad is good, but he's best in a more general "graveyard matters" deck than a zombie tribal build. His real strength comes from the sac ability that can nail all your opponents for increasing amounts of life. Other zombie commanders that would simply be better include: Grimgrin, Corpse-Born, Balthor the Defiled, Sidisi, Undead Vizier, the two I mentioned above, and more.

3) Do you have a budget for improving the deck?  There are a wealth of relatively cheap upgrades you could order that will help make the zombies more dangerous.  Generally speaking, zombies tend to be rather unthreatening 2/2s... not exactly going to get you anywhere against a bunch of 5/5 dragons or things of that nature.  Adaptive Automaton, Cemetery Reaper, Undead Warchief, Door of Destinies, Endless Ranks of the Dead, etc... if you want some more inspiration look at my build: https://deckbox.org/sets/956650

4) You only really have limited interaction with opposing creatures. Like it or not, commander is a creature heavy format and you need answers, whether they come in the form of spot removal or board wipes. Thankfully, black gives you crazy access to both - see Doom Blade, Victim of Night, Grasp of Darkness, Tragic Slip, Hero's Downfall, Go for the Throat, Ultimate Price, Diabolic Edict, etc for spot removal AND Mutilate, Languish, Crux of Fate, Living Death, Extinguish All Hope, and so many more for board wipes.

Generally speaking, remember that EDH is a social format and everyone is meant to have fun, so add degenerate combos at your discretion. Balthor (as your commander) + Noxious Ghoul for recursion and repeated one-sided board wipes can make you a sizable target...

Hopefully this helps!  Good luck!

5

(1 replies, posted in Decks and Deckbuilding)

My suggestion would be to look at the Tazri list that was just played on MTGGoldfish's 5 color commander clash (see this link: http://www.mtggoldfish.com/articles/com … lor-tribal) and then use that as a point of departure for your build.  To briefly summarize one of the big takeaways from the video, Tazri likely won't do a lot of work on her own, so you'll need to REALLY capitalize on the ally synergy working without her.

6

(2 replies, posted in Decks and Deckbuilding)

A few options that come to mind that would help you abuse the displacer are as follows:

Merciless Executioner (you can sac the thopter tokens)
Fleshbag Marauder (same as above)
Kalastria Healer (not the most efficient, but it could work in a pinch)
Mardu Skullhunter (if you want to empty their hand in the mid-to-late game)
Wingmate Roc (not that you need more top end, but it's solid with displacer)
Thopter Engineer (give the thopters from Pia and Kiran haste, it makes a thopter, and it has a big arse for blocking)
Wasteland Strangler (if you have some more options for exile, you can have repeated removal)
Relief Captain (I mean support 3 is solid enough it might be worth a go... pump your whole team each flicker)
Gilt-Leaf Winnower (repeat removal...)
Priest of the Blood Rite (hooray repeat demons!)

Pretty much any of these would be a serviceable option that allows you to get the most out of displacer, all while still being useful cards on their own (Healer being arguably the weakest one).

The real question is, are there particular matchups you're looking to shore up with the spots currently occupied by Bearer?

7

(1 replies, posted in Decks and Deckbuilding)

I would suggest taking some inspiration from the Hedron Alignment deck that SaffronOlive rocked on MTG Goldfish last week.  It wasn't what I'd call an optimal build, but it definitely got the job done.

Link to videos: http://www.mtggoldfish.com/articles/aga … -alignment

8

(4 replies, posted in Decks and Deckbuilding)

I mean if you're in the budget space, Zada makes more sense than Avaricious Dragon... pay one blue, make the whole team unblockable, draw numerous cards.

I would also suggest some number of Dragon Fodder.

Lastly, I know it's budget, but Abbot won't be a whole lot cheaper than it is now, so might as well pony up the roughly $20.

9

(2 replies, posted in Decks and Deckbuilding)

Valdor is right.  Olivia, Stromkirk Captain, and Falkenrath Aristocrat make a huuuuuge difference.  Keep in mind that the deck with Olivia will need to be a bit more aggressive than your typical edh build.  I had one not that long ago (viewable here: https://deckbox.org/sets/566639) that was actually some good fun.  But keep in mind that Olivia will draw some ire from most groups once you steal the first opposing commander wink

10

(1 replies, posted in Decks and Deckbuilding)

Interesting tribal to go with.  I can see a few glaring issues:

1) You have almost zero ways to interact with the opponent.  This means that an opposing flyer, a solid value creature, or pretty much anything threatening on their side has to be susceptible to creatures, otherwise you're just SOL.  Green is typically lacking in this area, but white hands you a TON of ways to punish the opponent - Oblivion Ring, Banishing Light, etc are all great options to deal with opposing problem cards that capitalize on the fact that enchantment removal is not commonly played in most formats (definitely not mainboard).

2) You're running far too few lands to reliably get to the 7 and 8 CMC of Sandsteppe and Terastodon.  Even with 4x Rampant Growth you're frequently just not going to get up there.  I would suggest either considerably more ramp spells (think Explore, Cultivate, Kodama's Reach, Explosive Vegetation) and also about upping the land count to no less than 24 (I would even say you want to get to 25).

3) You don't have much in the way of evasion.  One of the real strengths of green is the ability to grant trample en masse.  Whether you look into Nylea or other less costly options, you need some way to force the damage through.  An army of 3/3s will frequently get you there, but going wide is a really risky strategy if any of your friends have mass removal/board wipes in their deck.

4) As a thought, since you're so focused on tokens, why not toss in Trostani to have repeatable populate?

5) You'll likely want to figure out some way to generate additional card draw.  I can see where you're going to run out your hand and are stuck in topdeck mode while the opponents can work around things.  Shamanic Revelation is one solid casual option that will likely draw 2-4 cards easily.

Good luck!

11

(20 replies, posted in Announcements)

Given that the discussion here was (at least briefly) about the images for Commander 2015, it would seem that the images for a lot more than just that set are having trouble loading.

12

(6 replies, posted in Decks and Deckbuilding)

austinarcher10 wrote:

I'd like to keep everything as post rotation as possible and do have access to fetches if that helps.

Keep in mind that there isn't any sort of rotation until April of next year, so it's FARRRR too early to be worrying about anything rotation related.

Thoughts on a budget?  Anything in particular you're looking to feature?  How competitive is your playgroup?  Are you looking for combos or just good stuff?

The more you can tell us, the more the community will be able to/inclined to help you.

Not a problem.  Deckbuilding is a part of the game I don't really get a chance to do as much of as I want anymore, despite being the most amusing/challenging component of the game in my book.

Given that the majority of them are common/uncommon, you should be able to pick them up at any local game store or off pretty much anyone who has purchased a decent amount from the past few sets.

As for the standard question, valdor is 100% spot on.  Rotation is getting a bit more complex for a few months given the transition to the three-block paradigm, but if you keep your eyes peeled, you're in the clear.  But, in the event you ever have a question: http://whatsinstandard.com/

15

(2 replies, posted in Decks and Deckbuilding)

Like Triad of the Fates to be amusing and for a challenge or because you have some other reason?  They're legendary, but sooooo bad...

So a budget R/G landfall that might win a few games here or there... this is doable:

4x Monastery Swiftspear - it's a hasty 1-drop that is almost never a 1/2 and can sneak in tons of damage without too much trouble.
4x Scythe Leopard - your other 1-drop that needs little explanation.  Seldom a 1/1, more likely a 2/2 or larger.
4x Snapping Gnarlid - same story as leopard, slightly larger edition.
4x Makindi Sliderunner - similar to the gnarlid, but more importantly with trample - gotta force that damage through.
2x Valakut Predator - this isn't a traditional choice, but from a budget angle, it's the only 3-drop you run, it quickly and easily becomes a 4/4, and will help get the job done. Odds are you don't want a full 4x, as it benefits you to keep the curve low, but it's enough to help.

This creature base really isn't that different from the R/G lists that just did quite well at the pro-tour.  The idea is to drop a few creatures, keep triggering landfall, and use pump spells to finish the job.

Now the pumps:
2x Become Immense - stuff WILL hit the yard and the appeal here is to provide something sizable do do with all the cards in there.
4x Swell of Growth - here's your budget Atarka's Command.  It helps pump one while allowing for a second landfall trigger to pump the whole team.
4x Temur Battle Rage - this is the bee's knees of pump spells.  You can use it to force the last bit of damage through or for a really explosive hit.  Note that you should almost never use this on anything that has less than 4 power, as you want the trample effect just as much as the double-strike.
4x Titan's Strength - pumps, scry, generally your all around-combat trick.  This can turn into a MAJOR beating if you use it on the sliderunner, swiftspear, or anything unblocked (especially with battle rage backup).
2x Retreat to Valakut - it pumps, it makes blocks difficult, it generally just makes landfall that much better.  Normally this would be the definition of a win-more card (one that's only good when you're already winning), but the ability to pump for battle rage r to push that last bit of damage through by stopping the opponent from blocking is actually the real deal.
1x Outpost Siege - here's the top of your curve.  Odds are you're not going to need this, but you can select Khans mode to "draw" an extra card per turn.  Just remember to play things exiled before stuff you draw, as the exiled stuff goes away.
1x Crater's Claws - you're going to be hitting landfall EVERY turn.  Eventually, pending the game goes past turn 4-6, you will want something to sink all your mana into.  This can be a surprise finisher if you stall out with the opponent at 5-6.

Please double-check my math, but that SHOULD work out to 36 cards.  The remaining 24 should be lands.  Now the idea to use fetch lands is to provide 2x landfall triggers per turn while still providing untapped sources to then use to cast the various pumps.  Sadly, this is the expensive part of the deck, where, for a budget option, you're sort of in a lurch.  But, all is not lost, as there are somewhat "workable" fetch options at your disposal.  I would propose the following manabase:

3x Forest
11x Mountain
4x Rugged Highlands

These are self-explanatory.  You want to ensure that you have some green at your disposal, but as the majority of the deck operates on red, you want to be sure you have access to much more red than green at any given point.

4x Evolving Wilds - here's the "poor man's fetchland."  You can use this to ensure you get any green you might need.  But, more importantly, it provides you 2x landfall triggers in one turn OR a single landfall trigger when it enters and another one at instant speed whenever you really need it. 
2x Blighted Woodland - I've yet to really figure out the optimal use of this one myself, but it can provide as many as 3x landfall triggers in one turn OR 2x landfall triggers at instant speed.

This SHOULD be a workable 60 that will score a few wins here or there (perhaps even 1-2 rounds at gameday).  I'd suggest trying the deck out to the extent that you can, even if it's just goldfishing (playing solo) to familiarize yourself with the ins-and-outs of the deck, timing for the wilds and woodlands, sequencing of lands and plays, etc.

As for a sideboard, honestly, with a limited card pool to draw on and budget to work with, I wouldn't even really bother with it too much.  If you want to have a few copies of Wild Slash to deal with other aggro builds, 2-3 Grove Rumblers in the event you need to go more mid-range, 2-3 Magmatic Chasm if the opponent has ways to flood the board and bog the game down, and some copies of Naturalize, Roast, and Goblin Heelcutter for other scenarios.  The dash ability of heelcutter will help combat control decks.

Let me know if you have any questions.  I hope this helps.

Good luck!

17

(4 replies, posted in Decks and Deckbuilding)

So I've been thinking through a landfall deck and, realistically, I see two ways to take it - hardcore aggro (likely the better route) or mid-range.

In the event you're going aggro, may I suggest the following build: https://deckbox.org/sets/1214820

You might be asking, how is this better than what you're running?  Note that, outside of the singleton Omnath (who is in just in case the board stalls out and partially for grins), my curve stops at 3.  This might not be correct, as Grove Rumbler certainly provides an appealing option at four. The idea here is to let you get a few things onto the board and then your land can be directed toward the pumps and tricks. Ideally on turn 4 you're swinging, pumping, and using Temur Battle Rage to end the game, rather than playing the rumbler.

As for your build, Break Through the Line, Subterranean Scout, and Retreat to Valakut are totally sub-optimal choices if you're just looking to get damage through.  The idea of only making a single creature unblockable really is just lacking for an aggro strategy unless it's a major impact creature.  Two options for you to consider are Magmatic Chasm or Firemantle Mage.  The former will allow you to likely just swing free and clear.  The latter gives everything menace and will likely ensure at least half of your team makes it through.

Honestly, on the topic of Atarka's Command, it's worth it if you have them, but without I don't know that it'll make or break the deck.  I can see where your win percentage will drop a few points, but it's not like that one card makes the whole deck go, especially with the other options available.

If your intent is to look more mid-range, I can offer the following build: https://deckbox.org/sets/1214846

Admittedly, this one is a bit more cute, with an emphasis on elemental tribal.  It could work, it might not, it's worth a shot.

I hope some of this makes sense and is of some use.  If you have any questions about the thought process that motivated my card choices and I'm happy to explain.

Best luck!

As always thanks Sebi!  You're the best!

You built a 60 card deck when a sealed deck only needs to be 40.  One really doesn't need to look beyond that.  If you're trying to get to 60 out of such a limited pool, it's simple enough to just jam the best cards in those colors.  The mana curve and card synergy really don't have to factor in for said scenario.

Build the best 40 card deck you can.  Focus on getting 22-23 playables, with 13-16 creatures, 2-5 removal spells, and the remainder utility spells.  Then you run 17 or 18 lands (most ran 18 in KTK sealed).

I think you can learn a LOT more from that.  Additionally, and this is not to deny feedback, but you'll likely learn a LOT more from playtesting the decks against your friend as you can start learning about the card interactions, lines of play, and things of that nature much faster than anyone on here could explain.

Given what you're sitting on, if I were building a sealed deck, I would go Mardu (which was arguably the best clan for sealed in KTK with Abzan coming in a close second).  Between Ankle Shanker and Butcher of the Horde, you would be making a mistake not to include them.  Jeering Instigator is also fun with Butcher...

That being said, I'm a firm believer that limited  (either sealed or draft) is the best format for newer players as you don't have to run into the top tier decks, are building your collection, and can learn the basics of card evaluation, deck-building, and game strategy.  I would say to build what you think is the best deck, and then you and your friend can play 2-3 rounds.  Afterward, either switch and play with one another's pools and build new decks, OR, build new decks out of your pools that have to be a different set of colors.  This way you can get the most out of your limited collections while learning how the cards interact and the like.  Lastly, don't be afraid to go to your local FNM, even if it's just to watch, as you can learn quite a bit that way.

21

(8 replies, posted in Decks and Deckbuilding)

So first thing's first, apologies for the lack of a response.  I'm not on here nearly as much as I used to be so I try to let others offer some feedback when possible.

That being said, could you give us some thoughts about the level of competition you're looking to take this to?  You listed the format which is a great start, but are you looking to take this to have fun at FNM or are you looking to be competitive/win FNM consistently (or even potentially enter in to higher level events)?  This will help determine whether we need to be suggesting ways to take you deck toward a tier-1 status (and likely costing a fair bit more), or just making more general suggestions toward being a decent casual deck.

That being said, it's an interesting concept, but I don't know that it really will stand up to the rest of the field out there.  For example, what is the plan against a control deck that doesn't really have creatures?  Sure, you can pressure them with your board, but I don't know that it gets there against their removal suite.

Other thoughts:
- If you have the 4x Den Protector that you have listed in the SB, there's literally zero reason not to run them main.  They offer an evasive beat-stick while also giving you the versatility to get the Deathmists and other cards back.
- Ire Shaman is outclassed by Abbot of Kheral Keep.  But it would've been easy enough to overlook that one with Origins just hitting.
- I think you want more ways to interact with their side of the board.  I'm thinking Exquisite Firecraft makes sense.
- I don't know that I'm really following your SB options, but perhaps you could give some more input on your thinking for them
- 59700999's suggestion for Shaman of the Great Hunt isn't bad.  I would actually suggest a slightly different option, Shaman of Forgotten Ways would be decent in the SB as an anti-control card.  You get to formidable and then use its ability against their open board.
- Gaea's Revenge is another good option to look into.

Questions:
- Generally speaking, what's your plan against something like Dragonlord Atarka?
- How do you deal with opposing planeswalkers?

I hope some of this is helpful.  Remember, the more you can tell us, the more likely it is that someone can give you useful feedback.

22

(6 replies, posted in Decks and Deckbuilding)

A few thoughts. 

First off, a budget deck can be moderately competitive and might even take an FNM here or there, but is unlikely to perform well against top-end competition.  Sadly the expensive cards are expensive because, well, they're good.

Second, Brimaz, despite not really finding a home in many decks, will hold his value for a bit after rotation (if not increasing) as his EDH (and tiny leaders) appeal remains and the supply drops even further.  Additionally, I was thinking as a 2x or MAYBE 3x, but you wouldn't want to run 4x of him anyway.  I would say a 2-2 split between him and spear.

Third, your decisions to relegate cards to the sideboard strike me as strange.  The sideboard isn't meant to put cards 61 - 75 that we wanted to play but just couldn't find room.  You should use the sideboard to contain cards that will significantly increase your chances in a given matchup.  So, for instance, green decks will likely be packing 2x Gaea's Revenge to face down control decks in the coming months.  While the card is pretty good normally, it might not fit the style of the deck.  BUT, when facing down a control player, if you're running green, you would be hard pressed to find a better option.  This in mind, if you want to run spear or dictate, find slots for them in the main.  Otherwise, I don't know that there's a matchup that you would realistically need more pumps to suddenly become favored.

23

(3 replies, posted in General Discussion)

Goyf is one of those strange cards that is worth a ton and is a staple in practically every green deck in modern, but it doesn't really do a whole lot in EDH or other casual formats.  Moreover, it doesn't do much on its own.  That being said, unless you're planning on picking up 2-3 more of them and playing modern, it's probably just better to unload it to pick up stuff that you'll actually play with.  Sure, it could continue to increase in value, but really, then it's just sitting there. 

I pulled a goyf from MM1 in the whopping 1 draft I played in.  I turned it into a lily of the veil for EDH and a bunch of other stuff.  No regrets.

24

(6 replies, posted in Decks and Deckbuilding)

The missing elephant in the room would be Soldier of the Pantheon, sitting at a paltry $0.50 per.

Moreover, given the white weenie feel of this, I'm thinking it would make more sense to try to lower the curve with some added one drops, move Hixus to the SB, and even potentially slide in 1-2 Brimaz (also at a relative low costing about $10 per).

Other things to consider would be Spear of Heliod, Dictate of Heliod, and even Heliod himself (doesn't fit the scheme, but you're certainly sitting on enough devotion to make him active.

Does a soldier tribal get you anything you wouldn't otherwise get just going with other white weenie stuff?  As a mono-colored deck you can definitely save money on the manabase and things of that nature, but I'd suggest looking at Craig Wescoe's pieces over on TCG for some added ideas.  I don't know that the soldier tribe has enough going versus just quality white weenie.

25

(1 replies, posted in Decks and Deckbuilding)

I'm not seeing anything glaringly wrong, but I think you'll struggle against mid-range given that you're not 100% aggro.  I think given your reliance on tokens it is just plain better to run the Stokes if you have them.  Sure, they can be countered, but they can also be cast essentially for free.

Another card I'd suggest at least looking at would be Break Through the Line.  Additionally, Temur Battle Rage could be good in here given the pumps that both Piledriver and Rabblemaster are likely to have.