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I just started playing commander and the whole concept is awesome!This deck is really fun. I own 90% of these cards already but I'm looking for tweaks, trimming and any creative ideas to get the maximum of my mono blue mistform ultimus tribal deck.
MU can come out very early, and its crucial to organize tribal benefits almost soley for it to maximize his commander damage output before someone handicaps me, which is pretty easy to do.Juggling the variety of tribes in this deck is tricky. The current tribes being slivers, wizards, fae, humans, soldiers, merfolk, rogues and illusions. Juggling their synergy is tough but the toughest part is keeping them all alive.Counters, shroud, hexproof, tapping, bouncing permanents, extra turns, draw mechanics, permanent theft and token clones are really vital to keeping the ball in my court. Returning permanents to hands and counters is this decks only chance of removing enchantment and artifact trouble. I'd like to keep this deck at 80 cards. And I want to keep it at multi-tribed as possible. Are there better cards to use to keep this strategy more strategic?
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I built a variant on this on paper once but never actually did it. Mine was utilizing almost all lords (Lord of Atlantis, Master of Waves, etc). Swarmyard would be a nice way to regenerate your commander. Elephant Graveyard would work too if you don't mind spending $25 bucks. Dissolve is strictly better than Cancel.For one more mana than Rush of Knowlege you'll probably draw 2x as many cards with Recurring Insight.
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I completely overlooked those two lords. Swarmyard is really great in this deck. Thanks so much!
There's also Wing Splicer, Master of the Pearl Trident, Merrow Reejerey, Merfolk Sovereign, and Myr Matrix.