This is neat- really gives you an idea what your average casual player considers a reasonable Commander budget and mana curve. As expected, they're not incredibly likely to play anything but a land till turn three. The high drops without excessive ramp or cheating mechanisms means the average player is getting really long games. Decks that want to can reliably be winning turns three to five. That's what's great about the format - you don't have to want to.
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As far as optimizing goes, when I built a list, it was all instant speed kill-spells. It was pretty much every CMC2 "Destroy target non-x, non-y and non-z creature" that they ever printed. I think I would've been better off having a list of useful instants and supply the killing via recurring effects like Smokestack or something.
Toshiro is cool because, when people think of mono-black Commander, they're thinking "Grave Pact, the Deck". Big Mana, swamps matter, and sacrificing creatures for profit - couldn't ask for a more over-used and generic concept. You know - you commented on my Sahr list. Toshiro has you doing something different.
With 36 Spreading Seas in your sideboard, you will be ready for any shockland that comes your way. This is a neat variation on Merfolk - more midrange/control than aggro. How's it working for you? The gut reaction to cards like Talrand was "too slow for Modern" but I've learned not to judge. You name a deck everyone plays, and you can rest assured people said it would never work. A friend of mine runs Talrand as a commander, and that deck is really good. Your concept can probably do it.
I tried making this commander, on here, only, of course - - you did a better job of it.
You have a roughly 16% chance that any one card in your hand will be a 1 or 2 cmc spell - a 12% chance for a 1 or 2 cmc spell that isn't a response. This deck has a lot of cool, bomby, high drops. Its weakness will be against decks with an explosive early game and permission decks. The turn you tap out to cast a 9 drop and see it countered would make you a sad panda, indeed. I suppose the threat of counter magic isn't unique to your list alone, but it stings more when it's a bomb being countered, and not a low cmc spell that you can just power through by threat density. If you advance to late game with a board, your bombs are very swingy if they resolve, and a suite of indestructibles backed up by board wipes is nothing to sneeze at.
Some neat counterspells:Foil -- http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=222766Rewind -- http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=280222Delay -- http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=132228Familiar's Ruse -- http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146584Forbid -- http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397532Deprive -- http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193519
It looks fun to play.
How's the Silhana Ledgewalker working for you?
In Boros, Assemble the Legion has the capability to get obscene if left unchecked. One good way to make sure it goes unchecked is with a timely Jokulhaups followup.
I would love to pit my Endrek Stax against your Azusa the Bountiful. Green vs Black as true to color identity as it gets.
It's crazy what mono black can ramp like. It's not unheard of to be tapping ten on turn five under not too special circumstances.
Cool - I've had some really good players suggest I run it in the past, so it's probably going to pull its weight.
How is Herald of Leshrac working for you? I ended up taking out all the cards from my Sheoldred deck that use my opponent's cards. This Herald looks like a kill on sight to me, which is fine if it means Sheoldred actually gets to go around the table. In my games, I rarely get to return a creature to the battlefield - she dies before lapping the table back to me.
Glad you think so, too. I had to change a line or two each time, but thought if all the Sheoldred players put their heads together, everyone would win.
It's interesting to see how other people approach deckbuilding with the same general. Monoblack reanimation is such a powerful strategy. How competitive is your local scene? One big problem I had with my deck was dealing with answers - other people's answers to my threats. Black can't counter like blue can, but it's king of the hill in hand and deck removal. One for one gems like Thoughtseize aren't much use in Commander, but I've grown to love cards like Head Games and Sadistic Sacrament. Also, Myojin of Night's Reach... Here's how I approached building Sheoldred: http://www.mtgvault.com/baroncappuccino/decks/pain-without-love/ You'll see that great minds think alike, sharing a lot of key cards. Mine's been a work in progress since the Commander 14's came out. I'd just bought the black one and went to town with it. Maybe there are some ideas you can use.
It's interesting to see how other people approach deckbuilding with the same general. Monoblack reanimation is such a powerful strategy. One big problem I had with my deck was dealing with answers - other people's answers to my threats. Black can't counter like blue can, but it's king of the hill in hand and deck removal. One for one gems like Thoughtseize aren't much use in Commander, but I've grown to love cards like Head Games and Sadistic Sacrament. Also, Myojin of Night's Reach... Here's how I approached building Sheoldred: http://www.mtgvault.com/baroncappuccino/decks/pain-without-love/ You'll see that great minds think alike, sharing a lot of key cards. Of course, you know all of this, because we play together.
It's interesting to see how other people approach deckbuilding with the same general. Monoblack reanimation is such a powerful strategy. How competitive is your local scene? One big problem I had with my deck was dealing with answers - other people's answers to my threats. Black can't counter like blue can, but it's king of the hill in hand and deck removal. One for one gems like Thoughtseize aren't much use in Commander, but I've grown to love cards like Head Games and Sadistic Sacrament. Also, Myojin of Night's Reach... Here's how I approached building Sheoldred: http://www.mtgvault.com/baroncappuccino/decks/pain-without-love/ You'll see that great minds think alike, sharing a lot of key cards. Mine's been a work in progress since the Commander 14's came out. I'd just bought the black one and went to town with it. Maybe there are some ideas you can use. Gray Merchant of Asphodel might have a place in yours.
It's interesting to see how other people approach deckbuilding with the same general. Monoblack reanimation is such a powerful strategy. How competitive is your local scene? One big problem I had with my deck was dealing with answers - other people's answers to my threats. Black can't counter like blue can, but it's king of the hill in hand and deck removal. One for one gems like Thoughtseize aren't much use in Commander, but I've grown to love cards like Head Games and Sadistic Sacrament. Also, Myojin of Night's Reach... Here's how I approached building Sheoldred: http://www.mtgvault.com/baroncappuccino/decks/pain-without-love/ Mine's been a work in progress since the Commander 14's came out. I'd just bought the black one and went to town with it. Maybe there are some ideas you can use. Also, you seem to be short a card and slotting a second Burnished Hart to hit 100.
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