I’m not opposed to using planeswalkers as commanders because they are legendary, but in general it’s not legal to use in tournaments. If your play group is cool with it then that’s great. You can use Verdant Suns Avatar because it has the same affect as the commander. Assault Formation is a must for the redundancy effect. You can use walls to greater effect as well. Try flying walls if possible. Also, giving creatures Vigilance would be very effective here.
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A snow tribal deck is a very interesting concept and I wish there was more support for it. I think Kruphix works here, but it sort of loses out color wise with not having some red or black. A lot of your sideboard would be effective in this deck. I made a comment about lands before and I still recommend between 33-40 but Kruphix is definitely an exception. Just try to use more land fetch spells because it’s crucial to ramp as early as possible. Cultivate is great and wayfarer’s bauble. You also need a finisher creature. Finales are only good if you have one big creature to impact the board. I like End-Raze Forerunners as a budget friendly finisher, and God Eternal Rhonas for a early power pump. Or just use Craterhoof Behemoth.
The new Nylea is good for this deck because she reduces the cost of creature spells, and Ivy Street Denizen or Forbidden Ancient for the +1/+1 counters strategy. Partner Commanders are effective. I think you should have a minimum of 33 lands because that’s 1/3 of the deck and you will need to draw in on lands to cast and between 33-40% of your decks should be lands unless you are playing around 20 one drop mana generators (which is a lot more than necessary normally). Try more token generators if you can for the Epic Struggle strategy or the swarm effect.
So I like this deck, but I have a suggestion. Hear me out, since you pillowfort and will become the archenemy mid-game anyways I was thinking you could add a card or two to finish early. INFECT. Seriously consider it but I understand if it’s too scummy to play in your playgroup or meta, but with all those keywords stacking on each other, then an Infect creature could end players a lot quicker. You don’t have to add many creatures either. Maybe [Grafted Exoskeleton] or [Priest of Norn] to add vigilance to creatures as well. Like I stated before, this is just a suggestion and I can see you have a efficient and reliable deck with purposeful cards already. Thanks if you read this comment and hope to see more decks from you.
I like it, but you can add [Klothys, God of Destiny] to the “Command Zone” for the deck layout because it would help to see the decks stats better.
I did a few practice draws and it’s reliability is pretty low when you have to get at least one [Treasure Hunt] in hand to win turn 5 or so. However, it still works with the 3 [Treasure Hunt]s. For me, it was 1 in every 4 hands I got a [Treasure Hunt] and I would reliably get one every 2-3 mulligans.
The cycle lands are fine, but I was just suggesting more efficient man-lands than [Mobilized District] because it cost 3 mana to turn on and the ones I suggest take 1 or 2 mana to go online. Having more islands won’t really help after 24 and he plays [Castle Vantress] and [Blasting Zone] which suggest he plans not to be completely dead if he inevitably goes mid-game. There is [Reliquary Tower] if he wants to keep his lands in hand, but that doesn’t really matter much because the opponent sees all the lands when he plays [Treasure Hunt].
Hey, I really like the idea for this deck, but it’s not as consistent as I think it could be and I have a question. First, is this deck for modern? If it is and price isn’t a concern then I recommend better man-lands that work more efficiently (ie Blinkmoth Nexus, Inkmoth Nexus, Mutavault) over [Mobilized District]. I also recommend just putting the 4th [Treasure Hunt] in because you will need to hit them all anyways and it doesn’t put you under while increasing your odds of having drawn it on turn one. The fastest I can conceivably see this deck winning is turn 3 with 3 [Treasure Hunt]s, but the likelihood of consistently winning turn 6 increases in my opinion with 4 of. Closing out a game on turn 6 is still relatively better that mulligans down until you hit a [Treasure Hunt]. This is just my opinion and I still like your deck regardless.
You brought up many points I didn't see clearly. I know somewhat about the meta and was concerned a bit about how mirror matches would favor. I still think you need a sideboard in case they run more basics, and I still very much like the deck and how it operates for the most part.
I see a lot of artifacts and surprisingly not a [Jhoira, Weatherlight Captain] in the deck, which is like the artifact queen. Just a thought and great deck otherwise
Hey, I was wondering if you thought about using [Shard Volley] over [Price of Progress] and maybe use [Spark Elemental] x4 over [Eidolon of the Great Revel] because even though you want to race your opponent, I believe with your mana base and curve that you would probably hurt yourself more. Also, maybe [Fanatical Firebrand] x4 over [Goblin Guide] because even if you wanted to kill your opponent faster, giving them card advantage doesn't normally help you. Or otherwise please consider a sideboard.
Then you need more Islands, because the [U][U] affects your curve. Or run [Scalding Tarn]s.
Is this a budget build? I reccomend dropping the [Concentrate]s for cantrips like [Brainstorm] or [Serum Visions]. Also, maybe drop 2 [Islands] for 2 more [Forest].
I think [Axebane Guardian] would fit in this deck to help ramp. [Assault Formation] works as well because it's only 2 mana.
I think [Instill Energy] would work great here. It enchants a creature and gives it haste, and basically vigilance for 2 mana.
Why not take out the 2x [Drift of Phantasms] and put in 2x [Mirran Spy] instead?
Have you ever thought about using [Soul Conduit] to switch your life total with an opponent’s after paying yours down? I find it works really well in a multiplayer setting.
Why [Minotaur Skullcleaver]? Why not [Goblin Chain-whirler] or anther goblin?
Can I tell you about this interesting card that would be perfect for this deck? Look into [Instill Energy]. It gives your commander haste and lets you tap her twice.
I like your commander and I like voltron, but I don’t really like your commander as voltron. It works to a certain degree, but there isn’t any real protection for him, which is vital for voltron. I recommend an aristocrats sub strategy centered around squee and just never let him go back to the command zone. You could easily generate infinite mana with the right cards, then mill with maybe [Altar of Dementia] or use more X burn spell like [Red Sun’s Zenith]. Just because he can be casted from the graveyard or exile doesn’t mean re-equipping him over and over won’t set you back.
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