dknight27

1,840 Decks, 2,582 Comments, 301 Reputation

I would pull 2 lands and the sabatage's for maxed ionize. They are just too good to ignore.

As for Carnage Tyrant, that's the question isn't it? I haven't seen a better anti-control critter in standard in a long time. Fortunately, and I believe firmly that this was on purpose, star of extinction is the answer. It can double as a side option against swarms if needed (honestly fiery cannonade is a fantastic nuke option), but this deck desperately needs 3 sided star of extinctions for game 2 and 3 against the tyrant.

It's also worth noting that your side is currently heavy on critter hate, as is the deck (even with the negate changes), so it would be a good idea to give the side some options against non-critter decks (mirror matches, grixis, jeskai, etc). The burn spells are fine, as they can go to the face, but essence scatter, lava coil, fiery cannonade are 9 basically dead draws against decks that use control or grind it out, so siding them out for non-critter hate will help bigtime.

0
Posted 11 November 2018 at 00:25 in reply to #619464 on Izzet Control v1

Permalink

In general this looks extremely solid.

I don't think you need 24 lands though, especially since none of them are tech lands (field of ruin).

I also see a couple balancing problems.

I hate running 4 crackling drakes, as you don't want one in the opening at all (hard to cast, conditional return). I would cut it down to 2 or 3. I have similar feelings about chemister's insight, as you don't want it in the opening, so maybe drop that down to 3.
Right now you have more than enough critter hate, but only a little non-critter hate. I would advise mainboarding 4 negates, as there are plenty of targets to take advantage of in standard with it.

I'm surprised to see no ionize in here, as its the flagship of control builds right now.

1
Posted 09 November 2018 at 21:01 as a comment on Izzet Control v1

Permalink

I hate running 4 thunderous wrath's in a burn deck, as if you have one in the opening hand its is a dead card the whole game.

1
Posted 08 November 2018 at 21:24 as a comment on 24 bolt

Permalink

Eternal witness and commune with the gods both work very well. Not a huge fan of noxious revivel in the mainboard, as it takes time and loses material

0
Posted 08 November 2018 at 20:13 in reply to #619206 on combo traitor

Permalink

Some fetch lands would go a long way in here, as your curve is pretty small and you are basically set after you hit 3 lands

0
Posted 08 November 2018 at 20:12 as a comment on Mono Green Stompy Aggro

Permalink

Not sure if 1 outlet for infinite mana that doesn't have haste built in is the best way to pull an otk. Shalai is good, as it will knock everything into the stratosphere, but its still semi-subject to conditions and removal (although it does protect the mana combo boys, which is lovely). Have you looked into any other outlets for the mana production?

0
Posted 08 November 2018 at 06:43 as a comment on Pmortis

Permalink

Bloodghast is an excellent card, but doesn't help you hit an infinite combo, so you have to decide if you want to win in small chunks or just go directly for the infinite combo.

The search options you are running can be improved on. Jarad's orders is PERFECT for this build. Grisley salvage is better than vessel of nascency, even if it won't fetch blasting station. Zombie infestation is no good, there are much better discard options. Collective brutality is an excellent option for that, as you can pull an instant/sorcery away from opponent that would hit you, as well as remove a critter threat or drain away while ditching a grave component, all for 2 mana.

0
Posted 08 November 2018 at 05:40 in reply to #619206 on combo traitor

Permalink

Unfortunately, if the land produces a color not in the commander's identity, you cant run it, or the mirrodin lands would dominate in here. Alas.

I see this deck going for between 150 and 200, which isn't that bad in commander (unfortunately). You could cut some of the more expensive cards (paradox engine, mycosynth golem, thought vessel, all is dust) if necessary to bring it under 100.

Ya, mycosynth lattice is just stupid in here.

0
Posted 06 November 2018 at 19:20 in reply to #619358 on Karn EDH

Permalink

As it stands, I'm not that big a fan of semblance anvil in here, as it eats material and is a terrible topdeck, and you have plenty of reduce cost cards and mana producers to speed things up.

You could also think about shaving off some of the agro bots, like traxos as memnarch is your win condition.

0
Posted 06 November 2018 at 01:20 in reply to #619332 on Memnarch Combo EDH

Permalink

Lightning greaves goes a long way in this deck

0
Posted 05 November 2018 at 22:49 as a comment on Memnarch Combo EDH

Permalink

It's starting to look better for competitive, but if you want it to be able to keep up in modern there are a few big changes that need to be made. The 1-drop counts needs to be filled up, specifically with 1-drop black discards like inquisition of kozilek, thoughtseize, duress, etc. They buy you time and disassemble opponent's ability to interrupt your combo. I would also run 4 fatal pushes.

Then there are some redundancies in the critter base and some better search options available.

1
Posted 03 November 2018 at 01:26 in reply to #619206 on combo traitor

Permalink

I think 21 with a healthy supply of fetch lands (6 or 7) would do just fine. A third of the deck is in the 1-drop spot, so you can realistically run the deck on 1 land for a couple turns if you have to, but with 21 you almost certainly wont.

Another thing to consider is dark confidant, as you can bleed forever in a build like this and not care.

0
Posted 02 November 2018 at 04:02 in reply to #619231 on Mardu Aristocrats

Permalink

This is a pretty tight curve. Even with the 2 tactical lands, I don't think this needs 23 land spots.

0
Posted 02 November 2018 at 02:13 as a comment on Mardu Aristocrats

Permalink

Metallic mimic is a fantastic card for this build, especially with bloodsoaked champion (comes back as a 3/2 battering ram every turn).

Yahenni's Expertise is no good in here. If you get in a position where you have to nuke, you've already lost (this deck swarms and basically nothing else).

I'm also not a big fan of running 3 duresses, as 3 copies of an anti-nuke/removal aren't going to be effective, and you aren't going to see many opening hands with one (which is where you really want to see them). You could either give a higher saturation of 1 drop discards (throw in inquisition of kozilek and kick em up to at least 7 copies), or you could take em out entirely, roll the dice on your speed vs opponent's removal, and swap in some field interaction like fatal push (etc) to pull out the blockers that buy time. I would highly recommend 4 copies of fatal push, as you really want to pull opponent's early critters off the board as fast as possible so you can steal turns with damage.

Mutavault is perfect for this too, as are some fetch lands (polluted delta, etc) to thin the deck out so you don't topdeck useless lands once you hit your operative curve (which is very small).

0
Posted 01 November 2018 at 19:45 as a comment on Straight Outta Compton

Permalink

What level of play are we looking to run this through? Competitive modern?

0
Posted 31 October 2018 at 22:03 as a comment on combo traitor

Permalink

From my read, this build is a little heavy on the win conditions vs reactive control. 10 damage producing critters (albeit some with control mechanics), on top of 4 snaps, and a walker-token producer, all of which is backed up by 4 colonnades is a quarter of the deck that proactively seeks damage, which I've always found to be too high a ratio. It leads to some opening hands without control elements at all and some middle games where you have redundant board state with no way to protect it.

I've also never been a fan of the unsaturated mana leaks, as they are best in the opening so 2 copies tend to be far less effective than 4. I like 4 remands much better.

You also have a high saturation of critter hate, but very little against non-critters, so perhaps consider pulling a few removals for some negates or the like mainboarded.

Personally I've never liked the restoration angel/snap combo, as it requires a HUGE mana commitment over a 2 turn spread (first snap is 2 plus the spells cost, angel is a 4 drop plus the cost of the spell, so at min the whole thing runs 8 mana (if you choose 2 1-drops to flash back). I do like the angel and the clique, but im not sure if that justifies running the angels at all.

Just my thoughts, not trying to beat the deck up

0
Posted 31 October 2018 at 05:20 as a comment on UWR Midrange

Permalink

I like evolving wilds over meandering river, as even with the jump-starts you will be topdecking a lot of lands you don't need. I would consider dropping it to 24 lands as well (4 glacials, 3 field of ruin, 4 evolving wilds, then basics).

I'm also still a little concerned with the 11 4-drop count. As it sits, you have plenty of anti-critter (12 including 8 nukes). I would shave off 1 settle the wreckage and 1 chemister's insight (along with the land dropped suggestion) will let you run 3 mainboarded negates, which will help fix the curve and balance out the interactions.

Just my thoughts

0
Posted 28 October 2018 at 22:10 in reply to #619083 on Azorius Control Budget

Permalink

Even with 26 lands, the curve here seems way too top heavy. Realistically this won't get in gear until you drop your 4th land.

0
Posted 27 October 2018 at 18:01 as a comment on Azorius Control Budget

Permalink

This deck is extremely 3-drop heavy. I would suggest lowering the curve to get some speed going

0
Posted 27 October 2018 at 01:44 as a comment on Goat Chroma

Permalink

The curve im seeing here doesn't seem to add up. The majority of your critters are 3 drops, so you can't drop spirit guide turn 1 unless you get super lucky and draw 1 of the 4 -drops in here. I would consider working in more 2-drop critters if you are willing to drop material by running the spirit guide to achieve tempo

1
Posted 26 October 2018 at 18:35 as a comment on Midrange Minotaurs

Permalink

661-680 of 2,579 items