I discovered some cards I was originally unaware of so the deck has changed substantially. I dropped the white since I was primarily using it for Double Strike. Lizard Blades accounts for that. I'm getting Lifelink from black now. That opened up slots for removal and card advantage.
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Absolutely. But limiting the opportunity as much as possible is the point.
I don't know how I haven't done a Deadpool, yet. I'm on it.
X-draw cards and mana rocks that let you draw:Stroke of GeniusFascinationProsperityMinds AglowFinale of RevelationJushi Apprentice (for Tomoya the Revealer)Mind SpringPull from TomorrowSkyscribingConqueror's GalleonVoltaic KeyMagnifying GlassSerum PowderHedron ArchiveCoveted JewelDreamstone Hedron
The firs time I played this deck, it went off on the fifth turn. Thanks to Scourge of Valkas and Lathliss, Dragon Queen, it killed all three of my opponents.
With Commander being primarily a group format, I'd swap out at least some of the spells that deal damage to "target player" with something that deals damage to "each opponent". There are quite a few red creatures that tap to deal 1 damage to each opponent. That way, the more opponents you have, the cheaper your creature spells get with each ping.For example, Lobber Crew taps to do one damage to each opponent and when you cast a multicolored spell, you can untap Lobber Crew. Let's say you have 3 opponents. You tap Lobber Crew to deal 1 damage to each of them which reduces your creature spells by 3 mana for that turn. You play a B/R creature with CMC 5 or less for 2 mana which allows you to untap Lobber Crew. Tap it to deal 1 damage to each opponent again which then allows you to play a creature with a CMC of 8 or less for 2 mana. As long as you keep playing multicolored creatures, you'd be able to play bigger and bigger creatures for 2 mana.Along with Lobber Crew, there's also Lightning-Rig Crew (untaps when you play a Pirate spell), Nettle Drone (untaps when you play a colorless spell), and Thermo-Alchemist (untaps when you play an instant or sorcery).With all that available, you could also get some high-cost Eldrazi into play for cheap or even for free. If you had some creatures with X in their cost, you could pump a lot into X for very little mana. "Grenzo, Dungeon Warden", Endless One, Balduvian Hydra, Lightning Serpent, "Maga, Traitor to Mortals" (which could also further decrease creature spell costs). If you play, "Maga, Traitor to Mortals" before your other X-cost creatures, you could make those other X-cost creatures ridiculously big. You could also play a Gray Merchant of Asphodel or Fanatic of Mogis before the X-cost creatures to give you a huge boost if you have a lot of black or red mana symbols on permanents you control.
Oh, oh! Definitely get Arcane Lighthouse, Detection Tower, and Glaring Spotlight. If you can't target their stuff then you can't exchange. You can give all day, but it's beneficial to exchange when you can.
I built a similar deck with the same in mind. We have some similar ideas: https://www.mtgvault.com/adamkomar/decks/immigration/The linked deck is actually very different from the original version which mostly had Defenders and creatures that dealt damage to their controller in some way. It turned out to be very slow and uneventful so I made major changes and I have high hopes for this new version.I found that Conjured Currency and similar cards that allow your opponents' to choose what gets exchanged causes more problems for me than it solves so I took it. For the same reason, I got rid of Avarice Totem and Eyes Everywhere. I haven't found a spot for them in my deck, yet, but I prefer cards like Pacifism or Arrest over Propaganda and the like for this particular deck. They may not have enough mana to attack you, but they can attack or block other opponents with creatures like Steel Golem in order to get rid of them. It would be better to give them Steel Golem (and similar creatures) then lock the creature down with Pacifism/Arrest. After that, it just sits there giving you life and cards while preventing your opponent from playing creatures.I tried using Defenders initially, but it didn't go as planned so I went another route. Also tried creatures with Echo, Vanishing, and Fading. Again, not good. You definitely want your opponent keeping what you give them so creatures with built-in ways of dying outside of combat don't work great for this idea.It's good to have multiple win conditions, but I think you may be trying to do too much. Lab Maniac and Felidar Sovereign are great since it's just one card that you need in addition to your Commander to win. But if you're going to mill for the win then commit to it meaning add more of it to the deck in lieu of some of your other ideas. But then the main idea of the deck would start to stuff so I'd just drop the mill altogether. Instead, cards that either allow you to exchange control of cards or protect your side of the board. Check my deck for a few exchange-control options. I'm not running them myself, but cards like Darksteel Plate and/or Mask of Avacyn are great to put on Zedruu. I find it hard to commit to this Commander's mechanic and have plenty of protection for him.Elite Arcanist is good for multiple uses of any exchange-control spell.Regardless of what you decide to do with it, it's a fun concept. Even opponents think it's fun.
You watch your mouth, sir/madam/thing. Serra Avatar is a classic. Like a Gremlin.
Angelic Chorus, maybe?
Platinum Angel.
I'd go with Fledgling Dragon instead of Shivan Dragon for the theme and it can effectively become a Shivan Dragon if you get Threshold. Throwing in some Phyrexia's Cores will get you better use out of the Wellsprings and get you closer to Threshold.
Standard is slow, but it can be faster than this. If you're deck isn't capable of winning by the 4th turn then it's too slow. That's not to say it will consistently win by the 4th turn. It just has to have the capability to pull it off.
I feel like this would be too slow. You have no first-turn drops. In Standard, you have to be fast. Maybe Gitaxian Probe, Preordain, Ponder or Visions of Beyond for some early card advantage. Signal Pest for some extra combat damage. Soul's Attendant to prolong your own death for awhile. Combined with Venser, that could prolong it even longer. Unsummon to slow your opponent down or reuse your creatures' abilities.
I'm failing to see how this works. I understand the first turn just fine. The second turn is where you lose me. Myr Galvanizer only untaps each other myr you control. It doesn't untap the Hellkite since it's not a myr and if the only myr you have in play is one Galvanizer then it's not untapping anything at all. Also, regardless of how many Paradise Mantles you equip onto a single creature, the equipped creature can only activate one Paradise Mantle's ability when you tap it. You don't get two mana of any color by tapping the creature one time. Tolarian Academy is legendary so two of them can't be play at the same time.
I'd go red/green like this: http://www.mtgvault.com/ViewDeck.aspx?DeckID=166482
With the necessities of the deck being Blasting Station, Grinding Station, Enduring Renewal, Ornithopter and Memnite, I would make the rest of it card-drawing for yourself. If you can find cards that have another effect like removal plus it lets you draw a card, that would be even better. A few suggestions: Cryptic Command (probably not the best idea for a multicolored deck since it costs 3 blue and a colorless) Into the Roil Repeal Repulse Sawtooth Loon (Bounce itself and you can use its other "comes into play" ability) Symbol of Unsummoning Dismantling Blow
Here's a mana-cheap version: http://www.mtgvault.com/ViewDeck.aspx?DeckID=159396
You can also go with the old Horseshoe Crab+Hermetic Study trick.
What about it isn't working right when you play it? Is it just slow? Are you not getting the right cards at the right time? Does it always play differently than it did before or is it consistent?
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