IrishJohn938

16 Decks, 29 Comments, 7 Reputation

I am open to suggestions and tips. I feel like the current Living End decks don't have a plan B. I want to have the Plan B built in, and Zombies rock

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Posted 16 July 2015 at 03:11 as a comment on Living Zombie

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I like the setup of your deck. It seems as though you have most of your bases covered. I suggest Lightning Axe as a way to get your venges in the graveyard, as well as spot removal. It is an underrated card. In my experience, Grim Lavamancer has been slow, however I play a heavier dredge style, so my graveyard has more in it that I want to keep.
Well done.

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Posted 19 January 2015 at 16:17 as a comment on Zombievine

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What I like the most about Commander is in line with what Episolon said. Some cards are just not effective in Modern or Standard, or incredibly situational, or I have one copy of an awesome card that is way out of my price range and I wouldn't be able to use competitively. Commander is an outlet for more of my cards to get played, and I have a chance to do some really incredible plays, like sudden spoiling an artifact deck with darksteel forge out and then cycling decree of pain. That is really fun.

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Posted 14 January 2015 at 02:58 in reply to #527831 on How to: Play EDH

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What I do in the face of decks with value card after value card is turtle up. By that, I mean I play a slow deck with ghostly prison, hushwing gryff, eidolon of rhetoric, spirit of the labyrinth, etc. A basic tenet of effective deckbuilding in any format is that if you know your opponent, you can do one of three things: Play more value (most likely), go underneath (small, hyper agressive, tough in EDH due to the nature of the format) or go over their strategy (tough with the Child of Alara Threat). No deck is unbeatable, and if you play the same person or people often, you can make a deck that will beat them. Then, they will be forced to change, and soon you will too. This way not every game is the exact same.

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Posted 14 January 2015 at 02:51 in reply to #528774 on How to: Play EDH

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I believe that an extra turns/ board wipe combo is very easy for Narset to pull off, however even "broken" commanders, like Arcum Dasson, can have fair decks. It depends on the player. To make a blanket statement like "that's a bad idea" or "unfun", what you are saying is you wouldn't make that deck or want to play against it. Those are different concepts. Using more first person language might help you communicate your points effectively without the judgement implied by a universal statement.

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Posted 11 January 2015 at 21:00 in reply to #528058 on How to: Play EDH

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I would build a Surrak deck. Narset is tough unless you have a lot of useful enchantments, or a super friends type build. Sidisi requires a specific type of build to really shine, a dredge or reanimator plus token buffs. Lots of cheap creatures and sac outlets, plus an elixir of immortality to keep from decking yourself. Surrak is a straightforward beat stick. Lots of creatures with enters the battlefield effects and big stuff for the win.

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Posted 09 January 2015 at 16:39 in reply to #528058 on How to: Play EDH

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Thank you, I fixed the error.

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Posted 09 January 2015 at 03:09 in reply to #528044 on How to: Play EDH

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To prevent the exile worries, Riftsweeper might be a consideration, or Pull from Eternity.

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Posted 09 January 2015 at 03:01 as a comment on Karador's Army of Undead EDH

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Some quick notes that I didn't notice in your explanation (which is great by the way):

Your general's color identity determines the cards you can have in your deck, i.e. If Rhys the Exiled is your commander, you can use green and black cards in your deck, because even though the black isn't in his cost it is in his "Color Identity". If your commander is Rofellos, you would not be able to use Rhys, the Exiled in your deck.

You cannot create mana that is not in your commanders Color Identity, if an effect would allow you too, for example if someone else played an Urborg, Tomb of Yawgmoth, your lands would be swamps tap for colorless mana unless your commander had black in its color identity. Same with mana rocks that allow you to produce any color of mana. Any color that is not in your commanders identity will be colorless.

Whenever your commander dies or is exiled, you are allowed to return it to your command zone as a replacement effect. Because it is a replacement effect, your opponents cannot respond to or interfere with this action because it doesn't use the stack. If your commander is returned to your hand, you play it without the 2 mana penalty. If your commander is put in your deck, you cannot choose to put it into the command zone, it must be placed in your deck as the effect specifies. If you choose not to return your commander to the command zone, for example if you have Jarad, Golgari Lich Lord as your commander, then your commander would go to whichever zone it was headed to in the first place.

I know that these rules are a little advanced, however they can be helpful to keep in mind when building a deck and also to solve conflicts during games.

http://mtgcommander.net/rules.php This link also goes into detail about other special circumstances and rules.

However, as mentioned by Northern Warlord, Commander is a format that was created for fun. Because Commander as a format is not sanctioned, there are no official "rules", they are suggestions decided by the community to keep the game fun for everyone.



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Posted 09 January 2015 at 02:37 as a comment on How to: Play EDH

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I see what you were saying. I like the guessing game you force your opponent into, and if you are really good at bluffing then your opponent won't ever be able to make the right choice. I imagine game 1s will be tough, but after they see what you are packing, it will create some unwinnable choices for them.

Good stuff!

Maybe drop a Divination and throw in a single Opportunity, that can help with card draw and not drag you down if you draw it early. Plus, it is an over 4 cost that draws.

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Posted 08 January 2015 at 22:13 as a comment on Master of Fears

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It did, thank you. I like steam augury, and I agree the goal of the deck is a little schizophrenic. I will try some stuff out. I really appreciate your assessment of the deck!

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Posted 08 January 2015 at 19:53 in reply to #527792 on Standard Delver

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Black Cat seems like it would be a good fit here in place of Woodlot Crawler. Maybe Breaking//Entering as well. Eight cards off the top for two mana is no joke. I like the flare and the flavor.

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Posted 13 August 2014 at 19:18 as a comment on Wicked Waters

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Sounds good. I bet with the reliable discard Gravecrawler can come back more often than Bloodghast. This is a really cool deck, I enjoy decks that have a singular focus. Unfortunately, I am not so good at making them :)

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Posted 12 August 2014 at 01:26 in reply to #493645 on I put a spell on you

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Abyssal Nocturnus could be a fun way to beat your opponent as well, even though your opponent would see it coming

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Posted 11 August 2014 at 18:42 in reply to #493645 on I put a spell on you

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Unliving Psychopath might be better at four than Skinrender. You get more use out of him, and with the buffs you can kill stuff without a mana investment. Undead Warchief might be a thought if you aren't worried about staying modern legal

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Posted 11 August 2014 at 18:40 as a comment on Zombies and shit

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Why not use Bloodghast instead of Gravecrawler. Outside of turn one plays, bloodghast is cheaper on average than Gravecrawler

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Posted 11 August 2014 at 18:29 as a comment on I put a spell on you

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The hydras would die, but if Athreos is out then that interaction is fun. You get it back in your hand, or your opponent takes three damage.

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Posted 10 August 2014 at 19:16 in reply to #493025 on Junk Revival

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Copperhorn scout would really help this deck take off. If you replaced the Heedless one with Craterhoof Behemoth you would have an endgame that is more resilient to threats. By basing your big hit on one creature, it makes you that much easier to predict, whereas the Craterhoof can come from nowhere and boost all of your creatures. Your card draw is pretty solid, helping you keep your hand full of gas to keep in the long game even with emptying it constantly. With the constant tapping and untapping, a Heritage druid might come in handy before your Archdruid comes online. It is a pretty solid deck, and looks like a blast to play. Finally, Primordial Sage does some major work in elf decks due to the massive amounts of creatures flooding the battlefield, and the mana cost is rarely an issue.

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Posted 30 June 2014 at 19:32 as a comment on Sloppy Elves

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I thought about using white for Martial Coup and Lingering souls, but I wanted more resilient and recurring methods. That is how I settled on Pawn of Ulamog and Genesis Chamber.

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Posted 16 May 2014 at 22:26 in reply to #465219 on Bitter Funnel

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If this is Legacy lockdown, maybe the Tabernacle at Pendrell Vale has a home here. It is a little expensive, but why not dream big? Or Chains of Mephistopheles. That card is a hoot.

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Posted 16 May 2014 at 01:51 as a comment on Legacy Lockdown Mill

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