This is a bunch of cool spells, but I would say this deck is way too slow. A burn deck is looking to win on turn 4 or 5; many of your best cards don't come out till turn 6. Also, given that many of your win conditions are high cost, Wolrdfire will only end up hurting you as much as you're opponent. If you want to make good use of it, play a much lower mana curve. Overall, this remind me of my old red deck, but even that is proving too slow. I'm aiming to upgrade to a faster pure-burn route: http://www.mtgvault.com/ViewDeck.aspx?DeckID=309399 - Old deck http://www.mtgvault.com/ViewDeck.aspx?DeckID=381005 - New deck
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Lich's Mirror also shuffles away. Loop broken. Also, you have to win with half a deck of cards that don't do anything until you win. Good luck.
I took out some x-damage spells since trying to hit 40 damage was proving quite hard. If I could find some reliable damage-multiplication effects, I might bring them back. Though now I consider it, 'Red Sun-shuffle- tutor-Red Sun again' is actually pretty awesome. Thanks :3 As for land, I'm not sure how many land you'd recommend, but I run quite a lot of mana sources. I tend to get the mana I want, when I want it though... Lastly, Bringer of the Black Dawn is awesome. I shall; do my best to acquire one.
Since this EDH, you have much more time and mana, and much less ability to agro in the early game, since you have no playsets and cannot easily deal 40 damage from small creatures. Therefore, I would advise you drop the smaller creatures in favour of more cards like Mephidross Vampire and Sheoldred that provide really horrible effects. Bear in mind that with the amount of board-wipes and removal, a creature needs to be worth playing even if it dies a turn later. Secondly, you might find that you have a more relaxing game if you drop red altogether; it seems to me that splashing red will only give you problems for getting the right mana balance, and also hinders Vampire Nocturnus. Personally, I love red, but I think having only a little is weak. Check out my own Red/Black deck for comparison, and offer your own ideas :3 http://www.mtgvault.com/ViewDeck.aspx?DeckID=355391
I think you ought to be careful of relying to much on your general as a win con; when people see who she is they are likely to make sure they have removal and counters ready for when she is played. My own EDH deck could use some thoughts, if you have the time... http://www.mtgvault.com/ViewDeck.aspx?DeckID=355391
My word, do you actually own all these cards? I am amazed by the sheer wealth and power embodied by the deck... That said, I imagine that people don't carry enough answers for a flood of planeswalkers. I can see how this would work. I'm working on my own deck, my first attempt at EDH. Advice is welcome :3
What with the land-affinity cards you have (Vorinclex and Dungrove), I'd have thought that Viridian Emissary >Llanowar Elves, since every extra forest is better than an extra G in your mana pool. You could even go with 4 Emissaries and 2 Naturalises in mainboard, to provide better response power... 3W :3
The main problem I see in this deck is that your only solid strategy is "Ply general, then cast spells to combo". What if Sedris is countered, or destroyed, or taken out by a board-wipe? Try to explore the various awesome cards available to you in Grixis colours; you'll need all the ploys you can get =) Of course, keeping Sedris alive is great: have you considered Darksteel Armour or Lightning Greaves to afford some protection? Second, you seem to have an awful lot of ramp cards, and about 40 land; I personally find that I can get by on much less (and I run a higher mana carve than you), and you may find that you have too much land. Thirdly, look at some better draw power: Blue Sun's Zenith is potent, especially with all the ramp, and Mind's Eye lets you soak up spare mana to get more cards. For comparison, check out my deck. It's not finished, but then again, it never will be: it's in a constant state of trial and improvement... http://www.mtgvault.com/ViewDeck.aspx?DeckID=355391
All seems to be in order; the direction is good, but some cards could be improved; Jace's Ingenuity and Llanowar Elves are two examples of cards that could be easily replaced with cards that are 'strictly better'. Next stage is to play it; find the combo's you like and work on how to make them happen more often, and find synonyms for your favourite cards and effects. SInce this is based on what you own rather than what you can imagine, you'll probably have a nice long road of trial and improvement in front of you. Good luck =3 3W
Not bad. My only objection would be that if this is played outside of a tournament, you have a responsibility to not be a total dick. That aside, this looks hideously effective. You could consider adding something like Geth, allowing you to produce other people's creatures. Keeps your creature count low but gives you a large potential for damage.
It should be noted that I am also limited by cost, since this is a deck I have built in real life, and I am no millionaire.
I'm trying to acquire more tutor cards; in addition to those you suggested, I also like Beseech the Queen. Browbeat is also a good call (I think I have one somewhere). Can you name some better pay life/draw cards other than Sign in Blood? I tried running Phyrexian Arena, but it seemed to cost me too much life in the long run...
For ramp spells, look at Rampant Growth and Harrow For proliferation of your +1/+1 counters, get something like a Contagion Engine (replacing Gilder Bairn) More Dungrove Elders is an easy improvement; in a mono-green ramp deck, they are horrendously effective.
All of Koth's abilities work on mountains; he's a waste of space and money if you don't play him in mono-red.
This seems amusing, but I wouldn't want to go to a tournament with a strategy that revolves around ramping ten mana in five colors and activating a single artifact. As a rule of thumb, don't play a deck that has a single, vital card, otherwise a clever side-board will wreck you.
My own Kaervek deck, in case you're interested: http://www.mtgvault.com/ViewDeck.aspx?DeckID=355391 3W
In my opinion, you want to consider the context in which you play EDH. Traditionally, you play in multi-player with 40 life, and you have unwritten rules about letting people play some cool cards before you wipe them out. This means you will be playing a much longer game, and consequently a good EDH deck has a far higher average mana cost. Consider. for a start, how a larger number of players will increase the number of available targets; you need board-wipes to deal with the potentially vast number of creatures on the board, and others will have them too. This makes small creatures weak, since you cannot rely on having them at any time, and you cannot agro someone down form 40 life. The large number of players leads to a large number of counters and removal spells; invest in resilient creatures (uncounterable, hexproof, indestructible, etc) and protection cards, as well as creatures that have a useful effect as soon as you play them. Often, this is found at a far higher mana cost (Titans, praetors, dragons etc) Furthermore, look for ways of hurting several players at once, especially passively, so that you don't run out of options half way through the game. Enchantments are very good for this, and you're going the right way with Painful Quandary. The style of punishing players for playing spells goes very well with Kaervek, and I would advise Manabarbs, Wound Reflection, and Oppression to add to the pain, as well as Exquisite Blood so that you profit as well. Finally, get some duel lands and useful utility-lands; they can be very useful tools. I should point out that i only have this much to say because I recently put some effort into building my own EDH deck with the same general. I will publish it's current form on here soon, and will add a link in the comments when I do so. 3W