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Zethi is an unusual commander, as she offers a storm strategy in a color combination that isn't well known for that theme. Exiling instants for use on any of your later turns is pretty strong, but she comes with her own downsides. She needs to attack to copy the spells she's exiled, but she's only a 3/3. Attacking recklessly might be ok in the early game but even for the most creature-weak deck a 3/3 is pretty easy to kill with blockers alone, and opponents will be incentivized to do so when they realize your deck entirely revolves around her. Additionally we need to pay for all the spells she copies, meaning we often have to choose whether we're dedicating our mana to cards in our hand or the cards she's stored, which slows us down. If we want to add cards to her mana pool, we have to bounce her back to our hand and recast her to add those cards, which also slows us down. We have to cast the spells we want to add to her pool prior before we can target them in the graveyard, which slows us down further, and we generally need 6-8 instants available to us as a storm deck, which greatly increases the cost of our commander, which slows us down even more, and because our multikicker is white/blue only and most of our cantrips are 1 or 2 mana, we get little value out of sources that produce colorless mana, so we become more constricted on our mana options.
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Now that we know the challenges to her success we can design accordingly. To avoid hefty multi-kicker costs we instead copy Zethi herself, so that when we attack we'll make more copies of the spells originally exiled. This way we can cast her for 4 or 5 mana at the start and kick 1 or 2 instants, then we can build towards our 6-8 instants through the copies rather than reinvesting another 7-9 mana to recast & kick Zethi. Thus we're running cards like strionic resonator, vesuvan duplimancy, and helm of the host. We're using cards like resonator over Sakashima because they also have per-turn target flexibility, and even though Helm is comparable in cost it can scale our spell-pool much farther when left unanswered. Copying also offers the benefit of multiple instances of high-value instants. Having 4 Swords to Plowshares can wind up being more powerful than having 1 Swords to plowshares + pongify + generous gift + rapid hybridization. As an aside, I'm not a large fan of the later cards because the tokens they create are strong enough to block and kill Zethi without the right setup on our end, so they can work against us.
Additionally copying helps us to circumnavigate our lack of haste effects. Have a copy of her on the field, bounce the original to your hand and recast her to add your desired instants, then attack with the copy to immediately cast those newly added instants! This will be very useful when you've just used or discarded cards like Cyclonic Rift, Teferi's Protection or Beacon of Immortality, otherwise you give each opponent a full turn to answer you after you recast her and add those instants.
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Because she always needs to be protected we'll be running cards like mother of the runes and crystal shard. Permanents are important here because we always need them on hand for defense and evasion. Protection instants are nice and can be exiled by Zethi, but once they're added they'll only protect her during combat. Being able to answer removal during main phases and during your opponents turns will be necessary. Similarly we'll want dedicated and consistent card draw since most of our spells are low-cost to cast, so we'll be running things like Rhystic Study and Archmage of Emeritus. Cantrips for both effects are still included however. Our bounce permanents will also work double duty to add spells to our pool to recast her if copying her is unavailable.
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To avoid always needing to play the spells we want to put in Zethi's pool we're running connive effects like Ledger Shredder and discard spells like Faithful Mending and Frantic Search. Some of our most powerful cards we can add to Zethi's pool require us to discard them rather than cast as well, so having some discard available for those setups is needed.
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Because so much of the deck is dedicated to storm we're also running a decent amount of lifegain, both to help with our inevitable loss of life due to our lack of blockers and because they'll still play into our storm cards and thus simultaneously aid us towards our win conditions.
This deck wins through commander damage or direct damage from Aetherflux Reservoir, Sentinel Tower, or Sphinx-Bone Wand.
There's many different ways to get to commander damage kills with this deck:
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Graveyard hate, cost-increasers and early removal of your commander can all be devastating to this deck, making it all the more important that you have some available protection to your commander when you play her and retain your own removal spells for things that will put you under.
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