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Sisay, why do your Turns take so long Captain (EDH / Commander)

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Changes as of 31.05.2020
I stopped working at a MTG-LGS. I was really invested in working there so after quiting I found myself with alot of free time and also it sparked my interesst in playing commander again what was not possible for me before since I was working alot. The first thing I did was revisit basically the last year of MTG-Releases and scavanged everything for possible EDH playable cards. Getting a grip on all that I came back here and started upgrading all my decks with the fancy new cards that have been put out there by wizards lately. After that is done as off today I want to invest some more time into also upgrading all the descriptions for my decks to see how my perspective changed aswell over the past years when I orinially did this. So let's dig in:

Ay lmao I just talked about nostalgia and emotions on my last review and bam here we are, nothing xD I have no personal story or memories for this deck. I just wanted to proof to a friend and also myself that you can build a superfriends deck without making it a degenerate combo deck full of tutors please just ignore the fact that Sissay, weatherlight captain is the commander of the deck right now :D.
I started this deck out with a Ramos, the Dragon Engine as the helm and wanted to keep it that way until Modern Horizons came out and Sissay was reintroduced even fiercer and definetly hotter than ever before. I refused to make her the commander of this deck due to the reasons mentioned earlier but eventually gave in when I got bored having two Ramos Decks. For me it is neccesary to have this deck at 5 colours because I want to have 100% of the planeswalkers as options available. There is no combo in mind I just picked the ones that seemed like the best fit.
It's very difficult to find the appropriate playgroup for this deck. It is farely strong but also somewhat slow and for sure annyoing to play against because it's unavoidable for me to take lenghty turns with all the options triggers and abilities available to me. I often find myself wanting to play the deck but not picking it because I know it takes lond and is tedious to play against but I would really like to play it more often since it is a lot of fun if you're the commanding person behind it.
With this deck you also have to keep in mind you are responsible for how strong you want it to be. With a tutor in the command zone you have a ton of options and you can try to close the game out really fast or just go for a streched out value driven game so this is on the other hand a very flexible deck on the powerscale and you can decide every time where you want to put it.

I hope you liked this very small Insight and please provide me with any kind of feedback or question
As always don't forget to have fun!


Hello!
It finally happened :). I build a Superfriends Deck. I mean it had to happen right? At some point every edh player considers this idea.
Maybe you know me I build quite a few decks by now so thanks if you came to this by looking around really appreciate it! If not leave... nah just kidding it doesn't matter of course I hope you still enjoy my style and maybe have a look at my other brews.
Leave any recomendations and questions in the comment section.

Let's get going then.

You should like this if
Planeswalkers. YES
Long games are your thing
Controlish play feels good to you
Having big flashy turns
You are into table politics

You probably dislike this if
Being an easy target bothers you
Not having a big impact in the early to mid game
Planing out things, thinking ahead alot, predicting and playing around stuff is to much for you (no insult! EDH can get difficult on it's own)
Want to win alot of games

The last disclaimer before starting. This is my take on the so called 75% building "challenge". That implies that I take a step back and make a deck less powerfull than possible by excluding some cards.
If you want to go 100% you'll have to play different Walkers, you should play brago king eternal and the best extra turn spells the game has maybe land destruction even countermagic infinite mana stuff etc.

I opted for a less powerfull version because I have quite a few very strong decks and I wanted a slower control deck to enjoy strechted out edh games. Still that of course doesn't mean I left all the goodies out I still wanna win in the end and you need powerfull cards for that. The general idea is to keep getting value from the walkers to finish with a big turn at some point by using 15 or so mana to cast some loyalty doubler and ult 1-3 walkers.

Walkers=Planeswalker
Ult=The last ability on some walkers that usually cost alot loyaliy and does something insane.
Ok so here we go.

So superfriends. With Ramos Dragon Engine. huh. Why?
Why Superfriends?
In my opinion planeswalkers are the coolest card type in magic. I like the concept of them and also from a lore standpoint.
They give you constant value, give your opponents targets to attack and interact with. You normally can't use them that well in edh.
They are perfect for a control style deck because the value they provide while being wanted to be protected.

Why Ramos Dragon Engine?
Well three main reasons.
1.I 10000% wanted to play 5 color no matter what. I just didn't see myself not having access to all the planeswalkers in the game so excluding a color was not an option.
2.He has nice synergy.
Planeswalkers want counters, ramos wants counters nice!
Ramos wants many colors, most of the good walkers are multicolor!
We want a lot of mana at some point he provides that and there is the potential to go off early in the game if he goes unchecked. A turn 5 ramos that is left unchecked can provide you a turn 6-8 win by just ulting one walker.
He is an awesome blocker!
He provides a win condition in itself since he gets big so fast you usually need only 2-3 combat phases with him to defeat one opponent already.

  1. There is simply not that many good options in five color and he clearly is the best one in my opinion.

Changes 25.05.20:
I started working at a MTG Shop and suprisingly that led to me taking a huge break from checking and playing Commander.
Over the last days I rewatched an entire years worth of Magic Products and my Head is steaming. After that I started upgrading my decks and this got to be the first gem I'm polishing.
My mindset changed alot and I generally want to take a more casual approach to some decks so I have a so to say toolbox of decks and can pick appropriately to the playgroup. This deck is the perfect deck for me to take the casual slow and durdely approach. You can improve this deck alot by putting in tutors and different walkers. So here are a few words on the changes.

Honestly I didn't play this deck alot and a bunch of cards havent even seen play yet so it's still in a trial and error phase but I already realised that card draw is a problem so I tried to change that with different walkers and putting in a few cheaper card draw options that still synergize aka. the "draw on cast for legends" cards. I also just put a few new cards to try them out the Ultimatum seems very hard to cast but the mana base looks like it should handle that and the Repeated Reverberation seems super flashy but I assume I'm gonna cut it at a later point. I put the sylvan library even though I tried avoiding it but I need the draw I can spare the life since people attack the walkers first and it's too good with Golos.
Ah yeah the Commander of the Deck changed, lol maybe I want to mention that <3 :D. Compared to Ramos there is a few Pros and Cons and I'm unsure if I would have changed it if I didnt already had a second Ramos the Dragon Engine Deck initially when I build this Deck Golos wasnt released and Ramos seemed like the best 5-Color Option but now with Golos I wanted to switch. Ramos presented a huge threat and provided alot of Mana for explosive turns so I'm a little afraid I will struggle even more closing out games now but then again Golos provides tons of Value late in the Games and getting more Mana or a specific Mana fix or one of the few tech lands is amazing. I'm not expecting to win with this Deck alot and also I won't play it much it's annoying for the opponents and sometimes tedious to play but I really enjoy it when I play it and want to have the option.

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This deck does not appear to be legal in EDH / Commander.

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