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Messages - Fuzzy2Wasy

Pages: 1 [2] 3 4 ... 7
16
I took a quick stab at making a "powered down" casual, under $100 version of the deck

https://deckstats.net/decks/161626/3288895-snakes-on-a-plane

17
I "only" added Kozilek so I can shuffle  ;D

The 12/12, draw 4, Annihilator 4 are just bonuses to ANYTHING else that lets me just shuffle :) :)

18
Commander Deck Reviews / Re: Prepping for a casual budget tournament
« on: November 13, 2023, 06:36:42 pm »
Hey Budget Queen! 

This looks like a fun deck, nice job. 

I admit I haven't taken the time to read through all the posts, I see you got a lot of good tips.  I did pick up on a couple things for your tournament specifically though. 

1. (I think) You mentioned that when you have played, board wipes are a problem.  Is this specific to your meta?  Maybe it is in my playgroup, I don't play with the "public" much at all anymore, but we have mostly taken board wipes out of our decks, favoring more aggressive play and not slowing down the sessions.  We would rather have someone win in 40 minutes and play again, than drag out a 3-4 hour game full of wipes.  I kind of felt like that was where EDH was heading in general, so I felt like dedicating a lot of card slots to protection from wipes seemed unnecessary to me, but I realize every meta/group is different. 

2.  You are very focused on lowering your curve / lowest CMC cards you can for the slot of what you want the card to do.  In general, I know this is a good idea.  However, I feel like if there are a specific couple of cards that you like/will help your deck win and they are on the higher side of CMC, it's ok to have a few in.  What you really don't want is a hand full of 6 CMC cards on turn 6, because if that's the case you're probably toast.  But if you have 1 CMC 6 card in your hand on turn 6+ and it's a potential finisher for you, It's perfect.  I guess my point is, I wouldn't be too committed to getting the lowest CMC thing in the deck.  Sometimes there are very important reasons you would want the higher MV card for what it does for the deck.  To me it's "Spend the mana you need to spend to do the thing you need to do", not "spend less mana to hope to do the thing you do". 

As for a card I LOVE in EDH that I don't think gets enough credit, is Wedding Ring!  I think it may be a bit pricey $ these days, but I would look into it.  In current EDH world, I feel there is usually at least 1 player at the table drawing a ton of cards, and often you have multiple good choices which player you want to "align" with.  In my experience, it is very useful to make the player who is dominating early game sort of not look at you as a threat until you start popping off, buying you valuable time as your opponents beat each other up.  Especially in mono white where you may be a little slower to get your board set up and maybe not quite drawing a ton or ramping a ton, IMO the value is very hard to see by reading the card but the way it plays in-game is huge. 

Just my thoughts, enjoy!

19
Deck Reviews / Re: [Standard] novice deckbuilder looking for advice
« on: October 31, 2023, 06:13:47 am »
I have never made a paper 60 card deck and only played a little on Arena, so take this with a big grain of salt, but I concur with C_I, if you have two cards that you want to brew around, make those 4-in cards for you, especially as they as in your 1 drop slots. 
Seems fun, happy brewing!

21
Commander Deck Reviews / Re: Help Dommy Mommy Step On Some Balls
« on: August 17, 2023, 07:05:40 am »
Ok, you want oppressive I've got oppressive haha.  Honestly I'm giving your deck a review for the great title!  +2 from me if I could  ;D

While I'm not sure these cards will fit any tribal or theme, they are goodstuff cards that are oppressive and will make your playgroup quiver. 

If the OG Dual lands are available on the platform, you def want the ones that never enter tapped and can make two colors of mana
Badlands, Bayou, and TaigaInventors Fair for some minor lifegain but more importantly to tutor for the equipment you need at the right time. 
Asceticism
Resurrection Orb
Mazirek, Kraul Death Priest
Everyones least favorite goblin - Dockside Extortionist
TERGRID, God of Fright (seriously, punishing)
It That Betrays is another Tergrid but causes opponent to sacrifice two things on attack
Terastodon is a Beast Within on steroids
Vorinclex, Voice of Hunger
Dictate of Erebos
Grave Pact
Manabarbs
Mogis, God of Slaughter
Sulfuric Vortex
Harsh Mentor
Sire of Insanity
Death Cloud
Torment of Hailfire
Fiendlash
Court of Ambition

That should give you plenty of options to mix and match what you like. 

Have fun!

22
Commander Deck Reviews / Re: Help Dommy Mommy Step On Some Balls
« on: August 17, 2023, 12:46:10 am »
My general thoughts:

Lands - Seems like budget isn't much of a consideration for the deck, so I would cut lands that enter tapped and/or don't have a sub-type, out go Bloodfell Caves, Golgari Rot Farm, Gruul Turf, Rakdos Carnarium, Darigaaz's Caldera, and also Rogue's Passage is out because you WANT your commander to be blocked for those triggers.  If it were me, I'd put in some basic lands.  If someone plays a Blood Moon on turn 2 or 3 your game is over.  Urza's Saga to go find that Shadowspear.  A lot of your lands enter untapped IF you control forests, mountains, swamps, so more of those sub-types the better to let your duel lands enter untapped.  Overall, your land count seems a touch low also, but if you are ramping enough and drawing enough cards it doesn't seem like a big issue, but I would probably try and add like 3 more lands and get your total to 38.

Artifacts - I notice you state that equipment decks aren't really your thing, but the fact that is what it sounds like you are trying to make I feel like you are a bit light on actual equipment.  As far as equipment you already have, I would just mention be careful about the Swords.  Obviously SoFF is REALLY good, so I'm not gonna say take that one out, but as for SoFI and any others you contemplate, keep in mind if your Commander has protection from too many colors then your opponents can't block it, and thus you won't get your fun triggers.  Mithril Coat is up to you.  Commander is already indestruct on your turn, is it worth a slot for making it always?  I'm not so sure.  I've never thought the 8 mana (3B) for Vorpal sword was worth it and 3B might be surprisingly hard to come up with in a 3 color deck.  Maybe not.  Anduril, Flame of the West do you really need 2 1/1's? I don't think this advances your game.  Nemesis Mask all-star for the deck.  If it were my deck, I would lean into Deathtouch and Trample which it seems you have a good amount of.  Assigning 2 damage to each blocker if you have deathtouch (and if they aren't indestructible) results in triggering your Commander.  There are lots of equipment that grant these abilities Shadowspear, Sword of Vengeance, Haunted Cloak, Embercleave, Tenza, Godo's Maul, Blazing Sunsteel could have some very fun tricks, Kaldra Compleat.  I would also think about adding Blackblade Reforged to ensure you always have the beefiest hitter even against the toughest blockers. Hammer of Nazahn makes your Commander always indestructible and pay the equip cost of all other equipment for free.  You say you want to be oppressive, nothing is more oppressive than Worldslayer, Grafted Exoskeleton could also be 1 hit kills for your Commander, as well as anything that gives double strike.
Darksteel Forge if your playgroup learns to start blowing up your toys.

Enchantments - The ones you have are a little all over the board, but all are good in the deck, although personally I'm not really into the Umbra's.  Bear Umbra for the untap is good, but the others don't seem good enough to me.  Spider Umbra especially you don't have much Vigilance and you are attacking with your Commander, what good does reach do you?  Boar Umbra just not enough.  Spider Umbra, I guess if you are playing the deck and not drawing enough cards to play but I think there are MUCH better draw spells in Jund colors.  Good to add are Unnatural Growth, Rune of Might or Rune of Mortality to lean into deathtouch and trample, Colossal Majesty should trigger for you most turns, Gift of the Deity for repeatable lure effect, Deathreap Ritual is a value machine.

Instants - A lot of this is up to your style, but mostly I like what I'm seeing.  I love the fight cards.  I would say, it feels like you may be a bit heavy on them, maybe keep 3-6 of your favorite, cut the others to add more lands and equipment. Fog?  I guess if you think you need it.  Back for More doesn't do it for me personally.  Much more efficient ways to get something from your GY in your colors, I don't think getting the immediate fight makes it worth 6 mana.  I would think about adding a couple more ways to deal with opponents Artifacts and Enchantments.  A Meekstone or Pacifism effect shuts you down.  You have SO many good choices in Green, Beast Within seems especially good for you as you take the thing that has locked you down and make it into a creature that has to block you and trigger your ability. Chaos Warp, Assassin's Trophy, Krosan Grip, Golgari Charm if you like options.

Sorceries - Chandra's Ignition another all-star for the deck.  I guess you really like Tutoring and Fighting, a lot of duplication here.  I would again cut some here for other cards previously mentioned.  I love the versatility of Dig Up if tutoring is a big part of your gameplan. It's 1 mana to find a basic land you need early on, or a Tutor later.  Reanimate can bring back your Commander MUCH cheaper than previously mentioned Back for More, it can also be used to grab a big scary creature from an opponents graveyard that you killed with your Commander attacking and they had to block and die.  Spinning Wheel Kick might be one of the best fight cards you can have for this deck (Chandra's not withstanding).  I would get some ramp cards in like Farseek, Nature's Lore, Three Visits, keep Bushwhack in only if you decide to add some Basic Lands (because currently you have none) as one of your 3-6 fight cards.  Jeska's Will is a red staple and it's very good.  Overloading a Vandalblast before you go to combat with your commander probably gives you a LOT better targets for your trigger in the world of artifact tokens (like treasure or food) that we live in. 

Creatures - I don't have much, I think you have a lot of great choices here IMHO.  Personally I think Surrak and Goreclaw, and Goreclaw, Terror of Qal Sisma don't do enough in the deck.  General Marhault Elsdragon puts in way more work than your Boar Umbra, Toralf, God of Fury seems to synergize very well with what you already want to do.  Heiko Yamazaki, the General to bring back equipment you have that are getting blown up? Just spitballing, unless you really want to lean even more into extra combats with those types of red creatures, again I like what you have. 



I guess I would try and give you some advice as I see it by asking a few questions.

1. You say you want the deck to be oppressive, what does that mean to you, and your playgroup?  Do you want high damage output / evasion on the commander / extra combats to end games quickly to play more games?  Do you want to play Stax style where you are locking out your opponents and keeping their boards clear, toy with them?  Do you want to make them have to play around your attacking Commander by not being able to slam all their creatures down?

2. Is there any style of play or deck type that your playgroup doesn't allow?  Or is this play as good as stuff as you can and see who comes out on top? 

3. How do you enjoy playing, what's your style?  To win?  To win fast?  To do cool things?  Combos?  Draw all the cards?  Open to anything?

23
Commander Discussion / Re: Urza's Saga
« on: June 07, 2023, 06:29:06 pm »
On top of what has been mentioned, in the right deck Hangerback Walker or Walking Ballista can be instant win cons. 

However, this seems like a more general question of, is Saga an auto-include for decks.  Based on previous answers, probably yes.

24
General Magic / Helm of the Host / Copying rules question
« on: May 24, 2023, 09:41:40 pm »
I am having an internal debate regarding copying creatures and keywords, and possibly even P/T, being permanently added to the newly created token.  I am sure I'm overthinking it, but maybe I'm not

So I've never really made a deck that copies creatures, but for a science experiment I post a deck for Mondrak, Glory Dominus
https://deckstats.net/decks/161626/3051939-how-many-mondraks-would-a-mond


My question regards cards such as Bastion Protector, Blade of Selves, Swiftfoot Boots, Archangel Elspeth, Akroma's Will, and even equipment like Bloodforged Battle-Axe
Since Helm of the Host triggers at the start of the combat phase, if my Mondrak (or whatever creature it was equipped to) had any of there above effects added to it, or stat buffs, in the first main phase, would the token copies then have those effects "permanently" on the token??

Example:   I complete my Beginning phase and move into my First Main Phase.  I have my Mondrak out, Anointed Procession on the board, Bastion Protector on the Board, Archangel Elspeth on the board, Helm of the Host on the board, and Giver of Runes on the board.  I pay my mana to equip Helm of the Host to my Mondrak.  I then activate Archangel Elspeth 's -2 ability and give Mondrak two +1/+1 counters and it becomes an Angel in addition to other types and gains flying.  I tap my Giver of Runes to give my Mondrak Protection from Green until end of turn.  Then I move to combat phase

What I think happens:  I get 3 new BASE Mondrak tokens (1 from the Helm, 1 additional from the original Mondrak trigger adding an extra token, and 1 from the anointed procession trigger).   Each of these Mondrak tokens are [{Non-Legendary because Helm says so} Creature - Phyrexian Horror;  Extra Token triggered + activated payment abilities; 4/4] .  Next turn (if nothing else changes) when I move to combat I get 6 new Mondrak tokens because the Helm trigger, the OG trigger, the 3 tokens trigger, and the AP trigger.  So on and so forth on future turns.

What I think might happen: I get 3 new altered Mondrak tokens (1 from the Helm, 1 additional from the original Mondrak trigger adding an extra token, and 1 from the anointed procession trigger).   Each of these Mondrak tokens are [{Non-Legendary} Creature - Phyrexian Horror Angel; Keywords = Flying, Indestructible, Protection from Green;  Extra Token triggered + activated payment abilities; 6/6].  Next turn (if nothing else changes) I can tap my Giver of Runes to give one of the (now altered) tokens protection from Red, move my Helm over to that token that got the added protection, move to combat and get 6 new tokens that have all previous keyword abilities and in addition they have protection from red.  So on and so forth. 

Which is correct, or somewhere in the middle? 

TYIA

25
I don't see the need for Vesuvan Diplomacy here tbh.  You still have to be targeting Mondrak, Glory Dominus with targeted spells that you cast (and only you). 

Why not have Mondrak be your commander in a mono white deck full of artifact tutors and protection, and grab your Helm of the Host

https://deckstats.net/decks/161626/3051939-how-many-mondraks-would-a-mond

26
Can do some fun things with Shadowborn Apostles :)

https://deckstats.net/decks/161626/1757255-athreos-god-of-passage-w-shado

27
Commander Discussion / Re: Favorite deck you built just to be silly
« on: May 04, 2023, 10:01:19 pm »
Def my Phage deck. 
https://deckstats.net/decks/161626/2135358-let-s-get-phagey

Never quite got it to work, I don't think I ever won a game, but so much fun laboring for a way to get Phage in from the command zone and to hit. 

Favorite plan for the deck was with Endless Whispers, Sac Phage and then let her kill all my oponents when they gained control :)

28
Commander Deck Reviews / Re: Vecna and Varina, Lich Soveriegns
« on: April 17, 2023, 05:23:36 pm »
Like Wolfie said, the Vecna pieces are what you should take out to add more ramp.  You likely could play 10 games with this deck and never get all 3 pieces in your hand or if you play a piece down it is removed before you have all three.  MAYBE if you had more ways to tutor for artifacts you need to consistently get all three, that would be something, but I feel like that's a totally different deck. 

For the record, I love the idea, I like the idea of Varina and Vecna wreaking havoc, it just seems like it would be tough to run in a moderate+ power game.  But fun level looks very high in lower powered games!

29
Deck Comments / Re: Ziatora - Over the Top! - Comments
« on: December 28, 2022, 04:55:42 pm »
Ziatora makes 3 treasures every round, granted counting on her being out and alive.... little risky

30
Commander Deck Reviews / Re: Edgar Markov
« on: December 09, 2022, 07:22:14 pm »
My thoughts for what they are worth. 

First thing I would do is change around my land base.  Not sure if your playgroup runs a Blood Moon or similar type effects, but one of those and you are completely sunk, and very little chances to remove an enchantment. 
Lands you could easily cut:
Forge of Heros
High Market (1 life per round at the cost of a body?)
Karn's Bastion
Mistveil Plains
Nesting Grounds
Reliquary Tower (you shouldn't ever be holding enough cards for this to REALLY matter in this deck)
Sokenzahn
The Temples are too slow, and Temple of False God too risky
Westvale Abbey, I know it's cool, does nothing for your deck
Lands you could consider cutting:
Ghost Quarter unless your play group runs a lot of Nykthos/Gaea's Cradle/Field of the Dead game breaking type lands
Thespian's Stage unless there is a land in YOUR deck that you consistently tutor for and is really important, I don't think you have that with this specific deck

In place of those, go for waaaaay more basic lands, and include even more basics from other cuts below.  probably shoot for 37-40 lands for the deck


Cards I'd consider cutting:
Anje Falkenrath
Anje's Ravager
Pact of the Serpent (may be unplayable depending on your board state)
Black Market (could be good if you really focus the deck down to using mostly Black mana with W/R as strictly compliments, otherwise it's just too slow when you need it, and when you don't need it it's sort of a waste of a play)
Bloodthrone Vampire
Olivia, Mobilized for War (I never quite got this card in a vampire deck.  Can you afford to discard many cards? do you have creatures that need haste and a single +1 counter?  I can see if being good in some Rakdos Demon deck, but here I don't get the fit)
Gatekeeper of Malakir (iffy, could make the cut for sure)
Goblin Bombardment (I'd rather be hitting my opponents face with beefed up vamps than sacrificing my beefed-up vamps to do 1 damage)
Dictate of Erebos and Grave Pact (both great cards I love, but the deck feeds off playing Vampire creatures to grow your board.  Either of these are a fine option, just for the mana costs I'm not sold they are the best play.  Maybe I would keep Dictate in as a flash/gotcha card if you can keep the mana free to cast it instant speed.  I would prefer to put Butcher of Malakir back in to get the same effect AND net a token from Edgar)
Determined Iteration (your tokens aren't good enough to populate, just cast another vampire instead and get a total of 4 bodies <2 creatures and 2 tokens> instead of 3 bodies <1 creature, 1 token, and 1 more populated token>
Quietus Spike a pet card or something?  (I totally don't get it. You'll be hitting your opponents with a crap ton of beefed-up vampires, probably for lethal damage most of the time, why does 1 of them need to be holding the spike?)

The PW's:
Probably more personal style, PW's aren't my thing.  But also, Edgar's Eminence triggers only when you cast a creature, not a creature etb, so using your mana to cast a PW to make a token, instead of just casting a vampire and getting a free token makes little sense to me.  PW's are over-costed and do too little overall to be good IMO. 
IF you really like PW's and want them in, the ones I'd lean towards keeping are
Sorin, Imperious Bloodlord (great to put some 5-8 drop vampire into play from your hand for free on turn 2 or 3.  A turn 2 Nirkana Revenant is game ending if you are running basic swamps
Sorin, Vengeful Bloodlord for the global lifelink effect is nice, although it's probably not really needed tbh.  Keeping it in your hand to get back a Vito or some other 3/4 CMC creature for a winning turn could be worth it in the right game
I maybe could get behind Sorin, Lord of Innistrad to pump out as many emblems as you could with his -2


Cards I would consider adding:
Several cards you already cut, and for reasons that i'm guessing are totally valid (signets that can get blown up, high costed cards, etc) but I think work better in an Edgar deck than they would in other decks....
Butcher of Malakir
Dominating Vampire (steal a huge threat, beat their face in with it, then use on of your sacrifce triggers to remove it at end of your turn before it goes home
Nirkana Revenant
Baeloth Barrityl, Entertainer is just a hilarious card to me, especially when he can grow with +1 counters.  Feels like a potentially great card for Edgar decks to tap down your opponent's blockers and keep you from getting hit.
Oathsworn Vampire (oddly, can be a powerhouse in this deck, especially with your sacrifice engines like Ashnod's Altar)
Patron of the Vein (opponents will be forced to block your vampire horde and their creatures will be dying)
Rite of Oblivion AND ADD Feed the Swarm.  Your deck is made to win through overwhelming combat damage.  There are SO many enchantments that block / restrict combat and how many creatures you can swing with, if you can't remove those you might as well just scoop
Victimize I love.  Toss a brand-new token you just made to get back TWO important creatures into play very worth it

Others you might want to add:
Vandalblast
Farewell
Stinging Study
Rakdos Charm (always a hilarious way to win against a token making deck, potential lifesaving against a graveyard deck)
Blood for the Blood God!
Veinwitch Coven
Black Market Connections (you likely gain enough life to offset any costs)
Cathars' Crusade

Hope some of this helps, all meant with best intentions.  Your deck looks way better than the first Edgar deck I made!

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