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Commander Deck Reviews / Xyris, The Writhing Storm
« on: April 14, 2020, 05:52:40 am »
https://deckstats.net/decks/140857/1609253-xyris-the-writhing-storm/en
Good day guys,
I want to show you guys my Xryis Deck that I've been brewing and I have to say it is one of the most fun decks I've played in a while.
So the idea of the deck is rather simple and I'll explain the categories I've separated these cards in.
1. Ramp. We all know ramp is crucial in commander and especially with one that costs 5CMC. I decided to go with rocks, rather than elves for the following reason:
a. Creatures are more susceptible to board wipes and damage removal.
b. Rocks provide color fixing that is key in a 3 color deck.
d. Burgeoning is fantastic in this deck as you will always be having lands to play and so will the other players.
c. I'm not adding sol ring, mana vault, moxes etc. as these are banned in my playgroup.
2. Removals.
a. Target removals are a few, however, they are effective. Beast Within, Chaos Warp and Expel from Orazca are permanent removals and two may help with indestructible ones
b. Cyclonic Rift and Mizzium Mortars are spells that may target one or many cards. I love them for their diversity.
c. Board wipes that return permanents to hand are the best here, as you will soon find out why.
d. Your reliable counters. Use them wisely as these are usually just to protect your commander or key pieces. Rarely use them to prohibit gameplay, unless it's another turn spell or winning card.
3. Planeswalkers
a. Garruk, Wildspeaker is a phenomenal Planeswalker for this deck. It helps you ramp at the beginning and is a finisher in the mid or late game. Fantastic card.
b. Jace Beleren is an outstanding card draw for you and the board. This last one is why we have run it.
4. Let's Draw: Allows everybody on the table to draw cards, therefore activating your commander's ability and getting those such desired snake tokens.
5. Wheels: These are phenomenal drawing engine cards. I love the risk they impose, they can kill strategies or give opponents winning hands.
a. The idea is constantly change your opponents hand, disrupting their strategies, making them exhaust mental power and you get to put tons of tokens.
6. Alternate Commander is the Locust God. This is your other token enabler that either can help you or substitute your commander if she gets to pricey.
7. Damage Dealers. This is a win condition. You deal damage with every token that enters the battlefield. These three are auto-include in this deck.
8. Buffers.
a. Haste enablers are phenomenal, Fervor and Fires of Yavimaya are fantastic as they only support you.
b. Shared Animosity, Coat of Arms, Obelisk of Urd, Konda's Banner on your commander all buff significantly your tiny snake babies.
c. Curse of Predation is something I'm trying out, this can be an easy out for something like Wheel of Fortune if you have it available.
9. Run your Fetch lands if you have them. I don't have any available, therefore I'm using Shock, Pain, Check, Tri lands and snow-covered for Into the North.
So, how does this deck plays? This is fun.
Turn 1, if your lucky your only 1 drop in the list.
Turn 2-4 You will ramp yourself with what you got.
Turn 4-5 Play your commander and wish for nobody to remove her from the game.
Turn 5-7 Use your political skills to not get anybody upset. Ask, who wants to draw 3 cards by getting hit with my commander? There is usually a card junky in your team that will want to get it.
Turn 5- forward. Start using your wheels, damage on entry and buffers to create many powerful snakes.
Your attacks will depend on your board states.
If you Stomping Grounds, Goblin Bombardment or Purphoros, God of the Forge, attack only with your commander to generate less hate, have someone draw and then wheel for additional damage.
If you have haste and buffers, wheel first and then attack with your legion of snakes.
Again, this deck has been extremely fun and most of my friends who have played against it feel pressured as I become THE THREAT out of nowhere and win the game.
Sorry for the long post and the poor usage of bullet points, this is my first somewhat deck tech I've done.
So, what do you think? Any suggestions (besides free counters, fetch lands, wheel of fortune or timetwister) that you can recommend to make this a faster and more consistent deck?
So these edits were done taking into consideration the turn 1 mana ramp and other cards:
Out: Sakura-Tribe Elder, Remand, Expel from Orazca, Exotic Orchard, Konda's Banner, Castle Vantress
In: 2 Snow-covered Forests, Lotus Petal, Utopia Sprawl, and Wild Growth. These provide some creatureless turn 1 ramp that will help cast my commander in t3.
Guided Passage: pretty much a tutor for the only two creatures in the deck. The Locust God or Purphoros, God of the Forge. It's an opponent who chooses; however, the decision will be difficult.
Good day guys,
I want to show you guys my Xryis Deck that I've been brewing and I have to say it is one of the most fun decks I've played in a while.
So the idea of the deck is rather simple and I'll explain the categories I've separated these cards in.
1. Ramp. We all know ramp is crucial in commander and especially with one that costs 5CMC. I decided to go with rocks, rather than elves for the following reason:
a. Creatures are more susceptible to board wipes and damage removal.
b. Rocks provide color fixing that is key in a 3 color deck.
d. Burgeoning is fantastic in this deck as you will always be having lands to play and so will the other players.
c. I'm not adding sol ring, mana vault, moxes etc. as these are banned in my playgroup.
2. Removals.
a. Target removals are a few, however, they are effective. Beast Within, Chaos Warp and Expel from Orazca are permanent removals and two may help with indestructible ones
b. Cyclonic Rift and Mizzium Mortars are spells that may target one or many cards. I love them for their diversity.
c. Board wipes that return permanents to hand are the best here, as you will soon find out why.
d. Your reliable counters. Use them wisely as these are usually just to protect your commander or key pieces. Rarely use them to prohibit gameplay, unless it's another turn spell or winning card.
3. Planeswalkers
a. Garruk, Wildspeaker is a phenomenal Planeswalker for this deck. It helps you ramp at the beginning and is a finisher in the mid or late game. Fantastic card.
b. Jace Beleren is an outstanding card draw for you and the board. This last one is why we have run it.
4. Let's Draw: Allows everybody on the table to draw cards, therefore activating your commander's ability and getting those such desired snake tokens.
5. Wheels: These are phenomenal drawing engine cards. I love the risk they impose, they can kill strategies or give opponents winning hands.
a. The idea is constantly change your opponents hand, disrupting their strategies, making them exhaust mental power and you get to put tons of tokens.
6. Alternate Commander is the Locust God. This is your other token enabler that either can help you or substitute your commander if she gets to pricey.
7. Damage Dealers. This is a win condition. You deal damage with every token that enters the battlefield. These three are auto-include in this deck.
8. Buffers.
a. Haste enablers are phenomenal, Fervor and Fires of Yavimaya are fantastic as they only support you.
b. Shared Animosity, Coat of Arms, Obelisk of Urd, Konda's Banner on your commander all buff significantly your tiny snake babies.
c. Curse of Predation is something I'm trying out, this can be an easy out for something like Wheel of Fortune if you have it available.
9. Run your Fetch lands if you have them. I don't have any available, therefore I'm using Shock, Pain, Check, Tri lands and snow-covered for Into the North.
So, how does this deck plays? This is fun.
Turn 1, if your lucky your only 1 drop in the list.
Turn 2-4 You will ramp yourself with what you got.
Turn 4-5 Play your commander and wish for nobody to remove her from the game.
Turn 5-7 Use your political skills to not get anybody upset. Ask, who wants to draw 3 cards by getting hit with my commander? There is usually a card junky in your team that will want to get it.
Turn 5- forward. Start using your wheels, damage on entry and buffers to create many powerful snakes.
Your attacks will depend on your board states.
If you Stomping Grounds, Goblin Bombardment or Purphoros, God of the Forge, attack only with your commander to generate less hate, have someone draw and then wheel for additional damage.
If you have haste and buffers, wheel first and then attack with your legion of snakes.
Again, this deck has been extremely fun and most of my friends who have played against it feel pressured as I become THE THREAT out of nowhere and win the game.
Sorry for the long post and the poor usage of bullet points, this is my first somewhat deck tech I've done.
So, what do you think? Any suggestions (besides free counters, fetch lands, wheel of fortune or timetwister) that you can recommend to make this a faster and more consistent deck?
So these edits were done taking into consideration the turn 1 mana ramp and other cards:
Out: Sakura-Tribe Elder, Remand, Expel from Orazca, Exotic Orchard, Konda's Banner, Castle Vantress
In: 2 Snow-covered Forests, Lotus Petal, Utopia Sprawl, and Wild Growth. These provide some creatureless turn 1 ramp that will help cast my commander in t3.
Guided Passage: pretty much a tutor for the only two creatures in the deck. The Locust God or Purphoros, God of the Forge. It's an opponent who chooses; however, the decision will be difficult.