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Topics - jalabi

Pages: [1]
1
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.

2
Commander Discussion / Humble Commander
« on: March 19, 2020, 11:59:04 pm »
Hello dear forum!

This is a commander idea that I insisted my playgroup to try out and interesting enough, it has proven to be extremely fun.

The idea came as some members of our playgroup were tired of the optimized decks we play with. This would serve to relieve the stress of winning fast and handicap our strategy with very strong restrictions. We decided to call this idea HUMBLE COMMANDER as we can only use common and uncommon cards.

Besides banning the rare and mythic cards, some additional cards have also been banned.
  a) 1 and 2 cmc tutors that have a rare future print (Wordly, Mythic, Enlighted, Demonic, etc).
  b) Sol ring is banned as well
  c) No infinite combos allowed
  d) Commander has to be uncommon as well

I wanted to share this idea with the forum, as we have tons of fun and a good challenge to brew up these new decks.

What do you guys think of this idea and the following decks my playgroup and I are playing?

Slimefoot, the Humble Stowaway.
https://deckstats.net/decks/140857/1560746-slimefoot-the-humble-stowaway?lng=en

Syr Konrad, the Humble Grim
https://deckstats.net/decks/142935/1584116-humble-konrad

Siona, Humble Captain of the Pyleas
https://deckstats.net/deck-21184862-c18699269ed8f45f1bc245ae7a9948ee.html

Adeliz, the humble SpellSlinger
https://deckstats.net/decks/150673/1561345-adeliz-the-humble-spellslinger/en

The humble reanimator
https://deckstats.net/decks/150673/1575770-humble-reanimator/en

Rona, Humble Disciple of Dix
https://deckstats.net/decks/152315/1585791-humble-disciple-of-dix

3
Commander Deck Reviews / Slimefoot of the UNCOMMON Stowaway - HELP NEEDED
« on: February 22, 2020, 07:07:07 pm »
https://deckstats.net/decks/140857/1560746-slimefoot-of-the-uncommon-stow/en

This is a special build I'm trying to craft. My playgroup and have a challenge to build a deck with only common and uncommon cards (as the latest print), basic lands + 1 command tower.

So, I tried to combine an aristocrat/tribal with Slimefoot.

This isn't the type of deck I usually play. My idea is to ramp, create as many saps as I can, try to attack with them and use their death effect to ping my opponents down. This will also keep my health up and draw me cards to keep myself in the game.

Please help me making this a better deck. Please keep in mind the following:
* Sol ring is banned
* No Rares or Mythics allowed
* Only basics lands + 1 Command tower
* Recommend a card and suggest what I should take out.

Thank you once again for your help guys! You are awesome!

4
Good day guys!

Before I start I want to thank you for your help in my other decks and they are running great with your ideas recommendations.

I'm now brewing a Siona, Captain of the Pyleas Combo deck and it is extremely fun to play. As many Combos, you try to start off the same way and then things change that you have to adapt to respond. The deck in question is https://deckstats.net/decks/140857/1532023-siona-captain-of-the-pyleas-co

Your main Combo is:
Siona, Captain of the Pyles (Your Commander) + Shielded by Faith. This allows you to create an infinite amount of 1/1 human soldiers that you can kill with:
* Concordant Crossroads or Crashing Drawbridge allows you to kill the same turn your army spawn
* Altar of Dementia lets you draw our entire libraries
* Blasting Stations will ping your enemies as well...

Another combo is Walking Ballista + Heliod, Sun-Crowned. You can ping everyone and everything.

Your last combo involves more cards and is Kitchen Finks + (Vizier of Remedies or Good-Fortune Unicorn) + Sac outlet

You have a good amount of disruption to buy you time for you to combo off and several tutors to get those missing pieces.

What I ask of you is to help me make this deck even better. And as always, please provide me your suggestions considering the following:
* Fast mana rocks like sol ring, mana vault, etc are banned in my playgroup.
* Suggest a card, what you would take out and what benefit will that have to the deck
* I'm lucky to have friends who can lend me pricey cards and I don't want to abuse that. Please keep the cards no more than $10.00

Again, thank you again for reading and for helping me out!

Jalabi

5
Mikaeus, the Unhallowed

This is my first Commander deck. I wanted to return to Magic after I got together with some friends and after many trial and errors, this is what is working with my play group.

You have five ways to win in this deck.
1. Mikaeus, the Unhallowed and Triskelion Combo.
2. Mikaeus, the Unhallowed + Altar of Dementia + (Plague Belcher / Putrid Goblin)
3. Mikaeus, the Unhallowed + (Carrion Feeder / Altar of Dementia) + Plague Belcher + Putrid Goblin
4. Gray Merchant of Asphodel and high devotion.
5. Regular damage beatdown with your horde of undead

This deck is really fun to play. It has been reliable to me and usually gives me responses when needed. Several of your creature help you with many aspects of the game. For example:
Removal: Custodi Lich, Fleshbag Marauder, Skinrender
Card Draw: Undead Augur, Sidisi, Undead Vizier, Midnight Reaper, Graveborn Muse, Cryptbreaker, God-Eternal Bontu, Murderous Rider // Swift End
Zombie Trailblazer is fantastic as you make other lands into swamps and Withered Wretch helps control graveyards.

What do you guys think?

6
Deck Reviews / [EDH / Commander] Greven, Predator Captain - Need Help!
« on: October 21, 2019, 05:12:26 pm »
Greven, Predator Captain

So, this is a fun deck I'm trying to build around Greven, Predator Captain.

This is a voltron deck that wants to kill with commander damage and and seems to fun in concept.

The idea is the ramp to get Greven out as soon as possible, get rid of pesky blockers with removals and hit him hard with some recoil of course.

Let me know how you would modify the deck, what would you add and take away with certain restriction:

Lands: Obvious improvement with Rakdos mana staples and will get there soon enough.
Mana rocks: Sol ring, Mana crypt and such advantageous rocks are banned in my play group. Thank you @Morganator 2.0 for pointed this out.
Make them cards that are worth $5.00 or less as it is supposed to be a budget fun deck.

So far these are the edits:
- 1 Mountain and + 1 Command tower
- 1 Without weakness + 1 Whispersilk cloak (Unlikely aid has more flavor as it has Rakdos in it!)
- 1 Soul's fire + 1 Darksteel plate
- 1 Immolating Souleater + Maddening Imp (Thank you @Judaspriester)
- 1 Impetuous Devils + Flametongue Kavu
- 1 Go for the throat + 1 bedevil
- 1 Ruinous Minotaur + Curse of Fool's Wisdom (Thank you @CleanBelwas for the suggestion)

7
Deck Reviews / [EDH / Commander] Anje's Madness Dance - Suggestion needed
« on: September 16, 2019, 06:45:57 pm »
Anje's Madness Dance

This is my current Anje's Falkenrath Madness Deck. With my play group we joke how she dances the TWIST due to all the tapping/untapping.

As many others, it is a combo deck that allows you to do it as soon as turn 3 and cast Anje in turn 2.

I wish I had funds to buy cards such as vampiric or demonic tutor, but I don't. Sol ring is banned in my playgroup.

Let me know what you guys think I should take out and add instead to make the deck even better.

Thank you all in advanced.

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