deckstats.net
You need to be logged in to do this.
The buttons above will open in a new window. Please return to this window after you have logged in. When you have logged in, click the Refresh Session button and then try again.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Landale

Pages: 1 [2] 3 4 ... 29
16
Commander Deck Reviews / Re: i always come back
« on: March 24, 2024, 04:25:03 am »
29 lands, 6 ramp, one of which costs 4 mana, when your average mana cost is 4.06.
2 cards that draw, one that tutors, and both of the non mana rock options here are 7 mana. (I missed one the first time around, there's also Faramir in there but he's also a really bad choice given how little ways you have to make use of the rest of him)

This deck seems designed specifically to lose to absolutely any deck, and badly.


34-38 lands, 8-10 ramp, ~10 draw. This is a general baseline for any given Commander deck to reliably function.
Barren Moor, Secluded Steppe, Polluted Mire, Drifting Meadow, Desert of the Glorified, Desert of the True, Castle Locthwain
Sol Ring, Arcane Signet, Blood Pet, Vesper Ghoul, Soldevi Adnate, Marble Diamond, Charcoal Diamond
Greed, Dark Tutelage, Dark Confidant, Bushmeat Poacher, Dockside Chef, Ayara, First of Locthwain, Shadowheart, Dark Justiciar, Silversmote Ghoul, Skullport Merchant

Those lists of suggestions could go on for days, but that's still a start.

I'd suggest trimming from the top, the more expensive the card the more impact it needs. Debtors' Knell, Ethereal Absolution, Price of Knowledge, Virtue of Persistence, and Kaya, Intangible Slayer are all cards that are not going to be winning you the game, Invasion of Tolvada's too expensive and does nothing of value without putting in even more work. Invoke Justice's 4 white is a big demand, especially with you not running any duals. Angelic Edict, Oblivion Strike, and Obzedat's Aid are absurdly expensive for how little they do, and at sorcery speed none the less. You have almost nothing other than random tokens that work with Wispdrinker Vampire, and a single one of your anthem effects pushes almost all of the few that do out of range anyway.

Try to make sure you're sorting your cards into custom subsections, rather than using the default. Deck Goals, Draw, Interaction, Ramp, Utility, and Land is a pretty good way to go about it. This lets you, and others, see how your deck is constructed more clearly.

17
Commander Deck Reviews / Re: Yarus, Roar of the Old Gods
« on: March 22, 2024, 10:36:53 am »

18
Commander Deck Reviews / Re: Pride, The Original Sin
« on: March 15, 2024, 10:45:09 am »
I originally wanted to load the deck up with creature cards that have 'Haunt' but I don't know whether or not those cards in exile are technically under my control or if I own them. If I own them that would mean the trigger effect for the haunted creature dying would happen twice because of Teysa Karlov. That would be awesome but I would be more embarassed if that didn't work.
Haunt does not work with Teysa, unfortunately since it is a mechanic related directly to her guild. A "permanent" is defined as a token or card on the battlefield, while "permanent card" refers to ones that can be once they're moved there. If the card is in exile it is not a permanent, even if it is a permanent card.

19
Commander Deck Reviews / Re: Pride, The Original Sin
« on: March 14, 2024, 04:41:54 am »

Teysa says 2 things, you are running 35 creatures currently, and here is my breakdown with how they play with your commander

1.  "if a creature dying causes a triggered ability you control to trigger, do it again"
~
So of your 35 creatures, exactly 5 have text that Teysa cares about, and one of those 5 is pointless
Note that you're only counting the creature triggers, not other permanents.
Haunted Library will allow them to pay up to 2 for more spirits.
Bastion of Remembrance will drain twice.
Grave Pact will force double sacs on each death.
Malakir Rebirth puts the recursion effect on the creature, which provides an extremely niche situation where someone will have to counter two triggers to keep them from getting things back. This applies to Kaya's Ghostform as well.
This is not a significant improvement over what you've already pointed out, but it is more on goal than what you were giving credit for.

Jaycekun, please note that Cry of Contrition's trigger is not coming from a permanent and will not benefit from Teysa's doubling.

20
Commander Deck Reviews / Re: LANDS!!!
« on: March 13, 2024, 12:52:21 am »
Including your deck that you're looking for pointers on would be a fantastic start.

21
Commander Deck Reviews / Re: The Pickpocket
« on: March 10, 2024, 11:02:10 pm »
The most important question is this.  Is this deck going to be way too annoying to play against and be another one that just creates slow games that are no fun?
It could prove to be pretty annoying. You did make a good call not including Tergrid, God of Fright if your goal is to avoid being a deck that becomes the archenemy right away, though Sheoldred, the Apocalypse is still going to piss a lot of people off since you're not only punishing their draws but taking the cards away anyway.
Chain of Smog can go over decently enough since it gives them something to do, either retaliating directly or going after someone else that they feel like maybe you've been ignoring.
Cards that give them something in exchange for their losses would also help to mitigate their irritation with you. Anvil of Bogardan, Geier Reach Sanitarium, or Rankle, Master of Pranks for example. Creeping Dread hits you as well, to potentially punish them further if they match you, which also helps make things feel more fair.

You may also want backups for your commander to be able to really commit to taking people's stuff after they've lost it, taking only one card a turn while trying to deny everyone as much of their own cards can lead to things taking forever. Whispersteel Dagger, Predators' Hour, and Ink-Eyes, Servant of Oni come to mind.

22
General Magic / Re: "Reworked" vs "Original" vs "Recycled" mechanics
« on: March 10, 2024, 08:17:48 pm »
Honestly the only ones that really bug me are Disguise/Cloak and Day/Night.

Day/Night just adds obnoxious tracking that never goes away, even when relevant cards do, so I absolutely loathe it to be completely honest.

Disguise/Cloak, however, is really just a minor annoyance. On one hand, the terms are more generic so we could theoretically see them more often, and I hope they do since Kadena, Kaust, and Yarus could really use the support. On the other hand, cards like Expose the Culprit slip through the cracks and ignore older related mechanics so they only work on a smaller subset of cards than you'd think.

23
Honestly all I could ever see myself doing is going straight down the left every single time, only moving over for Gauntlet of Shar and Ansur's Sanctum.

24
Commander Deck Reviews / Re: Liesa, F. A. (EDH) - My one and only deck
« on: March 07, 2024, 04:54:54 am »
turning my plains into forests.
How? The only things I can think of that do that only do so temporarily, and you could float your white mana in response, unless it's Thelonite Monk, which just does it one by one and should be pretty easy to deal with by way of a kill spell and it'd be pretty weird for them to only go after plains.

25
Commander Discussion / Re: Removing Enchantments
« on: March 06, 2024, 10:03:40 pm »
You're right: I forgot Chaos Warp.
Other black removals you're citing are pretty narrow (I didn't know about them, but I honestly don't think they're relevant anyway).
Wild Magic Surge looks like a second Chaos Warp, but I'd say it's too dangerous (you'd swap enchantment for enchantment, not enchantment for random land or even nothing).
It's true that Pyroblast and Red Elemental Blast could hit blue enchantments, but I'd say that's behind the point.
The only thing narrow about them is "What if they have more than one enchantment?", which is a lot less narrow than "What if they have more than one creature?" Outside of being up against an Enchantress type deck, you should be able to pretty reliably hit what you're wanting with them.
I also wouldn't say being able to just hit blue enchantments is all that bad of a deal when you can't go for enchantments much in the first place. Rhystic Study, Mystic Remora, Propaganda, Omniscience, Training Grounds. Some of the most obnoxious and dangerous enchantments are blue.

26
Commander Discussion / Re: Removing Enchantments
« on: March 06, 2024, 09:35:48 pm »
If you're playing blue, you'd just go for nonland bounce spells, if you're playing black there's Feed the Swarm and that's all, if you're playing red you've just got no option.
Considering you're stepping out of just enchantment stuff here, that's not quite accurate for black and red.

Pharika's Libation, Extract the Truth, Debt to the Kami
Chaos Warp, Wild Magic Surge, Red Elemental Blast, Pyroblast

27
Commander Discussion / Re: Get your guesses in. Plot
« on: March 04, 2024, 08:02:26 pm »
Prowl, but for committing a crime rather than dealing combat damage with specific creature types.

28
Deck Comments / Re: Green Knight. - Comments
« on: March 03, 2024, 03:39:02 am »
For the record, you can create custom subsections to sort your cards by categories like drawing and interaction rather than commenting each card.

29
Commander Deck Reviews / Yarus, Roar of the Old Gods
« on: March 03, 2024, 12:28:35 am »
Yarus, Roar of the Old Gods

I was mostly inspired to build this by the Over/Under article on EDHRec hyperfocusing on Yarus's second ability and not saying a word about his third.
After playing several games with this deck it's pretty clear that that is the main draw of Yarus, as you have a million other ways to get cards. Is someone running Grave Pact or dropping Fleshbag Marauder variants? Well thanks for the flip. Board wipes? Thanks for the flip. Swinging in at me or try blocking? You got it, thanks for the flip.
The deck runs both Blasphemous Act and Showstopping Surprise specifically to turn things face up if people aren't doing the job for you, and Marauding Raptor accomplishes the same while also dropping the cost.
Sac outlets allow for cheap or even free flips, so Evolutionary Leap and Perilous Forays allow me to get even more long term advantage without actually losing anything in exchange.
The Marauding Raptor, along with Yarus and the Ashcloud Phoenix form a usually game ending combo, with Fortune Thief and Pyrotechnic Performer allowing you to tip the odds of survival in your favor while the various +1/+1 triggers allow for a way to shut the loop off if it would kill you first while still allowing you to drop everyone into an easy kill range.

The main issue, that I can see, is that the list of viable cards for Yarus is just so shallow that there's not much room for variation. That said I am wondering if anyone sees ways I can improve this even more. The cards that are currently in the maybeboard are ones I'm either lacking but want, just don't know how to fit in, or am just generally on the fence about.

30
I don't really see the comparison to Arcane Signet here. One mana to cast, two to equip, plus whatever for the body in the first place.
It's just a clunky weakened mix of Bear Umbra, Pirate Hat, and Armory of Iroas.

Pages: 1 [2] 3 4 ... 29