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Messages - Fuzzy2Wasy

Pages: 1 2 [3] 4 5 ... 7
31
Deck Comments / Re: Hydra EDH - Comments
« on: November 16, 2022, 07:50:07 pm »
Oh, I forgot, my biggest question! What does Ground Seal do for you?  It confused me a lot, but I'm sure you have a purpose for it.  Is it meant to turn Kolthys OFF when only you have a graveyard left?  I was trying to figure out how that worked.

32
Deck Comments / Re: Hydra EDH - Comments
« on: November 16, 2022, 07:37:33 pm »
I like the deck, have some questions.  I am currently out of my tribal phase, but my first tribe/deck was hydras so I have a fondness of them, never did Gruul I like a lot of the things you have going on

1. Why are you committing so many cards to not letting you hydras be blocked by fliers?  Does your playgroup use an excessive amount of flying creatures / weenie tokens they chump block you with?  You will have huge hydra creatures, why do you care if they want to block with their Dragons/Demons/Angels/Sphinx's and their creatures get killed by your giant monsters?  To me, I think of forcing my opponents to block as a form of creature removal.  Personally, instead of all those slots you have, I would much rather put in way more trample enablers, so they can't chump block with any creatures, not just fliers.  I agree that YOU blocking fliers is tough, so things like Sandwurm Convergence and Chaosphere I get, but even then I think if one of my opponents was playing big scary fliers, I would just focus on attacking them with my huge hydras first to knock them out and/or force them to block with their less-big scary creatures.

2. Mana base?  33 lands seems waaay low for these expensive CMC creatures.  I would figure 38 at an absolute minimum, and it looks like you don't have any artifacts and very few other sources that generate mana for you.  I get you are relying an Kolthys to provide mana for you, but 1 colored mana on your 1st main phase, is that really enough to cast these creatures? 

Then, you can afford a $400 Taiga and a $50 Wooded Foothills, but your running Evolving Wilds, Terramorphic, Kazandu Refuge, and Rugged Highlands??  Ouch... very slow, enter tapped, no real abilities or ways to help you.  I would look instead at cards like Boseiju, Who Endures , Highland Forest (can be searched for), Lair of the Hydra (on theme), Nykthos, Shrine to Nyx, Cragcrown Pathway, Rockfall Vale, Karn's Bastion, Castle Garenbrig, Yavimaya, Cradle of Growth (when you don't need red mana it lets your mountains produce green for you), Yavimaya Hollow for protection, Racer's Ring (at least you can sac it later to draw a card), Skargg the Rage Pits (to give trample), Copperline Gorge, Spire Garden, Grove of the Burnwillows (who cares if they gain 1 life, you will be hitting them for 20 with your big baddies), Bonders' Enclave, Cavern of Souls if that's your thing. 

As far as your mana producers go, I think Karametra's Acolyte will be an all-star in the deck, after you get around the fact it costs 4 mana to get into play to begin with.  The rest I don't really get tbh.  It seems likely you want your Domri's producing mana for you, and that's fine I guess if PW's are your thing.  Jiang?  You want your huge hydra creatures being used to tap for a single mana?  Vivien seems slow and clunky.  How often are you passing your turn holding up 5+ mana to flash in a decent hydra?  Bloom Tender, a $20 card to produce 2 mana, 1 green and 1 red, on a 1/1 body that dies to anything?  I would recommend Springbloom Druid (lands are much harder to remove than creatures), Rampant Rejuvenator (on theme), Auger of Autumn can replace Vivien with a similar effect and help you find lands, Fertilid fits the +1 counter subtheme, Gyre Sage fits +1 subtheme and should evolve a lot, Somberwald Sage for casting your big creatures.

3. I'm seeing a VERY low amount of card draw/card advantage in this deck.  You look like you would be top decking almost immediately.  There are some very good green staples that you should be able to take advantage of with your Hydras.  Garruk's Uprising a MUST, Kodama of the West Tree, Greater Good, Momentous Fall (paired with Lifeblood Hydra is insane), swap Kavu Lair for Colossal Majesty or Elemental Bond so only you benefit from the draw instead of letting your opponents score too, Glorious Sunrise, Inspiring Call, Return of the Wildspeaker, Zendikar Resurgent.

4. General Good Stuffs that could help:
Maybe best green card in MTG outside Gaea's Cradle - The Great Henge
Elementalist's Palette
Astral Cornucopia
Doubling Season
Primal Vigor (cheaper version of doubling season, but effects all players)
Hardened Scales
Overwhelming Stampede
The Ozolith
Rhona's Monument
Mage Slayer
Boxing Ring
Branching Evolution
Unnatural Growth
Asceticism
Fires of Yavimaya
Mana Bloom
Primal Rage
Shadow in the Warp
Master Chef
Death's Presence



Anyway, those are my (likely unwarranted haha) thoughts.  Maybe in your playgroup a lot of the cards you have in matter a lot more than they would in mine.  I like a lot of your ideas though, might be time I think about going back to a Tribe for some Gruul fun!

33
Commander Deck Reviews / Re: Krav+Regna
« on: November 09, 2022, 08:31:27 pm »
Need to go into your Properties for the deck and choose "Multiple Commanders" or "Partner Commanders" :)

34
Commander Deck Reviews / Re: Mono Blue Draw Go... in COMMANDER! :0
« on: October 04, 2022, 05:57:50 am »
Toothy, Imaginary Friend will be your best friend, especially if you have any blink/flicker

35
Deck Comments / Re: Acererak the jerk - Comments
« on: June 27, 2022, 11:42:51 pm »
Currently scouring the interweb for Steve Martin sleeves....

36
Deck Comments / Re: Acererak the jerk - Comments
« on: June 27, 2022, 11:34:11 pm »
+1 for the deck name! :D

37
Deck Reviews / Re: Need help with Commander build
« on: June 27, 2022, 08:13:48 pm »
Ultimately, there is no right or wrong answer, whatever you enjoy playing and having fun with is great  :)

That said, it seems like you decided to stick with the Partner Commanders (who, I can attest, are a blast to play).  This version is looking a lot better than the previous build.  I can see what the appeal of Arcbound was if you missed the fact that those +1 counters could only be moved to artifact creatures.  It was a good idea, just unfortunately didn't work with the rule as written. 

First comment I'll make on the new build is about Panharmonicon. It's a great (and fairly $$ too) card, but be mindful of how many valid targets it really has, its certainly not "for" every deck.  It seems like your current build does not have very many valid targets to trigger the PanHarm.  It only cares about creatures and artifacts that have an effect when they enter.  It's something you could focus the deck more towards, or just keep your PanHarm for a different deck that will make more use of it.

38
Deck Reviews / Re: Need help with Commander build
« on: June 27, 2022, 07:29:03 pm »
Not intending this to come across harshly at all, but since you are asking for help, I'm going to give it a shot and ask some questions intended as direct / to understand what you need help with. 

1st of all, IMHO, "Is it good?" is a VERY open ended question.  Do you enjoy playing it?  Does it compete well / have a good win rate in your playgroup?  Is it within the budget range you are targeting?  Is it competitive to the point you could take it to any LGS around you and have fun and have a chance to win?  What is "good" to you and "good" to someone else may be very different things. 

My biggest question I would answer your question is, WHAT exactly are you intending this deck to do?  It looks like you are trying to keep the deck under $100, and that is something I completely respect.  Due to that restriction, the deck in the most general terms isn't going to be "good" as-in competitive or high power level.   That being said, you can still make a very functional deck that you love to play within that budget.  I am also going to assume you are fairly new to the Commander format, as your deck has a pretty obvious mistake in it that experienced Commander/EDH players would know right away.  There is no sideboard in EDH.  You are not allowed to go "outside the game" to get any card.  All you have is your Commander(s) and the Library. 

I made a Rograkh/Keleth deck back when Commander Legends came out and I freaking loved it.  https://deckstats.net/decks/161626/2090598-rograkh-and-keleth-partners.  It started out fairly budget (around $150-$200 probably) and I would generally be able to have a good shot at winning, or at the very least be a very big threat to the other players in my group on very early turns.  This is probably the biggest advantage of this deck, how quick it can get set up and go and cause a threat to you opponents.  The downside of a deck that is mostly based on Commander Damage, commonly known as Voltron-style deck, is that generally in your 4 player pod you have to choose a single opponent to focus on.  The two opponents that you aren't currently focusing on are going to love this, because they are able to build their board and hold their removal items for when you turn your attention to them, and you are the one spending your resources and effort to eliminate one of their opponents for them.  In order to keep your commander/threat on the board, you need a lot of really good protection and that tends to cost $$.

So, on to specific thoughts and questions about your deck list.

1. Good Stuff:  I love Curse of Stalked Prey, not a card I've seen before but I think it is darn near perfect for a deck like this.  Low mana value so you can get down and get some +1 counters on Rograkh early and it can also be played on a player you aren't thinking about focusing on first that way, hopefully, 2 of your opponents are being threatened instead of just 1.  Curse of Opulence is another great idea to get an additional oppenent being threatened and a nice way to generate some quick mana, it is a little pricey at $8 though.  Cathar's Crusade is a great card that lets your weenie army get real threatening real quick.  This is generally paired with more of a token strategy however, opposed to hard-casting creatures.  something like Raise the Alarm which gets two ETB triggers for 2 mana, opposed to casting 1 creature for 2+ mana, is exponentially more valuable in a strategy like this.  There are TONS of White and Red cards that create multiple creature tokens for low (1-3) mana costs.  For slightly more mana, White Sun's Zenith is a chance at a repeatable ability as it gets shuffled back into your library after cast and you can get as many triggers as you can afford to pay.  Another thing I really like in your deck is the low mana cost Instants and Sorceries that add +1 counters to your creatures.  Luminous Broodmoth is another great card, I would love to get a few of those for my decks, anytime I see them I always think they are going to perform well. 

2. The curious stuff:  I'm really scratching my head about what you want to do with this deck.  I see a lot of the Arcbound stuff, which can probably be a really fun deck to play.  However, this archetype seems to almost go directly against when Rograkh and Keleth do.  Arcbound lets you move +1 counters ONLY between ARTIFACT CREATURES.  Keleth ONLY lets you add +1 counters to Commander Creatures, and Rograkh nor Keleth are ARTIFACT CREATURES, so they are not valid targets for Arcbound triggers.  It seems like you have 2 things working almost against each other here.  Do you want to get a bunch of Arcbound stuff out and grow them big?  Or do you want to get Rograkh and Keleth out and start pounding on your favorite victim that day?  If the answer is Arcbound, I would probably drop Rograkh and Keleth as Partner Commanders, just make Zabaz, the Glimmerwasp your Commander, and go to town.  If you're REALLY dedicated to trying to pull off both strategies in the same deck, Liquimetal Torque would be a nice trick, you can activate it to make Rograkh and Artifact Creature until end of turn when one of your Arcbound things dies to get him the +1 counters.  IMO, what really makes an Arcbound deck go is having a way to sacrifice some of your stuff when needed.  Relying on your opponents to kill the things you need in order to get the triggers that are helpful at any given moment, is probably NOT going to happen.  So things like Ashnod's Altar are all-stars there as they let you get the triggers you want and add mana for you and can be activated at-will / during any phase of any turn. 

Where is all your Ramp, Protection, and Draw?!?  In Commander/EDH, Ramp and Draw are probably the two MOST important features of having a good playing experience.  If you are just sitting around playing 1 card per turn and top decking 1 card on your draw step, you probably aren't going to perform very well nor have much fun.  Regardless of what type of deck you are making, Ramp and Draw should always be focused on and about 15-25% of your deck should be dedicated to this. Cards like Sol Ring, Arcane Signet, your Guild Signets and Talismans (Boros Signet , Boros Talisman) are very cheap $-wise these days, and should be auto includes more-or less.  I also like things that I can play early as a resource, and then lose later when I don't need them anymore to get me more viable cards to help close out the game (Commander's Sphere , Mind Stone, etc).  I find Tome of Legends to be a great draw spell for my Rograkh & Keleth deck because you have multiple Commanders entering and attacking constantly.  Finally, in decks that really care about their Commander, especially if your goal is to win with Commander Damage, protection is everything.  You can get all the +1 counters in the world on Rograkh, but if he then gets Swords to Plowshares 'd as soon as you enter your Combat Step, it doesn't mean much.  So, Swiftfoot Boots, Darksteel Plate, Commander's Plate, Lightning Greaves, Boros Charm, Unbreakable Formation, etc are all great additions, although the better the protection the more $ it's gonna cost to pick up, all the way up to the Ultimate White Protection, Teferi's Protection which can save you from a board wipe and/or if an opponent is about to combo off and kill the whole table, you get to literally turn the tables

3. The bad stuff:  Marching Duodrone, don't ever! lol.  You are giving out to your opponents 3 treasures, and only getting 1 back, and it's a 2/2 and will probably get killed on the first or second swing.  Unless you have a way to make your opponents having treasures hurt them, or negating the treasures they get, or have a good death trigger for your creature getting blocked and killed, there is just no good reason to have this.  It actively hurts you.  Personally, I don't love Tyrite Sanctum either. It's a lot of Time, Mana, and resources (including having to Sac your land) to make 1 thing indestructible, which will then likely be exiled immediately afterwards.  I just don't really see the benefit, when there are SO many ways to give 1 (or more, or ALL) of your stuff indestructible without having to give up one of your lands.  Finally, your lack of removal or ways to influence your opponents strategies can be a big detriment to having a successful game.  If all you can do is sit back and watch your three opponents take their turns and are powerless to stop them from going off and just hoping you get another turn, it's not going to go well for you.  White and Red are two of the premier colors for interaction.  Killing your opponents Vito, Thorn of the Dusk Rose when they are about to go infinite with Exquisite Blood by shooting it with a Lightning Bolt or exiling it with a Path to Exile or Swords to Plowshares is absolutely essential.  There are SO, SO, many ways to interact with your opponents in these colors, and I would recommend you include a few for a chance to have at least 1 in your hand when it's going to be used at a crucial time. 

39
Commander Deck Reviews / Re: Reaper King Atthe Gates
« on: June 23, 2022, 09:17:35 pm »
@bigdogdch Yep sure can.  The creatures with changeling (or spells with changeling) don't need to be on the battlefield for that effect.  They are all creature types regardless of which zone they are in. 

Neat deck idea, if it were me though (depending on your playgroup), I'd consider swapping out several of your non-gate lands for basic lands.  Blood Moon or another similar type effect is going to be REAL tough on you, and take away your win-con.  If you're really worried about mana-fixing, Chromatic Lantern effects are the way to go, not multi-colored lands that enter tapped, IMO. 

Cool stuff though, +1 from me

40
Deck Comments / Re: Kaho, 96 Lands - Comments
« on: May 23, 2022, 06:42:13 pm »
Aaaaand counterspell :)

41
Commander Discussion / Re: Commanders Casted in the MTGCU
« on: May 23, 2022, 04:22:52 am »
Very nice!  I especially like how most of the pictures of the actors are in similar poses to the card art!

42
Commander Discussion / Re: Companion Challenge
« on: May 17, 2022, 08:52:04 pm »
This Is A Good Idea And I Like The Deck, But You Can't Have Umori As Companion If Your Commander Isn't An Artifact

I'm willing to be wrong on this, but I believe since Umori says "card in your deck" and your Commander is not in your deck, they are in Exile in the Command Zone, there is no issue with having a non-artifact commander.

Well I was wrong, but also it seems that with official rules (which I finally looked up out of curiosity) a deck can only have 1 companion.  So, if you're rule 0-ing the number of companions, may as well also do as you please for which commander to pilot the deck.

"You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Although the Commander variant does not use a sideboard, a companion is not counted as one of the deck's 100 cards."

43
Commander Discussion / Re: Companion Challenge
« on: May 17, 2022, 06:27:09 pm »
This Is A Good Idea And I Like The Deck, But You Can't Have Umori As Companion If Your Commander Isn't An Artifact

I'm willing to be wrong on this, but I believe since Umori says "card in your deck" and your Commander is not in your deck, they are in Exile in the Command Zone, there is no issue with having a non-artifact commander.

44
@Dronisha, My pleasure.  The deck caught my eye for sure.  I generally am an Edh player but think about getting into the 60-card format occasionally. 

The other plus points as far as Suture Priest, Essence Warden, and Prosperous Innkeeper specifically, is that none of them are human, so they are all valid mutate targets.  Seems like they just make the deck "work better".  I would even consider swapping them in instead of the other human ETB lifegains you have.  Just a thought.  Nice work overall.

45
Not sure if you really meant Hallowed Priest or not, maybe I'm missing it, but I don't think there are any ETB life gain triggers with that creature (it only gets big). 

I'm not very familiar with the format at all, but I would think Anointer Priest, Suture Priest, Essence Warden, Prosperous Innkeeper, and Soul's Attendant might all be better choices for what you're going with.

As far as your "throw in" cards I would alternatively suggest some removal like Swords to Plowshares or Path to Exile, and/or an Elesh Norn or something else that will buff by +2 toughness, because an opponent's debuff, like a Norn of their own pretty much shuts down your entire deck. To be fair, that darn Praetor can shut down a lot of decks lol.

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