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Author Topic: [EDH / Commander] Yidris' Cascade Hell  (Read 3934 times)

Wisimir

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[EDH / Commander] Yidris' Cascade Hell
« on: August 31, 2019, 02:49:24 am »
Yidris' Cascade Hell

Yidris, Maelstrom Wielder EDH/Commander Deck. The main goal of the deck is to simply outvalue your opponents.
The best way to do this is to give Yidris an additional combat phase or double strike in order to trigger his ability additional times.
After this you can get multiple cascade triggers for a single spell.

The mana curve is constructed in a way that lets you control and predict the outcome of your cascade triggers.
For example when you play a CMC 1 spell, you will cascade into a mana rock or into card draw.

If you play a CMC 2 spell you eighter hit one of the above mentioned mana rocks or card draw / mana dorks and sometimes
it will lead to a recursive spell such as Noxious Revival. Note that it can also result in a Dark Ritual and a Mystical Tutor.

Should you cast ah CMC 3 spell and hit non of the above, you most likely end up with a ramp spell or mana fixing and somtimes
you get to cast a Lim-Dûl's Vault. Arguably this is one of the most powerfull cards in the deck, because it lets you control the top of your
library and thus your cascade triggers. Sensei's Divinig Top could also come in very handy, when it comes to top deck control.
Also in the CMC 2 section are cards like Strionic Resonator and Lightning Greaves, wich on the one hand protects Yidris by giving
him shroud and on the other hand provide a way to get more cascade triggers, by copying his triggered ability once it's on the stack.

The CMC 3 section of the deck, which could be cascaded into by playing a CMC 4 spell, is a little wider spread than the CMC 0, 1 and 2.
This section offers a variety of recursion and board control, protection, mana fixing, extra combat steps, top deck control and ways to
make Yidris unblockable or give him double strike. You also finde straight up card advantage here in form of Necropotence, which lets you
refill your entire hand.

In the CMC 4 section you find ways to continue cascading by untaping your lands or by simply cascading into something like Bloodbraid Elf.
Recursion, value cards, a tutor and even ramp can all be found here.
I also added an Aetherflux Reservoir here. It is a little bit of a weird card in a non-storm focused build but since you will be casting a ton
of spells anyway it can provide you with an alternative win condition. At the very least it will gain you some life which could come in handy
if you are playing against beatdown decks, like i have to in my playgroup.
Also I'm a little in love with the card, because I play a Kess Storm deck as well ;-)

CMC sections 5 to 8 try to win you the game. Here it's all about value and putting threats on the board.
Balrefire Dragon is basically a board wipe on a stick if it connects with an opponent, Etali, Primal Storm can cheat you cards
into play Consuming Aberration can turn into a horrifying beater since you will be casting lots of spells, while also picking apart
your opponents answers. Hellkite Charger in combination with Bear Umbra or Nature's Will is a straight up win con, if left unchecked
and at this point generating infinit combat phases is the most straight forward and probably the most consitent win condition in the deck.

At the moment there aren't any crazy win conditions in the deck, like Doomsday and Laboratory Maniac. To fit them properly
you will have to add cards like Gush, Night's Whisper, Preordain, Gitaxian Probe etcetera to make them work consistently.
Also a Yawgmoth's Will and a Lion's Eye Diamond would not hurt and to protect everything a Force of Will or Pact of Negation.
These are all fantastic cards but seem a little to much of a change to what the deck ist trying to do, for me to comfortably fit them.
And since I try to keep everything kind of budget, most of them are off the table. Maybe I'll add them in a future version or simply build
a new one where those cards play a key role.

I also think about adding some counterspells to provide some additional protection to my board and disrupt my opponents.
I have to playtest this more before adding them. While cascading into a Counterspell could be an answer to a threat, most of the time
it will just result in a wasted cascade trigger, since the deck tries to generate value through those triggers.
Maybe Counterbalance is a good alternative here, since there is some top deck control in the deck.

Wheel effects would also be a nice additon to the deck, considering they can easily refill your hand, mess with your opponents plans
and keep you cascading. Windfall, Wheel of Fate and Magus of the Wheel would be my go to wheel effects, because of budgeth reasons.
Especially Wheel of Fate coulde be very a very nice additon if you cascade into it, but at the same time in some situations you rather
hang on to your current hand and as a result have to let the cascade trigger go to waste, which I actively tried to prevent.

Cards like Burgeoning or Mystic Remora could also be very good additions to the deck. The only reason i did not include them in this
version is, they don't provide immediate value should you cascade into them. They can however set you up for really
explosive turns, so maybe the are just to good to miss.

Rishkar's Expertise could easily switch places with Bring to Light. They sort of do the same thing if you tutor for a Bloodbraid Elf with
Bring to Light, exept Rishkar's Expertise draws you cards. The only reason I didn't include it yet, is becaus of the lower CMC cost of
Bring to Light, which lets me thin out CMC sections 0-4 before i drop high CMC spells. But i will definitely try out both cards.

In terms of recursion Regrowth an Past in Flames could really help the deck. If i ever feel the need to add more recursion options
I will put these two in the deck. Yawgmoth's Will would of course be the better option but it's a little too expensive for me.

The mana base is probably the most obvious issue with the deck. I tried to make it as consistent with the cards I already had
and really tried to keep it as budget as possible. I know there is a lot of room for improvements within the mana base.
But at this point I simply don't have the money for a full set of fetch- and shock-lands not to mention the original duals. ^^ (I got lucky and got the Overgrown Tomb in a draft)
I tried to compensate the lack of untapped dual lands by adding ramp spells that allow me to search for Forest, Island, Mountain
or Swamp in particular. By doing so I can play cycling duals and battle lands and sometimes bring the latter into play untaped
due to ramp like Nature's Lore and Skyshroud Claim. Maybe Harrow and Crop Rotation could be good additions too.
If you have any improvements to the mana base, i would be thrilled to here them!

Please feel free to comment and make suggestions to the deck! :-)