So this isn't some super uncommon idea but basically I was thinking about using polymorph and all its related cards when I realized Breya allows you to cheaply create tokens, and then you have inexpensive tokens and lots of redundant polymorph effects to throw down with. After a bit of goofing around I decided I wanted to make it almost sphinx tribal, so there's a bunch of sphinxes in here from esper to go with breya.
End result is a really wonky, silly deck. I played it two nights, polishing it a little, but unfortunately dismantled the second version before I wrote it down. I would say the sphinx legend from HOU would be good, and Enigma Sphinx is just terrible. Also, In the Web of Wars is such a great little trick that people never seem to react to properly. It's twelve points of hasted damage with breya, who can easily stack two sack chains to put players who thought they were still safeish out of the game. And good news everybody, it combos with magister sphinx very unkindly.
I think this was one of my favorite decks for the month. Proteus Staff, as an aside, is really nice for helping out players who have their commander control magiced, just as reweave angers people less while removing key frustrating permanents. I splice reweaved a False Cure into a Havoc Festival, resulting in one player getting their life halved while forcing the table to remove the festival for me.
Nice.
Showing posts with label combo. Show all posts
Showing posts with label combo. Show all posts
Sunday, August 27, 2017
Thursday, July 27, 2017
July Week 4 - The Burger King
This deck is so riddled with problems and trouble finding cards it's almost to the point I didn't want to put it up. But then, I'm the only one who reads this, and the deck was fine to play at least.
First and foremost, Dragonlord Dromoka should be in. Also, the other Ulamog and Emrakul and Worldbreaker, then Sanctum of Ugin, plus a bunch of other spells, and probably shadowmoor block filterlands as well. At which point I think I'd call it a 75% deck, even though it is pretty flawed, since it can blow up out of nowhere and slam down a ton of huge monsters.
Even as such, you can still punt out players out of nowhere and that's... Actually more of a problem. A bad deck that takes ten turns to win, that's a thing. A deck that can slam down an Ulamog and a Maelstrom Wanderer and blow a chunk out of a player on turn 6? People remember that.
First and foremost, Dragonlord Dromoka should be in. Also, the other Ulamog and Emrakul and Worldbreaker, then Sanctum of Ugin, plus a bunch of other spells, and probably shadowmoor block filterlands as well. At which point I think I'd call it a 75% deck, even though it is pretty flawed, since it can blow up out of nowhere and slam down a ton of huge monsters.
Even as such, you can still punt out players out of nowhere and that's... Actually more of a problem. A bad deck that takes ten turns to win, that's a thing. A deck that can slam down an Ulamog and a Maelstrom Wanderer and blow a chunk out of a player on turn 6? People remember that.
Tuesday, July 25, 2017
July week 3 - SKK actual
I played SKK twice this month, with the first version being a fair bit weaker than this one. This has a bit of a morph slant and an actual *gasp* infinite combo or two, but is otherwise nothing especially ridiculous.
I think if I was going to build SKK to try to be effective I'd add more mana dorks and more combos. SKK himself is really good at making your mana dorks into threats later on. 3/1s aren't brutal in EDH by any measure, but making 3-4 of them can lead to some really punishing come back turns. Especially with access to Into the web.
I should probably also be running death pits.
Also I'm really glad I bought a genesis. Such a low opportunity cost great grindy card.
I think if I was going to build SKK to try to be effective I'd add more mana dorks and more combos. SKK himself is really good at making your mana dorks into threats later on. 3/1s aren't brutal in EDH by any measure, but making 3-4 of them can lead to some really punishing come back turns. Especially with access to Into the web.
I should probably also be running death pits.
Also I'm really glad I bought a genesis. Such a low opportunity cost great grindy card.
Wednesday, July 12, 2017
July Week 1 - TnK
The idea behind this deck was to push the fairest version of Kydele without going infinite or getting too abusive. Unfortunately, I couldn't find a pair of rather important cards and also found that you definitely need access to some redundancy in hexproof or shroud.
I think largely this deck is simply bad, as is. It's missing Attunement and Refocus, and should really have Cerulean Wisps as well to allow for more explosive goes. I'm going to rebuild it using red instead of black, which loses some tutors, but gains access to Jeskai Ascendancy, more haste, and some wheel effects.
Still, at the very least, it was fun to tool around with.
I think largely this deck is simply bad, as is. It's missing Attunement and Refocus, and should really have Cerulean Wisps as well to allow for more explosive goes. I'm going to rebuild it using red instead of black, which loses some tutors, but gains access to Jeskai Ascendancy, more haste, and some wheel effects.
Still, at the very least, it was fun to tool around with.
Monday, July 3, 2017
June round up - Mizzix
I don't know overly too much about playing storm combo in commander, so this was more or less an attempt at doing so. I played many different revisions of the deck, but largely felt like it was always a card or two behind what it needed to go off.
Generally speaking the deck was pretty insane if people didn't know what was going on, but if they focused on it, it obviously fell apart pretty quick. I think the next time I make Mizzie I'm not going to use him (her?) as a commander and instead try to build the deck around partner commanders that allow me to run two other experience counter legends, use them to stock up counters, then plop down mizzix and go off the next turn. Not so sure who, though.
Generally speaking the deck was pretty insane if people didn't know what was going on, but if they focused on it, it obviously fell apart pretty quick. I think the next time I make Mizzie I'm not going to use him (her?) as a commander and instead try to build the deck around partner commanders that allow me to run two other experience counter legends, use them to stock up counters, then plop down mizzix and go off the next turn. Not so sure who, though.
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