Commander/EDH Deck Talk

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Tinfish
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Re: Commander/EDH Deck Talk

Postby Tinfish » 28 Nov 2014, 19:55

Of the two Niv-Mizzets, which is better (bearing in mind that I'm not much of a Johnny - I could happily avoid using the nasty nasty combos with the Firemind)? Being budget-conscious, is it worthwhile going for the less good one if it's also cheaper?
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Re: Commander/EDH Deck Talk

Postby ElFuzzy » 29 Nov 2014, 07:39

Firemind is leagues better in my opinion, you can just do more with it in general. If you can get one, it's worth the few extra dollars especially when you only need one since it's commander.

That being said, dracogenius is the more aggressive card since you only get it's effect by either dumping tons of manna into him or letting him eat people.
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Re: Commander/EDH Deck Talk

Postby program1 » 30 Nov 2014, 04:34

Firemind is definitely better than dracogenius. Having half a combo piece in your command zone is one of the most powerful thing in commander. Not only that, but just building a Firemind deck with windmill effects can cause a massive amount of damage.

That being said, Firemind is also paints a much larger target on your head, so if your more interested in keeping under the radar, I would recommend dracogenius.
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Tinfish
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Re: Commander/EDH Deck Talk

Postby Tinfish » 30 Nov 2014, 18:36

"Windmill effects"? I don't know that slang.

I'm also not hugely interested in winning via combos - it's just boring to play against. I was playing against a (standard deck) Jeskai Ascendancy combo last night and, again and again, I'd get him down to 2 or 4 life and have him dead on board, and the game would hinge on whether he could find and play the remaining pieces of his combo in his next turn. A guy going from zero to victory in one turn just isn't interesting, and I think it's really against the spirit of Commander.
So I don't particularly want to do crazy tricksy mean things with my commander - I'd prefer one who just slowly trickles in value to one who provides huge blowouts. Firemind without combos is an extra two damage or so per turn if you're using his tap ability, and could go higher with random card draw; Dracogenius without combos is an extra card or two per turn, particularly if you can use him to swing in the air.

I'm also not much of a control deck player - my mono-blue standard deck is aggro fliers - and I was planning to build the deck around smallish blue fliers, large red fliers (read: dragons), burn, and removal. And hopefully some way (ninjitsu?) to get those big fliers out earlier ...

Actually, reading that summary I'm almost tempted to go back to Riku of Two Reflections for green's ramp and big creatures. I dunno.

I guess at the end of the day I'm far more of a Timmy than a Johnny.
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Re: Commander/EDH Deck Talk

Postby Atifexe » 30 Nov 2014, 19:49

I believe that "windmill effects" refers to things like Dragon Mage's effect - that is, emptying one's hand and drawing a new one. If you want to go nuts with effects like that, I think the answer is clearly Teferi's Puzzle Box and Prototype Portal. Just keep your commander in play and your hand fairly large, and every turn you have a couple decently sized dragon-lasers to fire about.
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Re: Commander/EDH Deck Talk

Postby korvys » 30 Nov 2014, 19:50

If that's the case, then he probably confused it with Windfall effects.
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Re: Commander/EDH Deck Talk

Postby Gildan_Bladeborn » 30 Nov 2014, 19:59

Tinfish wrote:And hopefully some way (ninjitsu?) to get those big fliers out earlier ...

Ninjutsu, as cool as it is, isn't going to do that for you - none of the creatures with ninjutsu have flying (natively anyways, Sakashima's Student is a clone so that could have whatever you're copying has). There are a bunch of ways to cheat big creatures out early in Izzet colors (or any color if you factor in artifacts) though.
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Re: Commander/EDH Deck Talk

Postby Atifexe » 30 Nov 2014, 21:27

Thoughts on using Head Games in Commander?
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Tinfish
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Re: Commander/EDH Deck Talk

Postby Tinfish » 01 Dec 2014, 01:23

Atifexe wrote:Thoughts on using Head Games in Commander?

I'm ... not sure. On the one hand, you might be history's greatest monster. On the other hand, it's not that much worse than standard discard effects. Though I suppose if you used something like Cyclonic Rifts or Retraction Helix to bounce all their stuff, then hit Head Games ... yeah, you're history's greatest monster.
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Re: Commander/EDH Deck Talk

Postby ElFuzzy » 01 Dec 2014, 07:40

It's not legal, but the world's greatest monster would upheaval first.
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Re: Commander/EDH Deck Talk

Postby Gildan_Bladeborn » 05 Dec 2014, 15:10

Tinfish wrote:
Atifexe wrote:Thoughts on using Head Games in Commander?

I'm ... not sure. On the one hand, you might be history's greatest monster. On the other hand, it's not that much worse than standard discard effects. Though I suppose if you used something like Cyclonic Rifts or Retraction Helix to bounce all their stuff, then hit Head Games ... yeah, you're history's greatest monster.

But that only screws over the one opponent, you need to think bigger.

    Step 1: Be Hexproof or Shrouded somehow.
    Step 2: Bounce lots of stuff back to your opponents hands.
    Step 3: Resolve Hive Mind.
    Step 4: Cast Head Games.
    Step 5: Laugh maniacally.
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Evil Smurf
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Re: Commander/EDH Deck Talk

Postby Evil Smurf » 07 Dec 2014, 05:02

I just built a pretty effective goblin deck, I'm just looking for thoughts on it. http://tappedout.net/mtg-decks/krenkos-picnic-lunch/
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Re: Commander/EDH Deck Talk

Postby RadioshackRaider » 07 Dec 2014, 08:08

Evil Smurf wrote:I just built a pretty effective goblin deck, I'm just looking for thoughts on it. http://tappedout.net/mtg-decks/krenkos-picnic-lunch/


Obelisk of Urd seems like an auto-include. I run one in my Krenko deck and with the stupid amount of tokens he generates, you never have to tap land for it.
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Re: Commander/EDH Deck Talk

Postby Evil Smurf » 07 Dec 2014, 08:34

RadioshackRaider wrote:
Evil Smurf wrote:I just built a pretty effective goblin deck, I'm just looking for thoughts on it. http://tappedout.net/mtg-decks/krenkos-picnic-lunch/


Obelisk of Urd seems like an auto-include. I run one in my Krenko deck and with the stupid amount of tokens he generates, you never have to tap land for it.

That's a really good point.
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Re: Commander/EDH Deck Talk

Postby ElFuzzy » 09 Dec 2014, 13:00

Guttersnipe doesn't seem worth the slot with only 5 possible procs in the deck.
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Re: Commander/EDH Deck Talk

Postby d0nut » 14 Dec 2014, 14:45

if I am posting in the wrong thread please tell me but i heard that they would help us name my deck.
everyone else can throw their ideas for names as well.

Commander-Kami of the Crescent Moon.

Artifact mana ramp, many many draws howling mine, font of mythos, temple bell....
End Game- */* creatures with *=cards in hand or black vice/iron maiden and hoping mirror works

so ya opinions on the deck name?
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Re: Commander/EDH Deck Talk

Postby eostby » 15 Dec 2014, 23:32

Gildan_Bladeborn wrote:
Tinfish wrote:
Atifexe wrote:Thoughts on using Head Games in Commander?

I'm ... not sure. On the one hand, you might be history's greatest monster. On the other hand, it's not that much worse than standard discard effects. Though I suppose if you used something like Cyclonic Rifts or Retraction Helix to bounce all their stuff, then hit Head Games ... yeah, you're history's greatest monster.

But that only screws over the one opponent, you need to think bigger.

    Step 1: Be Hexproof or Shrouded somehow.
    Step 2: Bounce lots of stuff back to your opponents hands.
    Step 3: Resolve Hive Mind.
    Step 4: Cast Head Games.
    Step 5: Laugh maniacally.


You forgot Step 4.5: Ultimate Jace TMS. :lol:
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Re: Commander/EDH Deck Talk

Postby RadioshackRaider » 16 Dec 2014, 11:36

I've been fiddling with my Krenko deck recently trying to add some more buff effects http://tappedout.net/mtg-decks/yes-they-really-are/
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Re: Commander/EDH Deck Talk

Postby ElFuzzy » 16 Dec 2014, 12:03

Goblin bombardment in place of barrage.

Dragon's claw is probably more sideboard even with vandalblast n such.

the addition of all the mana ramp mildly takes away from the goblin favor. Take out alloy myr as it's just a more expensive iron myr.

use goblin war driver in place of hero

if you wanna have an artifact theme/subtheme try getting the new commander planeswalker and just run him in the deck.
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Re: Commander/EDH Deck Talk

Postby RadioshackRaider » 16 Dec 2014, 13:10

I only have barrage. I'm probably likely to take Alloy and Dragon's Claw for War Driver and the deck's original general: Heartless Hidetsugu
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JackSlack
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Re: Commander/EDH Deck Talk

Postby JackSlack » 18 Dec 2014, 22:06

Hmm. This deck isn't working at all. I like the idea of a Kithkin deck, but figuring out how it works is ... off.

I need some equipment to protect my Commander, I see that much, and it needs more draw. Unsure what it should look like. Advice?
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MowDownJoe
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Re: Commander/EDH Deck Talk

Postby MowDownJoe » 19 Dec 2014, 06:13

Well, if you need card draw, I'm surprised you're not packing Harmonize. I'd also be tempted to use Marshal's Anthem since the deck does want to do a weenie rush strategy. Weenie rush can be a bit harder to pull off in EDH, though, due to the 40 life thing and it being a multiplayer format.

Also: Asceticism.
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Re: Commander/EDH Deck Talk

Postby JackSlack » 19 Dec 2014, 11:18

Both are four drops though, meaning Teeg's ability would confound them.
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Re: Commander/EDH Deck Talk

Postby MowDownJoe » 19 Dec 2014, 17:37

Ahh... I had forgotten about that. Everyone I play with looks at Teeg as a fun police general. So, I never see him. If you need card draw that gets around Teeg, I guess Citanul Woodreaders?
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Re: Commander/EDH Deck Talk

Postby JackSlack » 19 Dec 2014, 17:47

Ooh, good one. :)

THE best one for this is Mentor of the Meek, which I have in there, but if I don't get him, it burns out its hand fast.

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