Goryo's Vengence wouldn't work in this situation as neither Blightsteel nor Master Transmuter are legendary, and instant speed or not, Blightsteel never actually enters the graveyard, as it's ability states "If Blightsteel Colossus WOULD be placed in a graveyard from anywhere, reveal it and shuffle it into its owner's library." The ability activates before it lays a finger in the graveyard. As such, it is an illegal target for both legendary status and location.I also believe this ability prevents the triggering of "when a creature enters the graveyard" effects, but that is a discussion for another day.
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Hostility is best in a burn based deck, compared to aggro. Also, I've had some serious mana troubles with this so far, with everything just being far to costly to actually get to work.... This was the decklist roughly a year ago, or something. Might throw in a door of destinies as a combo for elemental mastery. This needs some serious thought time :P
Silence is a killer replacement for mana tithe, and I'd have to look and see how Angel's Grace works. Compared to your deck, I do tend to stick to a bit more creature and aggression than the instants and such, so a bit of in between may be best in the long run.
I don't mind the extra comments at all. Typically no one ever gives any interest into them, and it gives me much needed feedback. Anyway, I tend to stay in modern and commander just because of the options. Standard and even extended never peaked any interest in me. Being different means creates completely different encounters every time played. It makes it fun, even if I lose!
My favorite commander.... Jeez.... Honestly, I have to go with Kemba, Kha Regent. I just enjoy playing her more than any other, maybe just from my bias towards white, but it is just fun to play.
It's consistency is only about one third of the time, as I have been unable to get my hands on the cards, though it is much more likely now for me to finish it.I seemed to have lost all copies of winds of change as well for some reason...
Oh yes, this deck.I made this deck long ago and it has since been retired, though for a short period it did breathe some life in the form of a Trostani commander deck. I may look back into it, if I can find it's core still, but thank you for your consideration.
Ironically, all the cards you speak of I have and have play tested in here.My only reason for having Avacyn out of play, sadly, is because she hosts a position in a Kaalia deck, and I am not the biggest fan of sharing cards between decks, which was one of my reasons for playing primarily commander.Ulamog only holds a place to counteract mil based decks, though from experience, I have never come across one in my play. I agree with you, and I think he'll slide back onto the sidelines of non-play for now.The saproling/forest enchantment could be extremely useful, and deadly, though I have never wanted to use it as board sweepers would send all my lands to the graveyard, and experience leaves me at a point to leave it out for now. I think I would only play it if I had an constant sac outlet for it.Honestly, Elspeth Tirel remains as she can create three tokens compared to the Knight-Errant's one, and Never have I ever been able to get her ultimate to go off. I have tried for games on end, but Elspeth Tirel is much more versatile in the position. I do have an extra copy floating around and don't see why she couldn't be put back in, especially with the (hopeful) addition of doubling season.Diabolic revelation I was about to cut in the corporeal version, until a friend, who while using this deck, turned around to slap me in the face in the face of clear victory to win, so as you recommend, it will maintain it's holding here.Thanks for your consideration, and Best of Luck to you!
Hell's Caretaker would definitely be a good reanimator addition! I came across hell's caretaker when searching for reanimator creatures myself, the best of which to fit in here would be Doomed Necromancer. Yeah, he sac's himself, but his overall ability costs less than most reanimate instants and sorceries, and could also play nicely if you wanted to pull some Grave Pact/Martyr's Bond/Butcher of Malakir shenanigans. Gravedigger could activate this, though if you can cast from your graveyard already, I wonder if returning everything to your hand is necessary. Something like eternal witness with a sac outlet.Others, though faaaaar more costly are Lim-Dul the Necromancer, Reya Dawnbringer, and if you want an opponent's creature, Ink-Eyes, Servant of Oni will do the trick quite nicely. Or Nezumi Graverobber.I retain my signature, and best of luck to you!
Thanks! I had farseek when it was pretty much all shocks and rampant wouldn't have the desired effect, but as it fits now, it sure deserves a home!Transguild and Maelstrom are indeed the intended targets of the enchantments, though late game as their mana costs don't really allow for turn two play. I'll add it into the deck description.
Just a thing, Animate Dead and Argivian Restoration won't work on Blightsteel Colossus as it is impossible for it to enter the graveyard. It's ability to stop it from entering the graveyard, much like the legendary Eldrazi, Darksteel Colossus, and Progenitus prevent it from being put there, whether though ability, spell, death, or any other possible way. As it is a common ability with most massive creatures, it's primarily used as to not break the game by preventing graveborn being the only playable deck.Sorry if this breaks it all up, though you could replace them with tutors to get Blightsteel into your hand and still graveborn master transmuter in.Best of luck to you!
Clarification: The extra mana is just for playing all the spells in your hand, am I assuming you mean it as such?Because spells that have been stormed only need the casting cost once, the only spell actually cast. The copies are not cast, nor are they paid for. Just as in twincast or reverberate, or any other spell that copies an instant or sorcery, the ability itself creates the copies, though they do not add to the total number of spells cast, only the number of instances it is on the stack.Though the extra casting cost is not needed, still, grapeshot is only truly useful in a deck based on storm itself.
I run a Kemba/Raksha deck as well, and from experience, you should take a strong look at the mirrodin block (original) for some good equipment. Speaking of Raksha, he is Needed! Also, Adaptive Automaton, Honor of the Pure, and maybe even Crovax, Ascendant Hero are good for your cat boosting. A dangerous, though possibly quite benefiting, addition would be Coat of Arms. OH Armament Master! He is Boss!There are so many equipment, I could go on forever about better replacements for everything. I suggest just going onto the Gatherer and looking up all equipment, spending a decent amount of time there.If you want lifegain, your best friends are: Angelic Chorus, Martyr of sands (Ehhhh, maybe), Congregate(!), Beacon of Immortality, and True Conviction, and these are just off the top of my head.Definitely throw in protection for Kemba, such as (nost likely not all of) Swiftfoot Boots, Lightning Greaves, Whispersilk Cloak, Avacyn's Mask, Champion's Helm, and just about anything else you can think of. For killing equipment, You are playing Commander, Trailblazer's Boots are your miracle! Though Whispersilk Cloak will also do the trick.Some random things that are useful: Stoneforge Mystic, Leonin Abunas, Steelshaper's Gift, and maybe even the Mycosynth Lattice/Darksteel Forge combo.However you step forward, best of luck!
Hopefully I can build it corporeally, soon!
For evolve, Experiment One is a must, and Cloudfin Raptor in case your drop one land is not a forest. Speaking of, a couple Breeding Pools would be nice, though understandably, breeding pools are not the easiest to come by for casual players, which I am assuming by your description.Simic Fluxmage and Clinging Anemones should probably get cut out for the aforementioned, along with Bioshift being an even better replacement for Fate Transfer. Also, Primordial Hydra would absolutely murder if you moved counters onto him, and even if he is cost one base higher than Protean Hydra, the two both work great.Casually, Primordial Hydra could be your token engine before Bioshifting his power (multiplied several fold) onto Master Biomancer, then casting an excessive amount of cost ones, such as Experiment One, Cloudfin Raptor, and your own Scute Mob, to create easily one of the most aggressive forces.Also, you definitely need a black Mana source in there somewhere.Best of Luck! The deck has a lot of promise!
Felidar Sovereign and Congregate-(unless this is meant to be modern) are your best friends. Trostani would also fit nicely into this deck.
Love the idea, though you should throw a couple blood crypts in and banefire so you have a better chance of hitting a damage dealer on your draw, and blood crypt will still produce the extra mana with Crypt Ghast. Nirkana Revenant might also help with the mana boosting, plus banefire isn't picky about its colors once you have the starting red.
Well, where you have it, the swords can only equip to your wall, and as such, you have no way to deal damage other than Ajani and lightning helix. (Plus their abilities won't activate) Control can be good, but without a win condition, the best you can possibly get is a tie. Just throw some Caw in with your blades and it should be better.
Heading along with naya, I suggest grabbing an Armada Wurm, possibly looking at something like Galepowder Mage to flash some of your fatties for Where Ancients Tread and such.
I had this problem once while I was playing. Mana base doesn't support your creatures. If you try to play strangleroot geist and rancor with drops that require one and two red mana consecutively, unless you throw in four stomping grounds, four sacred foundries, and four clifftop retreats, your mana just doesn't add up. Temple gardens would also help with the green issues.With what I can see, strangleroot, rancor, and clan defiance just don't seem to add up into the mix anyway. Replacing them with boros charm and even rootbound defenses for the indestructibility would ensure the reckoner survives. There are many better burn spells in standard other than clan defiance, and this deck just doesn't seem to work green.
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