TrabiaWasStaged

24 Decks, 44 Comments, 13 Reputation

The thought behind those additions is because, aside from the Viridian Corrupter and Krosan Grip that must hit an artifact, the rest of the destruction is multifaceted. Putrefy hits creatures, Acidic Slime can hit lands, and Sylvok Replica helps keep Metalcraft off as a recyclable tool when paired with Glissa, unless the Jor Kadeen deck can hit 3 of the 4 Darksteel.

The 4 Darksteel pieces (1 Relic, 1 Plate, 2 Axes) are actually there as a way to balance the Glissa deck, which carries 9 sources to remove artifacts, and can easily gain control. Having such a foothold enables a dynamic back and forth between the two decks, as it's a low enough number to not have them show up in some games, but enough to show up with two-of or the rare three-of in others.

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Posted 24 February 2015 at 00:42 in reply to #537504 on DD: Jor Kadeen vs Glissa

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That is a quite nice equipment for him. I'll restructure things and find room.

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Posted 07 December 2014 at 21:40 in reply to #521440 on Tajic Soldier Tribal EDH

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I'm noticing you have quite a considerable number of lifegain effects in the deck, and you're also sitting on Marchesa's Infiltrator with Dethrone. Wouldn't it be slightly safe to say that there's a bit of anti-synergy there, since the lifegain effects likely put you on the throne, keeping it from triggering for counters?

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Posted 06 December 2014 at 21:07 as a comment on Budget EDH: Get Rekt Son

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...there are only 3 less Islands than Forests in the deck. It's a 10-7 split for basics, which is over a 40% chance that, if you even just have one basic land in the opening hand, it's an Island.

Not saying Remora's a perfect fit by any stretch, just another option, but you're definitely going to have hands on good frequency where you can drop a T1 Island.

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Posted 28 October 2014 at 18:04 in reply to #514071 on It "Bogle"s the Mind.

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I just really don't like seeing spells that could be considered "dead effects" coming down just because they help a big combo go in, like feeding the Mask, when there are deck-beneficial effects that could fill the role as well. It's totally up to the player to decide how they want to put things together, and I'm sure that there may be hands where you have Forest, Forest, Abundant Growth, Invisible Stalker that it lets you snap-keep, but I'm just not wholly sold on it, myself.

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Looking through Gatherer to see if I missed anything, Mystic Remora is also a decent way to add card draw and a bit of tempo fuel to the early game, though it doesn't cantrip itself, and it has slight anti-synergy with Mask, because you'll want to stop paying the cumulative upkeep, which means a forced sacrifice.

You'll only really want to pay the cumulative upkeep once or twice, but usually that's enough to get some good draw in from it, or at least stop your opponent from putting their bodies on the field before you can really go off and put Bogles to faces.

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Posted 28 October 2014 at 17:52 in reply to #514071 on It "Bogle"s the Mind.

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I did note that the cantrip is nice, but at the same time, I'm wondering whether the cantrip and placeholder enchantment, as it is since you don't need its effect on the land in this deck, would be worthwhile over other enchantments that could be there in its stead.

Curiosity is an Enchantment for U that lets you draw cards on contact, which, coupled with Rancor or Invisible Stalker, is far more than a one for one. Keen Sense does the same, for G.

Frog Tongue cantrips just like Abundant Growth does, and grants a creature Reach, which is something the deck could use as an effect to stop getting raced by Fliers.

Sisay's Ingenuity cantrips as well, and can be used to change the color of your Bogle to get it actually through for the kill against, say, a Mirran Crusader who can block all day with pro-green.

Stratus Walk cantrips and gives Flying for 1U, with the downside that it can only block other Fliers.

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Basically, there are other options to be had that give a primary effect that the deck could actually use, whereas the mana fix from Abundant Growth seems wasted without the deck being Bant, where you'd go T1 Shockland or Painland, Abundant Growth. Either way, that gives you T2 access to all three of your colors off one land, so the vast majority of your T2 plays are wide open. You could've easily been sitting on a Yavimaya Coast or Breeding Pool and either a Forest or Island in your hand, with no white in sight. That's where Abundant Growth is so good.

Here, I don't see that, since it's easy to just go T1 Forest, T2 Island or Hinterland Harbor, and suddenly, you're in business just the same, without needing Abundant Growth to help out, especially since the deck's also carrying Birds of Paradise as another possible T1 drop.

I'm not saying Abundant Growth is a bad card, by any stretch, just that this particular deck could use other options more functionally for the same boons that it offers, given its construction.

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Posted 28 October 2014 at 17:24 in reply to #514071 on It "Bogle"s the Mind.

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Hey Jessie, what do you think of smaller enchantments like Spider Umbra, for Reach and Totem Armor, or Flight for evasion to be able to swing in before you're massive?

I tend to see these sorts of things a lot more in the Bant variant because of Ethereal Armor, but your main Voltron pieces are both grounded, and having a way to get up either as a blocker or attacker yourself could help freeze decks like Delver and other decks looking to take a good portion of the fight to the sky and go right over or past you in a race.

They'd definitely give an added hand to your Ancestral Mask boosts.

And not being in three colors, I'm not entirely sure if you need the Abundant Growth for the color-fixing angle, though the cantrip is nice. Over 50% of your land base hits each color.

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Unrelated (and unabashedly, since I know you're popular around here), would you please take a look at my Jeskai Delver build for Modern? I just put the list up, and would love to get some feedback on it before I take it out to a local event this weekend.

http://www.mtgvault.com/trabiawasstaged/decks/jeskai-delver-modern/

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Posted 28 October 2014 at 08:57 as a comment on It "Bogle"s the Mind.

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On the same note for being able to attack every turn without fearing losing Kaalia for doing so, Rogue's Passage is great.

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Posted 22 August 2014 at 19:13 in reply to #496890 on Kaalia

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Having ways to get things out before Kaalia hits the ground is great, and why I noted Quicksilver Amulet, to help save some mana. Having Kaalia in the command zone draws multitudes of hate, though, so I would not be surprised if you find hate thrown your way early and often.

Oblation fits nicely in your deck, and you can use it either to tuck a problem commander or save something from a wrath effect and get some card draw.

Also, Akroma's Memorial. If you can get your hands on one, it's a great fit, and will help with protections, evasion, and the haste you're looking for.

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Posted 21 August 2014 at 21:04 in reply to #496653 on Kaalia

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With all the large bodies in there, you may wish to look into a Quicksilver Amulet.

Also, Kaalia -needs- haste effects, because no table worth its salt is going to let her untap and attack, so you need to hit the ground running, literally. You've got Boots, Greaves, and Hall of the Bandit Lord, but that's not really enough. I'd look into Anger, Ogre Battledriver, Fervor, In the Web of War, and the like.

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Posted 21 August 2014 at 03:37 as a comment on Kaalia

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Thanks. It's primarily focused on control, which is why I didn't just throw every infinite combo possible in there. You did miss one more infinite, though:

Time Sieve + Thopter Assembly is infinite turns.

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Posted 21 August 2014 at 03:32 in reply to #496380 on Esper Control EDH

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Gotcha. I'll have to check that out. I usually have 3 or more decks built up at a time for EDH, but then, that's pretty much the only format I play.

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Posted 16 August 2014 at 17:26 in reply to #491454 on Gahiji, Honored One EDH

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How's the deck been working for you?

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Posted 16 August 2014 at 08:35 in reply to #491454 on Gahiji, Honored One EDH

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Rule #4, for an effect making the mana colorless, refers to an effect that's not produced by your cards. A great example is Blood Moon. All nonbasic lands become Mountains. If you can't make red mana, all your nonbasics can only produce colorless.

Hope that helps a bit.

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Posted 13 August 2014 at 04:35 in reply to #491801 on Rhys, the Redeemed EDH

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Warning: a lot of what I'm going to say here is my opinion, and you may not agree with what I have to say. I don't expect you to, really, because every EDH group is different, and you know your local meta better than I do.

31 is fairly low for an EDH deck; under 1/3 cards in the 99 are land, and you don't have Farseek, Kodama's Reach, Cultivate, Sol Ring, or anything else to really -fix- that without needing 3 mana for a Keyrune. I like to see around 37 or so lands in the deck, or even closer to 40, since you're not ramping.

My general look, especially in a deck that does not run red and cannot produce red mana, is to have 2 under half of your land base, if not more of your lands as basic land. Refuges, Guildgates, and bounce-lands should all be basic lands. I say this because Blood Moon and Ruination both exist, and if someone Blood Moons, you're all of a sudden stuck with 3 lands in your entire deck that can make each color. It doesn't read like Urborg; if they Blood Moon, your non-basics just become Mountains, and only produce the red mana you can't make, leaving it colorless.

Take this as you will, as making cuts to up your mana production and adjusting your levels of ramp would mean you'd have to get rid of things in the deck currently. I'd take it slow and find underperformers before just going whole ham on the suggestion, but at least put in more basics to start!

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Posted 11 August 2014 at 06:17 in reply to #491603 on Jenara Force of Tokens

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Awesome, glad to hear I could help. Jenara's been my ongoing project for a couple years as a commander, and she really does some fun things.

Master Biomancer does a ton of work in my version of the deck, and I could see him doing the same in yours, especially with how you're making a bunch of token bodies. Anything that makes them bigger is better.

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Posted 09 August 2014 at 18:41 in reply to #491603 on Jenara Force of Tokens

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I actually had to double-check that myself before noting it for you; they use Elves of Deep Shadow as an example here ( http://mtgcommander.net/rules.php - under the examples of what's not allowed in a deck of certain colors).

I can see that happening with Coat of Arms, as well; Obelisk of Urd is a bit safer in that regard, as it's not a global effect, just one-sided for you, and would only boost the creature type you list.

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Posted 07 August 2014 at 15:51 in reply to #491801 on Rhys, the Redeemed EDH

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Druid of the Anima's got the red symbol explicitly listed in an effect as one of the mana it creates. You can't use it in Rhys' G/W build, sadly. Same vein as being unable to use off color lands.

Aside from that, I like the elvish tribal, and one thing that springs to mind is potentially adding a couple non-creature anthemic effects, or ways to win faster with smaller bodies. I could see Coat of Arms and Obelisk of Urd working wonders for you, and while it's frowned upon at a good many EDH tables, Triumph of the Hordes allows your elven army to overrun and infect for a victory, even with smaller base creature sizes.

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Posted 06 August 2014 at 18:05 as a comment on Rhys, the Redeemed EDH

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Part of me says to look for anthemic effects like Coat of Arms or Obelisk of Urd that would work for dragons, especially if you are running Death By Dragons, because you'll want to make sure yours are bigger than theirs.

Aside from that, Bladewing the Risen would be helpful grave recursion while staying on theme, and since a lot of your stuff does cost a good chunk of mana, I'd look into Cavern of Souls to make your dragons uncounterable and Tempt With Discovery to ramp. You'll sometimes whiff with it, but other times, you can pick up a good 4-5 mana off that if the table sees need.

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Posted 06 August 2014 at 17:26 in reply to #491634 on Jund Dragons EDH

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Nice, man. Thanks. I'll give your decklist a glance after work tonight and see about implementing some changes.

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Posted 06 August 2014 at 17:20 in reply to #491662 on Jenara +1/+1 Counters EDH

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