agoldenberg

131 Decks, 20 Comments, 6 Reputation

3 recursion

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Posted 13 July 2018 at 05:51 in reply to #616243 on Xenagos smashy smash

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5 protection cards

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Posted 13 July 2018 at 05:30 in reply to #616243 on Xenagos smashy smash

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20 beaters

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Posted 13 July 2018 at 05:24 in reply to #616243 on Xenagos smashy smash

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35 land
10 ramp (rocks and land ramp)
10 removal
6 or more card draw/search
6 win more

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Posted 13 July 2018 at 05:21 as a comment on Xenagos smashy smash

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37 lands
17 removal
3 board wipes (or more)
10 ramp
6 or more search/draw
5 time counter manipulation (NO more then 6 max)
5 win more/high powered cards
19 big hitters and other stuff

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Posted 08 July 2018 at 04:49 as a comment on Eldrazi EDH

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So you can make this a white black deck with the same general and strategy. Openness up some synergy.

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Posted 28 June 2018 at 22:14 in reply to #615821 on EDH Regna, the Redeemer

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"The second ability represented by the “partner with [name]” keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with “partner with [name]” is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander." ~mtg ruleing

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Posted 28 June 2018 at 22:12 in reply to #615821 on EDH Regna, the Redeemer

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The real problem with the deck is a lack of utility. I run a very powerful Rafiq of the Many aggro EDH deck and I run with about a 30% of my deck being utility. That is constant with most good EDH decks with many actually running more. I have seen aggro decks with a good 40 to 50% utility and still run very well. This is because the utility is what makes the deck consistently work and puts you in the position to be a threat. Il make a mention of what types utility you should be looking for below.

-RAMP- run about 10 of these
You are running green and the biggest power of green is the ability to ramp up mana. Non-green decks still run a good amount of ramp. You want ways to have a lot of mana available so you can consistently put out your big things and if possible put out more then one big thing at a time. You can run some combination of mana rocks (signets, Darksteel Ingot, Sol Ring, etc) and ramp spells (Cultivate, Kodama's Reach, Solemn Simulacrum, rampant growth, etc).

-REMOVAL- ran about 10 of these with 3 being board wipes though many people would say to run more
You want to win but you cannot win if your opponent does before you can. Do NOT take something that does a small amount of damage of inconsistent amount of damage as a removal because you do not want to be put into the situation where you have your so called removal but cant use it because you cannot hit them with your Balefire Dragon or have no other cards in hand for a Disaster Radius. You want something like doom blade or murder which straight out states to kill something. You will also want some board wipes for when it is a token swarm or the whole field just looks bad.

-SEARCH- run as many as you can
You want to have the best cards you can in your hand but being a 100 card singleton format makes that difficult. Something like a diabolic tutor, Worldly Tutor, Fierce Empath, etc will assure you that the next card in hand will be exactly want you want whether it be a big thing or a utility spell to deal with some problem.

-PROTECTION- run about 5 to 7 if you can
You do not want to be punched in the face nor do you want your things removed. Something like Asceticism, Whispersilk Cloak, etc will make it a difficult to deal with your stuff and will inevitably lead to your opponents needing to use a lot more resources to deal with you.

-RECURSION- run a handful depending on how you think the deck will be best, this all depends on the rest of the deck
You are running both green and black, the best recursion and reanimate colors. So why play your awesome spell once when you can play it a good 2 or 3 times.

Other then that the deck is not bad. Once you add utility then you will realize that the deck is better then it first seems. Try to add some bigger things like Tyrant's Familiar if you can. Also do NOT restrict yourself to just dragons. A Worldspine Wurm may not be fully synchronized but 15 trample still hurts regardless. Just put dragons over other cards not remove all others.

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Posted 02 January 2015 at 07:01 as a comment on Jund Dragons EDH

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He has a point that some things are just not good enough for EDH. Keep in mind that a card not only costs mana but also decreases your hand size by one. You do not need to change your general both this and the general mentioned above are good and keep in mind that many including myself would say that green is the BEST color in EDH because it has both ramp, big things that hurt, recursion and a little of everything else.

Il list some of the cards that are not good enough with reason why next to it separated by a '-'

Armillary Sphere - you play green, there are about 30 ramp spells that are straight up better then this

Elixir of Immortality - unless you are actually afraid someone is going to mill all 99 cards it just ends up being a little bit of life

Archwing Dragon - the main strength of the card is its hast, which your general already gives and thus is redundant

Burning-Tree Emissary - a 2/2 is not worth decreasing cards in hand

Dragon Egg - basically the same as the problem with Burning-Tree Emissary

Dragon Hatchling - basically the same as the problem with Burning-Tree Emissary

Dragon Whelp - basically the same as the problem with Burning-Tree Emissary

Furnace Whelp - basically the same as the problem with Burning-Tree Emissary

Jund Battlemage - basically the same as the problem with Burning-Tree Emissary

Karrthus, Tyrant of Jund - you cannot have two of the same card, hes your general so he CANNOT be in the deck itself at the same time

Volcanic Dragon - basically the same as the problem with Archwing Dragon

Jund Charm - the only good option is the grave removal but that is then nothing but a hate card with no other good effect

Tempt with Vengeance - your not a token deck, someone who is will take this and murder you with it

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Posted 02 January 2015 at 06:09 in reply to #491660 on Jund Dragons EDH

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Your deck is actually very well off. Despite this I can give some suggestions.


-Cards I suggest to take out-
Endless Horizons - This card may seem good but the problem is that there is all types of removal in EDH and as such it is very likely someone will destroy the enchantment and then all the plains that were exiles would be gone.

Luminarch Ascension - This is one of the most powerful cards in EDH but this IS its weakness. Once the card is played then evry experienced player will attack you till you die. Experienced players will not remove it because it gives a good reason to ignore them and focused on the player with Ascension in play.

Swords to Plowshares - There is many very good removal cards in white EDH. For instance there is Path to Exile, Oblation, condemn, oblivion ring and Archon of Justice. You have to keep in mind what your goal is, kill your opponents by combat damage. Giving HP to opponents may not mater as much in combo decks which would win by infinite damage but for you it would slow you down. While I am on the subject, you should run more removal in general because you always want to have something ready every couple of turns. I find that running about 10-15 removal cards works well.

Serra Ascendant - It is amazing if it comes out early but the problem occurs when you draw it late game. If you have lower then 30HP then it is worthless on its own and thus wasted a card draw.


-Cards I suggest to think about adding-
Mana rocks (a general type of artifact that produces mana) - There is not many ramp cards in EDH but you will still will want some more mana producers. Things like darksteel ingot and, my favorite because of the epicness of the art, meteorite.

Hedron Matrix, whispersilk cloak, Veteran's Armaments, ring of thune and cloak and dagger- all equipment that give very powerful stats in EDH.

Raksha Golden Cub - The buff to cats when equipped does apply to himself so with no stat boosts on him he will attack for 10 when equipped. Attach a +5 equipment to him and he will already be attacking for 20. This means that he can hurt... a lot.


-Ideas to try-
Place Nahiri, the Lithomancer into the deck itself and run Kemba, Kha Regent or Raksha Golden Cub as your general.

Kemba, Kha Regent when it has a lot of equipment placed on it can produce a lot of tokens every turn and can quickly add up within one or two turns to produce a good 15+ tokens.

Raksha Golden Cub as I said before can hurt a lot. If he is your general then all you need is 21 damage to kill. The bonus to cats can make a card like white sun's zenith a win condition.

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Posted 09 December 2014 at 05:17 as a comment on Lithomacer EDH

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I suggest Negate, it is to specific without gaining a large bonus because of that detriment. Many combos come from creatures.

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Posted 30 November 2014 at 22:27 in reply to #520091 on Niv-Mizzet Never Mizzes EDH

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Ya he has the idea. Still check out the deck list I posted (still be warned he has expensive tastes) and the nahiri the lithomancer pre-made because both have a lot of the cards that you will need like Martial Coup and Decree of Justice which are both extremely good token makers.

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Posted 30 November 2014 at 18:15 in reply to #520101 on Darien King of Kjeldor EDH

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The problem is that Darien, King of Kjeldor is not that good of a general due to him coming up short. This is true with many parts of the deck. It is a very common mistake EDH players make, particularly new ones, where the cards just do not do enough. For instance Raise the Alarm creates 2 1/1 which might be good in other formats but in EDH with 40hp the 1/1 is considered an annoyance at best. If you want to spawn tokens then you need to spawn a lot of tokens, like making 30+ tokens quickly. I get how this is supposed to be a soldier deck but there just is not enough power in soldiers alone to make it an EDH deck. That is why most EDH decks do not follow a creature type.

Try running nahiri the lithomancer as your general. I know it is not what you want to hear but it is just a stronger general in mono white that can work with this deck type. If your willing to make some large changes and to make the deck a token deck then you can try kemba kha regent as a general. Other then that then I would suggest adding green and running the standard token generals like rhys the redeemed.

Once again I am sorry, I know that is not what you want to hear but Darien, King of Kjeldor is run almost always as a challenge deck because playing him in EDH is always hard regardless of how good the deck is. Unless that is what you want, you should search for a new general, though carry over many of the cards in this deck. If you do end up building a token based deck then I suggest you buy the nahiri the lithomancer pre-made deck, it contains many of the necessary cards and is cheaper then to buy the token makers individualy.

Also if it helps here is a friends token deck that is really strong though he goes on the expensive side: http://www.mtgvault.com/agoldenberg/decks/toms-deek/

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Posted 30 November 2014 at 02:54 as a comment on Darien King of Kjeldor EDH

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Its ok so long as the people you play with is ok with the deck going against the standard rules but do understand that it is still not allowed elsewhere.

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Posted 30 November 2014 at 02:26 in reply to #519509 on Darien King of Kjeldor EDH

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Wops how could I forget hinder (2nd spell crumple).

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Posted 30 November 2014 at 01:23 as a comment on Niv-Mizzet Never Mizzes EDH

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Jin-Gitaxias, Core Augur, Jace's Archivist, Desolate Lighthouse, Niv-Mizzet, Dracogenius (technically 2 different creatures so legendary effect does not go) and Jushi Apprentice are good cards for the deck. All in all though this is a very strong deck anything suggested at this point is up for debate but do keep in mind that looting (draw and then immediately discarding) is actually very lethal in this deck and a good way to search for combo peaces.

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Posted 29 November 2014 at 07:11 as a comment on Niv-Mizzet Never Mizzes EDH

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This may help

My EDH: http://www.mtgvault.com/agoldenberg/decks/rafiq-of-the-many-beatdown-edh/

Other cards that are good in the deck: Colossus of Akros, Daxos of Meletis, Hydra Omnivore, Medomai the Ageless, Asceticism, Celestial Mantle, Righteous Authority, Congregation at Dawn, Opal Palace, Sphinx Ambassador, Thada Adel, Acquisitor, Oracle of Mul Daya, woodfall primus, avenger of zendikar

If you want an explanation for any of the cards don't be afraid to ask; i can give an answer

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Posted 12 November 2013 at 00:45 in reply to #410896 on Combat Damage Is the Key [EDH]

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Look into including EDH stapes like spell crumple and create more synergy with your gen other then more exalted tigers like how the double strike causes quietus spike to deal one strike and 1/2 the opponents health, then deal the second strike and 1/2 the opponents health again (from 40 health your gen with the equip brings an opponent down to 7 in one combat)

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Posted 10 November 2013 at 23:16 as a comment on Combat Damage Is the Key [EDH]

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Champion's Helm?

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Posted 10 November 2013 at 09:30 as a comment on legend..wait for it..DARY!

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