AzraelTheSlain

411 Decks, 373 Comments, 67 Reputation

Not a problem at all! After all, that's part of the point of posting a deck, is to bounce ideas off of one another, no?

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Posted 03 December 2018 at 03:12 in reply to #620120 on ESTRID, THE MASKED EDH

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Creature suggestions:
Blue - Aura Thief, Drake Familiar
Green - Eternal Witness, Destructor Dragon
White - Karmic Guide, Mesa Enchantress, Leonin Relic-Warder

Enchantment suggestions:
Blue - Propaganda
Green - Canopy Cover
White - Darksteel Mutation
Gold - Cloud Cover

Just a few bits of food for thought to consider. I would also strongly advise the use of some spells, especially mass removal/return, as you have two very potent removal colors in the deck and the possibility for great tempo control.

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Posted 03 December 2018 at 02:52 as a comment on ESTRID, THE MASKED EDH

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Lol, it's all good, autocorrect screws me over all the time.

Firstly, I have some questions regarding some of the cards in here.
(* indicates more direct suggestions, ** less direct but still useful)

1. There are some creatures in here that seem a bit out of place (i.e., Aethertorch Renegade; Kalonian Twingrove;
Grazing Kelpie; Arbor Elf). What made you choose them over others?

2. Your land count is rather low. How does your hand fare when it comes to mana?

I have some suggestions that I think you'll not only like, but will also make it run more effectively.

1. Creatures - It seems to me that the overall theme of the deck is BFM (Big F**kin' Monsters), so here are a few that
would fit into this category:

* Deadwood Treefolk - Sure, he's not that massive at a 3/6 for 5G, but his ability is what sets him as important: when
he enters/leaves the battlefield you get to recoup a creature from your graveyard.

* Bane of Bala Ged - A new Eldrazi face to fit in with your old friends. Instead of forcing them to sacrifice permanents,
however, this one forces them to exile permanents instead. Painful.

* Altered Ego - What's better than a 9/9 with Annihilator 3? How about an 11/11 (or worse) with Annihilator 3 that
can't be countered and costs half! Or any other creature you'd like (minus your own legendaries, of course). Clever
Impersonator and Progenitor Mimic fall under this as well (with the Progenitor making even more versions!).

These next few creatures are on the smaller side, but they pack a good deal of utility.

* Prophet of Kruphix - Utility, utility, utility! Not only does your commander have Flash, now all your creature spells
do! Additionally, you will have your lands untapped (and creatures) every turn for some extra added benefit.

* Sylvan Caryatid - The best answer you can imagine for needing a mana chicken. Hexproof, low-cost and provides any
mana color you want. Another good alternative would be Rattleclaw Mystic.

* Coiling Oracle - Cheap and either nabs you another land (untapped), or you get to draw a card.

** Realmwright - If you wanted to keep Kalonian Twingrove, this guy would make him suddenly and incredibly viable.

** Aetherplasm - Four mana four a blocker that can potentially give you one of your huge creatures even quicker.

2. Enchantments - So you're not heavy on them, but there are some that may prove beneficial.

* Warstorm Surge - Gains you additional damage based on your creature's power as it resolves onto the battlefield.
Easily dish out massive damage just by playing your big fellas.

* Bounty of the Luxa - A bit more recent an addition, but not less effective. Either nails you a card, or three free mana.

* Rites of Flourishing - Opponents are less likely to destroy an enchantment that helps them as well. An extra card
and an extra land is good for them, better for you.

3. Instants and Sorceries

* Sylvan Scrying - This gets you any land you want from your deck, making it indispensable in Commander.

* Guided Passage - This card was made for this deck. What better way to seal your opponent's fate than to have them
choose it themselves? This gem forces them to search your library and choose a land, a noncreature nonland card,
AND a creature, all for three mana. Everything you have is big and nasty, and it all helps, so virtually no downside.
The lazy man's tutor.

* Explosive Vegetation and Cultivate - Both of these are possible upgrades on mana ramping, for just a slight raise in
cost.

These are just a few suggestions, let me know your feedback and I can gladly offer others.

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Posted 12 July 2017 at 18:54 in reply to #602836 on Klipdas

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Surrak has been one of my favorite commanders since he was printed: you get a lot of use out of him early on and he blots blue out of the question. I really like the way this deck is heading, but I do have some questions and suggestions about it. Before I ask those, though, I should ask: Do you only utilize cards you have for this deck without intention of purchasing others for it?

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Posted 12 July 2017 at 03:43 as a comment on Klipdas

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Lol, I think you broke your mana curve reader. It says there's 39 zero-cost cards in here.
Anyhow, I like the deck, man. Considered more global-damage spells? Neheb reaps the benefits doubled over.
Purphoros is a powerful tool here as well; consider the use of more token generation to utilize his ability to maximum effect.
Spell doubling is another useful tool as well, keep in mind cards like Mirari to utilize your spells twice over.

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Posted 11 July 2017 at 10:13 as a comment on Neheb EDH

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Some ideas for consideration:

- Galvanoth: Gains better chances of wandering across a burn spell, and casting it for free.

- Mirari: For a minimal cost, you can double up on your burns, feeding more into Neheb to cast more devastating burns.

- Leyline of Punishment: Sure, you can't gain life, but neither can they, and they can't prevent your damage either.

- Loreseeker's Stone: Given the limited card advantage in red, this card will greatly help in times of need.

- Homeward Path: Get all of your cards back from either opponent spells or casting Warp World. Also keep their stuff if casting Warp
World. Consider Whims of the Fates as well to pair it additionally.

Just a few ideas to emphasize your already interesting deck.

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Posted 11 July 2017 at 09:52 as a comment on Burn 'em Red!

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Sideboard suggestions and constructive criticism welcomed.

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Posted 11 July 2017 at 09:34 as a comment on Rashmi's Toolbox

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Oh, cool. It's a pretty fun deck from the start (they did a pretty good job balancing out each of the decks, really), but from watching my friend play it, it seems to lack a bit of oomph. Mayael can also tuck away some really nice cards and not always bring out a fatty, which can be a bit of a downer. Gahiji always seemed like a real good alternative, since he buffs your creatures as well as anything that happens to attack an opponent.
Creature-wise, obviously it's the beasts you'd want to monopolize upon. Spearbreaker Behemoth seems like a pretty good option for this, as well as Anurid Scavenger, Bull Cerodon, Copperhoof Vorrac, Fangren Firstborn, and Gruul Ragebeast.

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Posted 15 August 2015 at 17:29 in reply to #559086 on Nature of the Beast

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So, uh, are you just posting the deck, or are you looking for some comments and suggestions pertaining to the Beast tribe?

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Posted 14 August 2015 at 14:13 as a comment on Nature of the Beast

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Hmmmm...
(*Azrael)

Where'd the land and ramp go? Some ramp spells/creatures could make an appearance. Lay of the Land (1 CMC), Kodama's Reach (3 CMC, twofer), Cultivate (another 3 CMC twofer). All these could help spellwise, but if you want creatures instead, Ainok Guide is cheap and offers multiple uses, while creatures like Primeval Titan just hit the field and give you immediate ramp. Sakura-Tribe Elder is another useful one here for a low mana cost, while mana dorks like the Mystic (already here, of course) secure mana as well as early creature advantage. Lands that could function well in a STOMPy deck give utility as well as production, such as Haunted Fengraf (graveyard utility), Khalni Garden (provides chump blockers), Llanowar Reborn (counters) or Turntimber Grove (temporary boost).

You're also treading pretty close to an Elf tribal, which could open up a bunch of other options (so many Elf archetypes). Elves also jive well with Beasts, so there's that possibility as well. The Tusker is a great little critter, and he has a big brother: the Leatherback Baaloth. A 4/5 for three mana is amazing, but remember the issue you may have in dealing with a format where just one mana could mean exile or kill spells.

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Posted 02 June 2015 at 15:02 in reply to #551626 on Big stompy green

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I agree with TheBear, you need some serious abusing. While he's not a "Power 2 or less", since you have some cards with activated abilities, I would consider Gustcloak Savior. He'll save your cards like Kik-Jiki that'll be forced to attack by Alesha's ability, and even give you some more utility. Since you also have little in the way of artifact/enchantment hate, you might want some guys like the War Priest of Thune , Duergar Hedge-Mage, Reliquary Monk, or Soltari Visionary.

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Posted 04 May 2015 at 12:21 as a comment on Alesha, Who smiles at combos

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I actually run a similar deck using Purphoros as my commander as well. I like some of the additions made to this, especially the Impact Tremors and Outpost Siege. One of the enchantments that would be really useful in this deck that I currently run in mine would be Goblin Warrens, since it runs well with Tremors, Siege, Purphoros, Siege-Gang, and pretty much any goblin generator/destructor you already run in here.

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Posted 01 May 2015 at 16:41 as a comment on Purphoros, God of Forge EDH

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Vizkopa Guildmage, hands down. (I'd apologize for the pun, but it wouldn't be sincere.)
Also, the Soul Sisters could help here, as well as flicker effects like the Conjurer's Closet.

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Posted 28 April 2015 at 16:32 as a comment on Quarnozian High-Five of Doom

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Awesome deck idea! I love this, a game within a game!
Hmmm... Let me see...

Lands seem to be the easiest to start off with, in any case. Command Tower, Reliquary Tower, Tower of the Magistrate, Tainted Field, Cathedral of War and Contested War Zone I feel fit the flavor of this deck.

Enchantments: Malevolent Awakening fits the theme of the deck since you can sacrifice the "pawns" to return any piece to your hand to be replayed on the board, and Martyr's Bond could be a light combo piece to accentuate it. Not to mention Martyr's Bond is a pretty good reflection of 'acceptable losses' and trading pieces.


Creatures: Banisher Priest is a nifty little creature that could make for a good Bishop in White, as would Beloved Chaplain. For Black, thee could be Cabal Executioner or Entomber Exarch. For Rooks, it really seems as if walls might work, such as Cathedral Membrane/Corpse Blockade, or Wall of Hope/Wall of Souls.

Artifacts: Tower of Calamities/Tower of Champions are interesting possibilities.

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Posted 16 April 2015 at 13:38 as a comment on Checkmate

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http://www.wizards.com/magic/comprules/MagicCompRules090201.pdf

Page 4, under text 1.The Game, rule 100.2.
I'm not being a troll, seriously, it's there.

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Posted 14 April 2015 at 07:45 in reply to #545027 on Sleeves of the Undying

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Well, my first question is simply this: What kind of deck are you playing, exactly? I see the enchantments rival the creatures almost, but they don't really give me a grasp as to what the deck is themed. Another question I have is in reference to your commander choice. Why the Envoy? The Orzhov Scion is cheaper in mana cost and has a pretty high playability, offensively and defensively.

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Posted 11 April 2015 at 13:28 in reply to #543685 on Protection EDH

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Well, you mentioned the Isochron Scepter already, doctorhydrogen, which took away one of my suggestions. Darn.
However, I still have one: Elite Arcanist. You can throw ANY of these wonderful Instants on him, granted as long as it's in your hand.

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Posted 11 April 2015 at 13:16 as a comment on talrand

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Darksteel Forge would be incredibly useful in here.

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Posted 10 April 2015 at 23:16 as a comment on Sharuum the Hegemon - EDH

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Considered Braids, Conjurer Adept as a Commander? As long as you keep the tempo running (Kederekt Leviathan would help here with that. I just realized he'd be absolutely disgusting with the Mystifying Maze. Ugh.), your opponents can put down free stuff all day, and sigh as it went right back into their hands.

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Posted 10 April 2015 at 14:32 as a comment on Monsters of the Deep EDH

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Huh, interesting. I was just commenting on another Shu Yun EDH, and when I went back to look for more interesting decks (EDH), here was another one. In both cases it's a different take on using him as a Commander. As to the Tags given, I kind of feel that the Monk Tribal part is played up somewhat (there are 10 total Monks out of 19 possible creatures, over half, but not by much), not counting the spawn of the Mentor. Overall, I like the idea of making a monastery deck, and this is a good one. Some of the cards definitely belong in here and work great synergy, namely Jeskai Ascendancy (though it clashes somewhat with Brave the Sands). Others... I kind of wonder about. The mix of tempo-aggro seems somewhat skewed to me, due in turn to the choices in your creatures, enchantments, and spells.

In terms of your creature base, I'm wondering if you were caught in the process of deciding to use Dragons or Monks as your primary tribe. There's a fair littering of Dragons in here (I'm guessing due in parts to Ojutai's appearance as well as the 'noncreature spell' addition for some of them), but not enough to trigger Ojutai's ability often enough to lock down the board successfully. In the case of the monks, I just fear that not enough credit is given them for their tribe to truly shine in-game. This puts the two at odds with one another, in my eyes. To balance out the Monks more, I'd suggest the use of cards like Bloodfire Enforcers; Homura, Human Ascendant; Jeskai Elder; Mistfire Adept; Ojutai Exemplars; Rune-Tail, Kitsune Ascendant; Serene Master and Student of Ojutai. To balance out the Dragons instead, you could make use of Bogardan Hellkite; Eternal Dragon; Flameblast Dragon; Niv-Mizzet, Dracogenius; Numot, the Devastator; Rimescale Dragon; Ryusei, the Falling Star; Shockmaw Dragon; Spellbound Dragon; Sunscorch Regent; Thunder Dragon; Wardscale Dragon and Yosei, the Morning Star. Of course, all of this depends on how you wish to theme the deck.

Your enchantments are a tricky situation, in a word. This is because it depends largely on your commitment to either global/local enchantments or auras. Global and Local enchantments are really the easiest to plan with, in my opinion, because you can try to use the same common theme to build upon what kind of deck you're pursuing. For example, say you want to focus the deck on control tactics and creature manipulation. Since you already use the Monastery Siege, I'd also toss in the Citadel Siege because it helps to control an opponent's field more (If used in the Dragon sense) so than the Khans outlook. Another useful control enchantment could be Curse of Inertia, because it works as a Twiddle on a stick when you attack the cursed player. This outlook suits your current deck style, as opposed to the aggro style it could embody.

And here's the hardest part of this deck to deal with: the spells. What's going on here is a really strange amalgam of control-aggro that really needs some refining, I think. The way you whittle these down and refine the overall flow of the deck again depends on how it is you wish to proceed with the deck's theme. While playing a toolbox is quite fun and can be very rewarding, it can also get incredibly hectic and frustrating when you begin to get cards that don't always jive well together once you breach the two-color stage (To be completely honest, it's also a lot easier to pull off when you're utilizing Green for ramp). I believe it could be easier to manage this deck if you were able to focus on a specific theme (I know I keep beating this Thematic Dead Horse, but there's method to the madness), primarily between the already-stated aspects.

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Posted 10 April 2015 at 14:27 as a comment on Silent Tempest

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