Canita

9 Decks, 15 Comments, 8 Reputation

Good question (;
Hopefully, people enjoy looking at a fairly strong pool of cards from Mayael, all the while bringing some discussion on improvements. The good stuff.

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Posted 19 May 2018 at 19:57 in reply to #614852 on Mayael's Chord - Commander EDH

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Oh and by the way, Primeval Titan is Banned. I'd play with mine too if given the chance (;

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Posted 13 April 2018 at 17:56 in reply to #613944 on Yisan, the Wanderer Bard EDH

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You're most welcomed! (;
If you have any questions, let me know.
I'll keep on checking your decklist from time to time so if I've got more suggestions, I'll give you a shout-out.
Meanwhile, feel free to look at my own deck too if you'd like, I've listed the most useful cards but maybe there a few more you can crack by having a look-see:
https://www.mtgvault.com/canita/decks/mayaels-chord-commander-edh/

Cheers o/

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Posted 13 April 2018 at 17:41 in reply to #613944 on Yisan, the Wanderer Bard EDH

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Hello there! I'm a friend to anyone who is building themselves decks for Commander! So of course I'm thrilled and happy to share what knowledge I have to help you out.
Most of the upgrades I could suggest either come from my own decks and also as I've a friend of mine who too plays with Omnath! A very cool deck by the way (;
Good pick!

So first things first, I understand the bet on more green mana to your pool, I'd too bet in that key strategy and I've kept that in mind as I'm suggesting upgrades.

For Thron purposes, you've some very important cards that I believe would strongly make Omnath into a powerhouse:

>Rogue's Passage
>Whispersilk Cloak
>Rancor! (Best green card and it's one that'll NEVER go away for one mana!)

There's a lot of other cards that can help in this strategy, and I'd personally work into getting the most out of it since you can defeat anyone by having Omnath deal 21 Commander Damage! Another Win condition! (;

Now, for all around cards:

Sol Ring - Might not be green mana, but its a very powerful acceleration, if only to allow you to keep on going for faster board engagement and allows you to summon Omnath quicker;
Descendant's Path - I've noticed you play with a lot of Elves / Beasts. So why not have free creatures entering the Battlefield?
Defense of the Heart - Two creatures, value!;
Void Winnower - Board Negation and overall control. Trust me, blue and white decks will despise having to play around him
Sword of Feast and Famine - More mana many mana, oh and protections and discards, because why not?;
Terastodon - Because sometimes there are pesky artifacts and enchantments you really need to overthrow;
Song of the Dryads - Commanders being a problem? Well, not if they become a tree!;
Beast Within - Board removal, one of the best tools you have in green too. Any permanent!
Scroll Rack - Allows you to get rid of, or have more mana. Among other uses;
Sylvan Library - Swiss army knife. Best card draw you'll ever have in green (One of the best draw sources in game imo);
Harrow - Because ramp is a thing;
Arena - Allows for something you may lack, board removal!;
Yavimaya Hollow - Regenerate will save you. Many times!
Command Beacon - Board wipes and Omnath costing more is a no-go. Lets fix that!;
Crop Rotation - If you're considering playing with those lands (more so if you DO upgrade to a Gaea's cradle) this is the best land tutor INGAME;
Hornet Queen - Heh, just something I believe you'd have fun playing with. I know I personally despise (love) it! (:

NOTE: Praetor's Council is something my friend also plays and it works very very well!

Wordly / Sylvan Tutor - More expensive cards, but Wordly is somewhat accessible and can help, just worth considering. Not as big a priority tho.

I could go on and on, but you get the deal. Just a few cards for you to consider, but you're already on the right track I can tell!

If you ever check my Mayael deck you'll see where I came up with a bunch of these <3
There's a few upgrades there that you can spot too! But since its mostly Naya themed and the overall core strategy differs so I refrained from picking up cards that wouldn't benefit you as much.
Take care and happy Commander Games! o/

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Posted 13 April 2018 at 16:01 as a comment on Yisan, the Wanderer Bard EDH

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As promised, I've looked at your cardlist, some interesting things I've taken a note of, the horn was a mention that is indeed worth the testing, anointed procession being the second I've too taken note. Both these cards I was well aware have made their way as of recently, the Banner being the harder to find due to being limited in the recent Commander decks, but I should be able to get it without much struggle.

Right, now on to the meat of things, you've already have some of the cards I'd make mention of in your sideboard, and I can't stress enough how important the Immortal sun is. Its a deck draw engine without second, definitely the card that made me run it over the Banner. You can run both, I just found myself not needing it due to how I run my deck.

Now off the other cards that are of extreme importance:

Sun Ring. that's two colorless mana that you won't have to worry about getting. Overall Sun ring is ran on every single Commander deck bar none, and there's a good reason for it. Run against someone with a Sun ring on turn one and you'll soon know what you're up against, have it land turns later and its still providing resources for turns on end.
Skullclamp. Draw 2 for free, remember when I said I barely need card draw? Well, that's the magic of Skullclamp, you have an infinite engine for card draw until you land your +1/+1 engines, at which point you should be stocked enough to have things run wild, have it land turns later and you're still having card draw, trust me, board wipes are everywhere, 1 mana for two cards? Sign me in, it keeps on happening.

Those two are of utmost importance bar none, everything else I add is subject to how ones playstyle is. Most of which you can find on my own decklist, so I'd refrain from flooding this answer with them.

Some of which are:

Sanguine Bond. You'll be getting life for days, doubling the amounts of damage one creature does, more so when you can even redirect it, is a big deal, make them unblockable and you're not going anywhere, your opponents on the other hand, if they let you set it up, one single creature will make everyone's life tumble down on a very aggressive pacing, more so because vampires are stacked on the thing, its very easy to let it become out of hand.
Infinite combo with Exquisite blood.

Kalitas. Board wipes, they are everywhere, you're against multiplayer commander and one lands? rejoice, you have a army that they can't deal with without a 2nd of those things, oh and you may have yet, or may have already faced against opponents that are packed with graveyard infinite combos / Sorcery-Instant grave digging /Graveborn decks, yeah, none of that. You're getting all of the rewards while they'll be struggling to even have one board wipe land without repercussion.

Indulgent Aristocrat. Sacrifice one token for +1/+1 on an army. Attack, have opponents assign blockers, set yourself up, sacrifice creatures, kill them.
A creature got exiled? Answer, you've denied an exile and got your creatures pumped. Its a Swiss army knive, and for good reason.

Last suggestions come from me not having played the deck you've listed as is now, but at glance, it looks too piled up with creatures that don't necessarily synergise best with one another, but I'll leave that to you since I'm not running them and thus do not know what results they may possess, however mana curve seems to suffer as a result, and albeit you've got some card draw, it seems that you're giving yourself waay too many requirements for yourself to draw.
Case in point: Skeletal scrying requires Card exile from your own deck, yes you do have instants that you're okay with losing, but until you've set yourself up, it may be a dead card in your hand. Banner, you need the Vampires to have the card draw, happen. Yet you don't take advantage of Eminence from tokens that grantee you free draws with Skullclamp. Not too sure if this was intentional, but I'd personally reconsider some of the options you've layed out.

Aigh, I could go on but I think I've already left a few suggestions that may leave you considering a few options.
Was thankful for yet another interpretation of the Tribal Vampire themed deck and thankful for having you give your own suggestions, hopefully I too have somehow inspired you to fine-tune your deck.

Cheers!



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Posted 25 January 2018 at 23:37 as a comment on The Partnership

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Why hello there, Mazelord, thanks for taking the time to look up the my decklist and give in a few suggestions, most kind!

The two Twilight prophets were a mistake whilst I was updating the list as I got my cards out of the mail, certainly a card that created a lot of buzz and testing it was definitely something I was most surprised, if left unanswered the value is just too insane.

My deck too is played for a multiplayer environment, as are all the commander decks I currently own, some of which I have stored here in this website. Why would you bring forth the conclusion that this is a 1vs1 themed deck if I may ask?
I do run a pretty vicious tribal deck that does run pretty straight-forward, whilst the artifacts do not properly help bolster eminence, they do tend to land on the battlefield and bolster around 5 + tokens and creatures worth of value, which end up being a pretty a big deal.

Shadow Alley allows for Vampires who do not possess flying or evasion abilities to have a direct swings for one's LP's, I do tend to have her make my minions run wild for the long-run, you should try it sometime, maybe worth testing, I find myself pretty satisfied with the results I've been getting with her.

The Banner was a card I ran, but found myself that you need a proper engine for it to work, if you do not have extra leverage to have the card draw, then its pretty much just doing the +1/+1, so I had it replaced with the Immortal sun who does bring more to the table, shuts down "Best Friends" themed decks who tend to run a whole lot of planeswalkers, and you're guaranteed the extra card draw per turn.
Also worth noting that with the current decklist, card draw is something I don't find myself gambling over, there's a lot of engines that provide all the leverage I require to keep on going without having to have a static +1/+1 that requires a condition to ensure the draw.

As for Sorin, I tried him out, ends up being far too frail to leave a mark, while a good planeswalker and I've nothing against anyone who does run it, I just rather have the stable +1/+1 over to my army than relying on something that barely ever sticks on the board for far too long. But then again, it may just be the playgroups I run against that have waay too many answers for planeswalkers so, It is possible I'd consider having it sideboarded depending on the environment.

As for the Horn, I've yet to get a hold of one, albeit I should and I will get my hands on one and its very likely I end up running it on the long-term of things, that said, as mentioned above, I'm pretty solid on the cards I've got to refresh my hand, so I'll see what ends up happening, certainly something I'll look into!

Thanks for the Reply, I'll have a look see and what you've got yourself!

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Posted 25 January 2018 at 22:57 in reply to #610834 on Vampiric Night - Commander EDH

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Sol Ring is only available in the Commander format tho. \:

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Posted 19 January 2014 at 14:10 as a comment on Gruul Permanent Ramp

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I've only got one question.
How expensive is this? p:
Kappa

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Posted 17 January 2014 at 01:44 as a comment on ULTIMATE BUDGET DECK

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Indeed true, they can both aid in many cases, If I face a Day of Judgement I can still add one token to the battlefield. Should I face a big threat I can quickly exile it. Or I could pump up a creature and additional trample damage. It is indeed a very viable card, however from what I have tested I still like Rancor the best.
It keeps coming back, it ensures I have Trample always activated, and if my creatures are to be disposed off, I can assure the tokens that came out of them get the beneffit from Rancor. It keeps the threat wheel going if you know what I mean (:

I will tell you what tho, I will swap my Oblivion rings with 2 selesnya charms and test it out.

Cheers! (:

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Posted 05 January 2014 at 22:22 in reply to #424731 on Modern Selesnya

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I didn't meant mana burn in that way. More like "tapped out" per say.
My appologises, I should had been more specific! (:

I will check out your deck indeed. Thanks for posting your thoughts! Much appreciated.

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Posted 05 January 2014 at 22:19 in reply to #424732 on Modern Selesnya

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It is indeed true (:, both cards have very good value for their mana.
My main problem with Trostani is that I had for 4 manas, and usually that leaves me "mana burned" until the next turn in order to have some benefit out of Trostani, which I feel instead I could, say a Hero of Bladehold out on the field, taking immediate action with a pair of greaves.

However, noted, I will a copy of Trostani to the SB, the extra life gain may well be worth the effort. And will lather consider what works best! (: For when in doubt, test! :D
Thanks! (:

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Posted 05 January 2014 at 22:15 in reply to #424732 on Modern Selesnya

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Thanks for the advice, ill make sure to look it up ;)

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Posted 08 November 2011 at 21:26 as a comment on Vampiric Night

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