Wrexial, the Risen Deep EDH (C..

by Darthhorse on 03 March 2012

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

This is my last attempt at an EDH deck...

Deck Tags

  • EDH

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 3,123 times.

Mana Curve

Mana Symbol Occurrence

0453300

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Wrexial, the Risen Deep EDH (Commander)

After looking through your deck I have many questions to ask before my respones.

---When you say "Last attempt at an EDH deck..." Does that mean that the deck isn't working quite as you planned so you are deciding to give up if you can't get it right? I really hope thats not the case. EDH is a lot of fun, but you have to find a grove, a niche that you are comfortable in. At first I had no idea what to do, so my friends suggested either Slivers or Infect since they are both easy. I tried both, and both worked semi ok. From there though I have had many ideas that I want to try out. Don't give up just because you're frustrated at first. Sticking with it will pay off in the end! :)

---What is your ultimate "meta game" or "win condition"? Have you defined what the focus of the deck is yet? It seems to be all over the place, but I do see a hint of Mill and graveyard play. I take it you are trying to Mill them and use Wrexial and spells to steal stuff from their graveyard?

---Are most of the cards you have from the Innistrad block? Do you have access to any older cards? The beauty of EDH is you can use a lot of the old MTG "gems". Amazing cards that have been long forgotten, buried in the last two decades of expansion sets.

---Whats your budget look at? I am going to suggest a hand full of things that could help the deck out, but you may have to trade for/buy them.

Suggestions:
1) Add more counter magic. In my opinion, Dissipate is the only good counter you have. Kind of silly that you have counter spells, but you left out COUNTERSPELL, the original of its kind. Look into the following counter magic spells: Undermine, Counterspell, Countersquall, Hinder (gets rid of generals), Force of Will, Mana Drain, Counterbalance, Pact of Negation, Dash Hopes. Others that are more spendy are Rewind, Dismiss, Discombobulate. And then theres the oh so amazing card DECREE OF SILENCE! It will lock down the next 3 spells. Your oppenent will wet themselves when you drop it onto the playing field. Heres a list of others http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&text=+[counter]&color=+@(+[U])&type=+["Instant"]

2) More kill spells. You have some alright ones, but you have no board clearers. Damnation and Black Sun's Zenith are good mass kill spells and will get around pro blue and pro black critters. Pognify is a good blue kill spell, gives them a creature, but will take care of large threats that are pro black or super huge things like eldrazi. You can also look into sac cards like Chainer's Edict, Diabolic Edict, etc. Grave Pact works WONDERS to lock down someone's creature base!

3) Multi mana lands. Look into a few things like Drowned Catacomb, Creeping Tar Pit, Underground Sea, etc. Google search "dual lands" and you can find an MTG wiki that has a list of the diverse lands that clasify as dual lands. Fetch lands will also help you get the land you need when you need it. Fetch lands are lands like Polluted Delta that let you pay a life in order to search for and play a land. It also helps with the process of deck thinning, removing a card from your deck, making you that much more likely to draw the card you need. Creeping Tar Pit also works as a great unblockable creature that you can throw an equipment card on for interesting effects. Inkmoth Nexus and Mutavault are other good "man lands" that may fit for you. Urborg, Tomb of Yawgmoth will help ensure you have swamp walk for Wrexial. It'll help get you closer to doing 21 "General damage" for the win. If you want to stick with Mill, Nephalia Drownyard is better than Duskmantle in my opinion, or a second Mill land if you want it. Remember "land base is what makes a deck"!

4) Equipment, it helps! You have the greaves, which is a huge player, but you should look into getting a few of the swords as well. Sword of Fire/Ice and Feast/Famine would be awesome in this deck. As well as Umezawa's Jitte. Those equipment cards can be game changing.

5) Draw/Search! Jace (Beleren or Mindsculpter), Visions of Beyond, Demonic Tutor, Vampiric Tutor, other tutors, Phyrexian Arena, Sensei's Divining Top, are all good search and draw cards you should consider. If you are having a dry spell you need to be able to dig up what you need for the kill.

6) "Must Have" creatures. For Blue and Black I would say you are really missing out if you don't through a Shadowmage Infiltrator in there. Also theres Soemn Simulacrum. You get to search for a land, and you get to draw a card when he dies, hes a great two for one! There are others, but I am at work and can't think of what they are at the moment. I will list them later for you though.


In conclusion, once you know what you want your "Win Condtions" to be, build the deck around that. Wrexial's ability is pretty sweet, and some times it works to your advantage, I actually run him myself. However, I don't know if his ability alone is worth building the deck aorund. I would say making him unblockable or insuring his island/swamp walks, and giving him some bad ass equipment in order for a fast 21 damage would be a more reliable win condition than relying upon whats in your opponent's graveyard. I hope this helps some. If you need any more help don't hesitate to ask, I will help where I can.

Please feel free to check out my decks and comment/like/critique/etc. Take care!
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Posted 05 March 2012 at 01:46

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