Be forwarned that Yisan is painfully boring after about game four since if you're trying to win the tutor targets are painfully obvious, making the game play the same each time.Seeborn Muse should be in here, it lets you grab something with Yisan each turn.Soul of New Phyrexia basically ends the game when you drop it on turn 6, especially with a Muse out.Sylvan Safekeeper is a great get at the 1 cost since he can keep your guys safe.Primal Surge would be a great alt win con with Concordant Crossroads out. I've played Primal Surge, put 30+ permanents into play, one of which was a Eternal Witness to bring Surge back to play another 30, then swung to kill 6 people simultaneously.If you're curious, here's my version: http://www.mtgvault.com/doctorhydrogen/decks/yisan-the-wanderer-bard-edh-2/
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34 mana is really lean, even in a deck with a 2 mana commander. I personally wouldn't run less than 36 even in a mono deck. Rogue's Passage is great in Skullbriar, and I'd recommend maybe one more sacc outlet like High Market, because you want to be able to kill Skullbriar in response to a Black Sun's Zenith or Toxic Deluge.Greater good is amazing in Skullbriar. My friend who runs it sometimes saccs Skullbriar when he's big just to draw the cards then recast him. You're already running Sylvan library so I'd strongly consider Abundance. It's fine on it's own, but with Sylvan Library it lets you draw all three cards. I'd run it over Oversold Cemetery easily.IMO unless you're running Green Sun's Zenith for a turn 1 GSZ for zero to fetch Dryad Arbor you're just asking to loose a land for no reason the second someone board wipes. Hex is just too hard to make work. There are too many times you don't have six targets to hit, or you want to hit more than six, plus it won't hit hexproof of shroud dudes. Plus six mana seems like a lot when you could just run Plague Wind or in Garruk's Wake for 9, or my personal favorite Decree of Pain for 8.There's almost no situations where Murder costing 1 mana more than Hero's Demise cost me the game, but I can imagine a whole ton of situations where I'd be more than willing to pay one more mana on Hero's Demise to hit anything. In other words, I'd run Murder all day long over Demise.
That's kind of clever; I wouldn't have thought it was possible to make a Narset deck that was interesting, but five lands might do it.
Possibility Storm? You cast the spell, which triggers Possibility Storm, then put the spell on the bottom of your library, and then search your library for it with Mishra's trigger. Basically you'd get a free artifact with every artifact you cast, and it would be mass chaos for everyone else. I'm not sure it's good, mind you, but I can guarentee you it would be funny the first few times.Also, while I like Darksteel Citadel here for stuff like Trinket Mage, I'd be afraid of the other artifact lands. You're not running any Affinity-type spells, so IMO all you're gonna do is lose lands to the first Nivenyrral's Disk or Akroma's Vengence or Vandalbast that gets cast. That's too much downside with not enough upside IMO.Fabricate is a great card in a deck not running black, but I'd rather pay 1 more mana and run Diabolic Tutor and have the flexibility to not only get any card but not have to reveal it. Vamp Tutor would be even better, but it's like 20ish bucks. I can't think of many situations where saving the one mana tutoring for an artifact changes the game, but I can think of plenty of situations where you're holding a Fabricate in hand wishing it was a Diabolic so you could grab a Chaos Warp do deal with the Doubling Season about to shit 50 tokens out or so you could grab Cyclonic Rift to deal with the guy who just did a Genesis Wave for 20 or the Tooth and Nail into Avacyn/Craterhoof Behemoth.
Makes sense. I hate doubling up commanders with people in my group too.
IMO if all you care about is BUG/Sultai control Damia is probably your gal.
They changed that rule, there's no banned as commander as of last fall, it's either banned outright or not, and black Braids is on the always-banned list.
She's banned too
Mana doublers win games in Drana. Extraplanar Lens, Gauntlet of Power, even Doubling Cube. You've got Cabal Coffers already but I'd also run Vesuva and Thespian's Stage to copy it, and maybe even Deserted Temple to untap it, plus Expedition Map to find it.Wayfarer's Bauble is great in Drana too, as is Myriad Landscape to ramp more swamps. As you can tell I'm all about the black mana in Drana.Murder's a great card but at the same cost I'd much rather run Hero's Downfall.Imp's Mischief is a secret weapon for me. Redirecting that Swords to Plowshares off Drana onto an Avacyn or something can change the game. It works great with aura's, too. Just last week a friend scooped after I redirected his Eldrazi Conscription off his Uril onto Drana. IMO you could use more draw. When you ramp black mana hard you play a lot of stuff, and refilling is important. Erebos, Greed, Necropotence, and Damnable Pact are good starts.Wound Reflection is a good idea. I might see if I can find room.If you're curious here's my Drana vamp list: http://www.mtgvault.com/doctorhydrogen/decks/drana-bloodchief-edh/
Oops, correct, Yawgmoth's Bargain is banned, Will is the one that is not, and Will is quite excellent, too.
Griselbrand is bannd unfortunately. Ob in my experience requires you to build around him. He's not that great just tossed into a random deck.What's nice about Demonic over Diabolic is the 2 mana you save often are the difference between casting the spell you tutored for the turn you got it, or having to wait. But it's hardly gamebreaking in most metas and Diabolic will certainly do the job.
Yawg's Bargain is a monster for sure and I'm shocked more people don't run it.Necropotence might be the best draw card in magic history. But fifteen bucks can be hard to justify just picking up spur of the moment. If you're going to play this deck long-term my first upgrade would be Necropotence, then Cabal Coffers, then Demonic Tutor. All are crazy good, and they're the kind of thing you can pick up one at a time every month or so. I usually try to set aside 3-4 bucks a week or something then once a month I pick up a nice 10-15 dollar card I really want for a deck. Suddenly a year later you've put a dozen stupidly-good cards in your deck :)One card to consider if you find yourself with the mana doublers out a lot or when you eventually get a Cabal Coffers is Exsanguinate. In a four player game dropping a 15 mana Exsanguinate to deal 14 to each player and gain 56 life in the process can pretty much end games.
IMO 40 lands is too many in a mono deck. You can run 38 safely.You don't have any board wipes, and while a couple of sac effects are useful you're not always going to draw Dictate, Butcher, Reaper, etc. Plus there's stuff like Sigarda that it won't hit, or token decks that won't care about saccing a 1/1. Mutilate would be a good start, and In Garruk's Wake is a blowout late-game.You need some draw. Necropotence is best, but it's like 15 bucks. Greed works and stuff like Damnable Pact and Scry the Bones. Myself, I'd run them all, because you're dead when you're out of gas, and right now this looks like a deck that could easily run out.Maybe some ramp? Sol Ring, Expedition Map, Wayfarer's Bauble, Myriad Landscape and Cabal Coffers are all good, as is Nykthos plus doublers like Extraplanar Lens, Caged Sun and Gauntlet of Power. Jet Medallion can save a good bit of mana, too.
No problem. If you want to diversify your land base a little manabasecrafter.com is super useful to see what your options are. Couple of small things:I'd run Detention Sphere over Banishing Light. Same converted mana cost, but Detention Sphere can sometimes get lucky and hit two things if there are two Nyleas or something in play, or a clone, and I've used it to delete a swarm of like 50 tokens before. There's really no downside to switching and decent upside.Rootborn Defenses does mostly the same thing as Bar the Door at the same cost, plus you can drop it in response to a board wipe and save your guys, plus it might make an extra token if you've got one out.
Good luck with it. I tried a esper version of this with Sydri, and it flat out didn't work. Once everyone realized what was up I was the archenemy because nobody wanted to deal with all the Overburden and Invoke Prejudice type effects. You can maybe handle auto-archenemy with some kind of a tightly tuned Derevi or Kozilek or Zur list or whatever, but I couldn't make it work, and it made for crappy, long, unfun games when it did kinda work. Seriously, I think the two games I did win were like 90+ min affairs with people mostly just passing turns because they couldn't or didn't want to do much, and staring at their phones waiting to go again.But maybe your meta will be different and it'll be less grueling. Good luck with it.
No Pendelhaven?
Dissipate costs the same as Cancel, and it keeps them from getting the spell back.
Triangle of War is great as Glissa likes fighting dudes.Wayfarer's Bauble and Expedition map are resuseable where as Cultivate is not.Deathreap Ritual draws me a lot of cards in Glissa.
First, understand that everything I say comes viewed through MY personal lens, and as such may not apply to most people. I personally HATE goodstuff decks, and when it comes to EDH so my comments are going to reflect that personal deckbuilding philosophy. I'm very married to building something thematic, and at this point this deck doesn't even look goodstuff . . . it's just randomstuff. The first thing I'd do is find some cohesive theme/plan to build around. Ephara lets you draw a card the turn after you cast a creature. But it's any turn, not yours, so I myself might take a look at running an all flash deck and maybe instant-speed token producers. Doing so A. draws you cards B. keeps people unsure of what your board state is since you can flash stuff in at any time, and C. lets you leave mana free for countering scary stuff.Aff Guard Hound, Angel of Salvation, Angel of the Dire Hour, Aven Mindcensor, Celestial Crusader, Containment Priest, Deceiver Exarch, Deputy of Acquittals, Draining Whelk, Faerie Harbinger, Hushwing Gryff, Jin-Gitaxias, Core Augur, and Masako the Humorless are all decent flash creatures I pulled just from the first page of searching gatherer.Heliod makes tokens at instant speed, as does join the ranks, Benevolent offering, cackling counterpart, field of souls, Hoofprints of the stag, kjeldoran oupost, luminarch ascension, master's call, midnight haunting, mimic vat, mirror mockery (on an oppent's creature), mobilization, myr turbine, Nuisance Engine, Pentavus, pride of the clouds, raise the alarm, repel intruders, rootborn defenses, springjack pasture, summoner's bane, summoning station, supplant form, talrand, sky summoner, tetravus, thopter squadron, Thraben Doomsayer, throne of empires, trading post, and white sun's zenith.Basically you can play so can draw a card on every player's turn. And since you're doing that, you could take advantage of it with stuff like Archmage Ascension which would fill with counters pretty quickly, Psychosis Crawler would deal okay damage, and Chasm Skulker would get a lot of countersBeyond that, Ephara is indestructible, so why not use that? Pariah and Pariah's Shield would be good defense. Add some non-creature permanents to get devotion and also add some defense like propoganda and ghostly prison, collective restraint and norn's annex and you're suddenly hard to attack.I'd say you need ramp to get stuff out faster and because you're going to be casting spells on each person's turn. Azorius keyrun, signet, cluestone, sol ring, and talisman of progress, a some removal, etc.Just quick throwing all of that stuff together gives me: http://www.mtgvault.com/doctorhydrogen/decks/ephara-god-the-polis/
That many creatures you really should run Lurking Predators.
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