doctorhydrogen

81 Decks, 1,246 Comments, 346 Reputation

Your average casting cost of your dudes is pretty high. It's kind of tough to build a curve in EDH since 100 cards make it hard to hit a turn-1 one-drop, but IMO you should still have some lower cost stuff just so you don't have to tap out each turn just to cast one spell. Myself I'd pull Kozilek and Ulamog; they have a huge cost, you can't give them haste so they'e got one full turn for someone to remove them, and they can't be reanimated by Sheoldred.

Gatekeeper of Malakir is a good low-cost drop, as is Bloodghast, Gravecrawler, and Vampire Nighthawk.

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Posted 05 April 2015 at 00:04 in reply to #544051 on Sheoldred, Graveyard Mistress

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Yes he can. I've done it before in my Sphinx tribal deck with True Conviction on the field. Fireshrieker works also, but at 3 to cast and 2 to equip you're spending five to give one dude doublestrike, and I personally would rather run True Conviction and pay one more to give all my guys double strike AND lifelink. Or run both :)

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Posted 04 April 2015 at 14:48 in reply to #544306 on Azorius Sphinx and extra turns

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No problem. I'm an obsessive deck builder so it's fun :)

Couple of things:

Maybe look at Blue Sun's Zenith over Mind Spring. It cots one more base, but it's an instant, so you don't have to tap out to cast it. You can wait, make sure you don't need to counter anything, then before the end of the turn before yours cast it, same as Sphinx's Rev.

Cyclonic Rift flat out wins games. I'd find a slot for it, maybe where Unsummon is. Worst case you use it for an Unsummon that costs 1 more, best case you overload it and win the game.

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Posted 03 April 2015 at 23:47 in reply to #544306 on Azorius Sphinx and extra turns

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You'll need more ways to protect Medomi, else any playgroup with a half a brain will just hold a removal spell and zap her until she's too expensive to cast. I'd star with Swiftfoot Boots and Whispersilk Cloak, probably in the place of Invisibility and something else.

I'd also look to replace auras you're using for evasion with equipment so you don't get two-for-one'ed over and over. Trailblazer's Boots and Prowler's Helm will grant unblockablility 99% of the time and won't be wasted if/when someone zaps the dude wearing them.

You could probably cut down to 38 lands fairly easily, as it's only a two-colored deck. Glacial Fortress, Halimar Depths, Hallowed Fountain, Nimbus Maze, Seachrome Coast, and Skycloud Expanse are all relatively inexpensive and would diversify your land base a it. Kor Haven is also really solid in a white deck, as is Maze of Ith in any deck, but it's also fairly expensive.

IMO Remand is not a great EDH card. It's amazing in other formats where delaying a spell a turn is enough to win, but here it rarely is, so all you do is waste a counter to buy one turn until the spell is fired off again. I'd much rather pay just one more mana and run a Render Silent or Dissipate and have countered stuff stay countered.

You have zero way to get stuff back from your graveyard. Why not screw over everyone else who does have recursion by running Rest in Peace? It won't hurt you a bit and it will absolutely wreck some decks.

You're not running much search, either. Do you have a playgroup where people run a ton of fetches and tutors? Mindlock Orb might shut a lot of people down while barely touching you.

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Posted 03 April 2015 at 21:02 as a comment on Azorius Sphinx and extra turns

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Dark Sphere gives you another alternate way to not die to Shoal.

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Posted 03 April 2015 at 02:47 as a comment on Sidisi EDH

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Things I'd consider replacing:

Naturalize: I wouldn't cut it, but I'd replace it with Deglamer or Unravel the Aether. Naturalize won't hit Darksteel stuff or Theros gods, but Deglamer or Unravel will, and Naturalize puts stuff in the graveyard where it can be gotten again. Return to Dust and Fate Forgotten would be an option here, too.

Elfhame Sanctuary: I wouldn't cut this either, but maybe replace it with Abundance. For two mana more instead of skipping your draw for a land, Abundance lets you choose land or non-land and draw until you hit it. Basically it works like Elfhame Sancturary when you need lands, and when you don't it lets you skip them. Plus if you run Sylvan Library it lets you draw three cards since it functions as a replacement effect.

Presence of Grond: Sigil of the Empty Throne will make bigger dudes with flying, and it'll probably make more of them, and it won't get two-for-one'ed on a board wipe.

Things I'd consider cutting:

Populate and Fog, and maybe Norn's Annex: In a Rhys token deck you're probably going to always have chump blockers, especially with stuff like Brave the Sands in the deck.

Call of the Conclave: Would you run a vanilla 3/3 for 2 mana? You've got some token synergy, so it's slightly better than that since it can be populated or doubled with Doubling Season, but it's not much better.

Enchantresses could probably do good work in this deck, but then it's moving away from being a token deck. You are already running like 60% of the cards I run in my Sigarda enchantress deck though :) http://www.mtgvault.com/doctorhydrogen/decks/sigarda-host-of-herons-edh-5/

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Posted 02 April 2015 at 13:23 in reply to #543967 on Rhys Edh help welcome

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Myriad Landscape is a great way to get some swamp ramp for your doublers, as is Wayfarer's Bauble. Expedition Map will fetch you Cabal Coffers. Thespian's Stage and Vesuva make great Coffer copiers, too.

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Posted 02 April 2015 at 02:29 as a comment on Sheoldred, Graveyard Mistress

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If you're playing Avacyn and haven't needed Homeward Path yet then you're playing against people you don't need Avacyn to beat. If your playgroup isn't stealing her then you can probably run Nagao, Bound by Honor as your general and 99 plains and still win :)

I'd run Fate Forgotten or Revoke Existence over Disenchant. Saving one mana over Fate or gaining instant speed over Revoke doesn't make up for being unable to hit a Theros god or Darksteel whatever, or destroying something just to have it recurred because Disenchant sends it to the graveyard.

Hard to resist running Scroll Rack in any deck with Land Tax.

Myriad Landscape makes for a decent ramp in mono.

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Posted 02 April 2015 at 02:20 as a comment on EDH: Avacyn Voltron

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Unless you're running dedicated mill I don't think it's a good idea to put cards from the library into the graveyard in EDH. Even then I'm not wild about it. Sure, you're going to occasionally mill out some bomb or something with Altar of the Brood, but it's EDH; your deck should be all bombs. Milling the occasional bomb doesn't offset the zombie guy who actively wants stuff in the graveyard, or the Mimeoplasm guy who was just gonna entomb that Shelodred anyway, or the Marchesa guy about to play Living Death, or the Varloz guy looking to make his commander a 42/42, etc. Not to mention all the spells with flashback, the Eternal Witnesses in green decks, etc.

Unless you're playing with some crazy mulligan rule, 25 lands is way too few. I run 36 in Edric, and that deck has half the average cmc of this deck.

Mirri's Guile is okay, but given the choice I'd much rather run Sylvan Library

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Posted 01 April 2015 at 14:10 as a comment on Rhys Edh help welcome

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Momir Vig commander?

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Posted 30 March 2015 at 16:36 as a comment on Tropical Island

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Lurking Predators would flat-out win games in a deck with this many creatures. So would Primal Surge.

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Posted 30 March 2015 at 11:54 as a comment on Animar EDH

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Dauthi Embrace? Because the only thing people like less than infect is infect on a dude with shadow.

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Posted 30 March 2015 at 05:43 as a comment on Infect edh

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Anafenza is an interesting general and looks fun to build around. That said, in my opinion the deck as it stands now is pretty unfocused. It does a lot of little things, but not enough of them consistently or particularly well. Doing cool stuff with +1/+1 counters seems to be the main focus though, so I'll make suggestions with that in mind, and as you seem to be building on a budget any suggestions I make will bear that in mind:

--- Artifacts ---

Domen Gate- It's currently around three bucks, so it's a bit on the high end of "budget", but in this deck it would do solid work, letting you attack into sure-lose situations that you wouldn't normally attack into just to proc counters on your dudes. I'd replace one of the staffs with it.

Whispersilk Cloak or Ring of Kalonia: Both are about fifty cents. The cloak will keep a guy safe from removal and make it unblockable, and the ring adds more counters and gives trample. I'd replace the other staff with one of these, and maybe swap out Briber's Purse with the other.

Loxodon Warhammer: If you want a creature buff that gains life and makes the creature more powerful I'd run this over Gift of Heliod as it can't be 2-for-1'd by removing the creature.

--- Creatures ---

Corpsejack Menace: It's around fifty cents, and doubles the amount of counters you put on dudes. It's an absolute beast of a card. I'd put it in the place of Dazzling Ramparts. Walls are almost never worth it in EDH, and IMO this one isn't an exception.

Vulturous Zombie: It has flying, and gets absolute huge in a multi-player game, and costs like fifty cents. I'd swap it for Deadly Recluse.

Scute Mob: Disowned Ancestory is a one drop that you can make incrementally larger if you don't attack or leave it for a blocker. Is it ever going to be a force? Scute Mob on the other hand is a one drop that can get obscenely large and you don't need to spend mana and make it unavailable as an attack or blocker to do so. It's about $1.75 currently but it's well worth that imo.

Hythonia: For the six mana to cast and eight to make monstrous I'd rather just pay nine for a fifty cent In Garruk's Wake and wipe everyone else's stuff.

Gyre Sage: Like twenty cents, and it can give you huge mana. I'd run it in Nightmare's slot. Six mana is a lot for a guy that won't be that big given the limited amount of swamps you're running, where as Gyre Sage can enable big plays.

Ob Nixilis Unshackled: He can get huge, and he punishes people who search their library, and he's under a dollar. Resolute Archangel on the other hand is a dead card or one that barely helps too often.

Fertilid: Lets you ramp some lands and has +1/+1 counters, but the best part? Forcing someone to search up a land wit Ob Nixilis in play. I'd run him over Sedge Scorpion.

Realm Seekers: Under a dollar and can get a lot bigger than Serra Angel, plus you can use him to ramp.

Sporeback Troll: Twenty cents, and he can regenerate your dudes. I'd slot him over Typhoid Rats.

--- Enchantments ---

Hardened Scales: Under a dollar and would do a lot more work than Abzan Runemark, which is just asking to get 2-for-1'ed by someone killing the creature

Palace Siege: Same casting cost as Caustic Tar, but it's gonna do more damage and gain life in the process, and it won't tie up a land doing it, plus if need be you can use it as a way to get creatures back.

Indestructibility: It's cheap, and since you're not running an enter-the-battlefield triggers on guys or sacrifice engines or anything why let your guy die and come back when he can just not die in the first place? Plus anything going to the graveyard would lose +1/+1 counters, which you'd want to avoid.

--- Instants ---

Putrefy: Destroys a creature even if it's not attack or blocking, unlike Divine Verdict, plus it can hit an artifact if need be, and it's under a dollar to buy.

Unravel the Aether: Naturalize doesn't deal with indestructibles. You don't want a Naturalize in hand when going against a Theros god or Darksteel anything. Plus anything put into the graveyard can be replayed, etc. I'd rather shuffle it in and have it unavailable.

Mortify: Costs less to cast than Smite the Monstrous, can hit any creature, and can also be used on an artifact, and it's like a quarter in cost.

Return to Dust: Costs one more than Solemn Offering, but it hits two targets, and it's an exile so it can hit indestructibles, Theros gods, etc plus it puts them out of range of graveyard shenanigans.

Utter End: Like a dollar, and it deals with any problem. I'd run it over any of your walls.

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Posted 29 March 2015 at 05:13 as a comment on Running Trample EDH

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Personally I'd run both AND Extraplanar Lens on top of it all. But I'm a greedy bastard.

Nykthos would probably do good work here, too.

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Posted 29 March 2015 at 04:18 in reply to #543313 on BEST MONO WHITE EDH EVER!!

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Comments here come from playing Drana vamp tribal, but more or less the deck should play similarly:

Mana doublers flat out win games. Gauntlet of Power is great alongside the Caged Sun and Extraplanar Lens you've already got, and Nykthos functions almost like a second Cabal Coffers. Thespian's Stage is great to copy Coffers, too, and Deserted Temple is a great untapper. Plus Myriad Landscape for EVEN MORE SWAMPS!

Seriously, swamps. They're great.

Slaughter Pact is pretty solid, but I'm not sure I'd run it over Hero's Downfall.

Imp's Mischief can absolute SAVE games in mono black. I've lost count of the number of times I've used to to redirect someone's desperate attempt to deal with a Drana alpha strike, and worst case you can use it to prevent a counterspell by redirecting it onto itself.

Necropotence is absurdly good in mono, probably the number one draw spell available.

I really should run Rings of Brighthearth in my deck, good call.

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Posted 27 March 2015 at 00:26 as a comment on Drana Voltron EDH

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I should note: I play in a meta where everyone pads a metric shit tonne (technical term) of card draw. Maybe if you're playing in one with little to no extra draw then discard stuff might hit a lot harder, and if so, ignore that comment :)

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Posted 27 March 2015 at 00:05 in reply to #542336 on Skithiryx and his Plague

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I think Skittles as a general would probably get boring fast, but that's just me. Beyond that:

Chancellor of the Dross is way expensive for what he does.

I think in multi-player EDH discard is nearly worthless unless it's fueling a Nath engine or part of Nekudar's bag of tricks. Everyone is running (or should be running) blockbuster cards. Spending a card and mana on Despise to take one from one dude is rarely going to be effective unless they just tutored for some combo piece or whatever. I'd rather just run blockbuster cards myself. If you Duress me I'll just shrug and play something else. If you drop an Infernal Darkness there's a good chance I'm going to be unable to cast spells for half a dozen turns.

Nightmare Lash is probably going to be a lot scarier than Hero's Blade

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Posted 27 March 2015 at 00:00 in reply to #542336 on Skithiryx and his Plague

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Cabal Coffers is so good in mono black that it's hard to justify not running Expedition Map to find it and Thespian's Stage and Vesuva to copy it.

I'd try to find room for Necropotence, too. It's nuts.

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Posted 20 March 2015 at 03:30 as a comment on Skithiryx and his Plague

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Generally speaking I think you need to stick to one strategy. Graveyard shenanigans are great, adding counters to do to beat face is great, but the two strategies don't really synergize well together, so you'll have games where you want to buff a dude up and you draw a Satyr Wayfinder, or games where you want stuff in the graveyard and you get a Gilder. Myself personally, I'd figure out what you want to do, and go with it rather than split your focus.

More specifically:

Typhoid Rats---> Scute Mob: I love rats as a one-drop and run them in my Glissa deathtouch tribal deck, but they're not a threat or game changer, and more often than not if you draw them turn 10 you're annoyed. Scute Mob though? That sh*t can get out of hand, fast. I've never had anyone tutor up a Murder to hit a Typhoid Rats, but I've had someone blow a tutor on a removal spell for a Scute Mob that thanks to a Corpsejack Menace and Doubling Season was about to turn into a 16/16.

Terror---> Beast Witin: Beast Within might be the best removal spell in the game.

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Posted 20 March 2015 at 01:51 in reply to #542143 on Vorosh and friends

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With only 4 instants and few activated abilities City of Solitude is going to hurt everyone else more than it hurts you, and it basically erases counterspell decks.

Act of Authority costs one more to cast than Seal of Primordium, true, but it's an exile effect, so it'll deal with Darksteel junk and it prevents recursion. Plus it then sits there doing nothing providing devotion for Nykthos (which this deck would love) or adding to your Ancestral Mask and Ethereal Armor numbers, and it's also available in an emergency situation if you need to use it a second time.

I wound up yanking Utopia Sprawl from my deck because there were just too many games where I needed it early and happened to not have a forest available to stick it on. I replaced it with Carpet of Flowers, and wow. Unlike Utopia Sprawl you can always drop it even if you don't happen to have a forest, it can't be two-for-oned (not that anyone would really target a forest with Sprawl), and I can't think of a game where it didn't get me at least 1 mana, and there have been games where it kicked me ten a turn.

Karmic Justice is something to consider if your playgroup starts wanting to run mass enchantment removal to deal with you. I really makes people not want to cast that Tranquility or Paraselene if it means losing all their lands.

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Posted 19 March 2015 at 17:53 as a comment on EDH Gaddock Teeg

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