Infiltration Lens, my bad :)
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Exploration Lens. Mono-white always hurts for draw, and the only thing better than saying "all your guys don't block" is saying "all your guys block my 1/1 chump with an Exploration Lens, the rest get through, and I draw 14 cards."
-1/-1 counters and +1/+1 counters wash each other out:"121.2. If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it as a state-based action, where N is the smaller of the number of +1/+1 and -1/-1 counters on it. See rule 704. "That said, I think the deck needs to pick a focus or it's going to spend too many games with Edric out and no creatures that make it easy to draw cards, or counter guys in play with nothing to do interesting with them.
IMO you need to pick a direction, either small evasive stuff with Edric to draw cards, or counter shenanigans with Vorel. Splitting between the two will cause some frustrating games.
Proteus Staff is a great way to spend three mana to make a 2/2 drake become a huge creature. Worst case you can still use it to tuck an opponent's general.Extraplanar Lens is a great mana doubler in a mono deck.Quicksilver Fountain can ruin people without touching you a bit. Same with Back to Basics.Mind Games is really nice, too. Four mana makes you a drake and taps your opponent's best creature every single turn.
I built something really similar but wound up not keeping it because it was a bit masturbatory; I'd blink stuff in and out and do a lot of things, but none of the things really moved me towards winning. I had a lot less creatures though. That alone might be your wincon.
Well Primeval Titan is banned in EDH so that's an easy one. After that I'd say that the Soul Warden-type creatures don't offer that much upside. So you gain a half dozen life before you chump block or they get wiped? I'd much rather bring cards back with Eternal Witness every turn or draw a pair with Muldrifter every turn.
Dismiss Into Dream is amazing in Derevi because it forces your opponent to sacc any creature you tap, and because it's a sacc effect it even works on indestructible Theros gods, stuff like Tajic or Avacyn, etc.It depends a bit on your creature spread, but Birthing Pod works well here, too since Derevi never costs more than 4 to recast. You can sacc her to Birthing Pod for 1G, tutor up a creature and put it straight into play then just recast Derevi for four again. Six mana to pull a creature from your library to play is a pretty decent deal.I personally would rather run Nature's Will than Early Harvest. Yeah, it costs one more and you can't surprise people with it, but with all your evasion it's likely that you are going to get it to trigger every turn.Given how many creatures you run I'd run Beastmaster Ascension over Favorable Winds. Favorable Winds is useful; Beastmaster Ascension straight up wins games.In a deck with over 1/3 creatures in just a three player game with everyone playing just one spell a turn odds are that Lurking Predators is going to get you a free creature every single round. The math just gets better the more people are playing and the more spells they play per turn. In a 4-5 player game you could easily pull 3-4 free creatures every round.
Eternal Witness and Mulldrifter would seem to offer good value.
More small, evasive creatures.
Zur's Wierding. In Oloro if you get ahead it basically insures nobody ever draws anything that will change things.Swap Doom Blade for Unmake. For one more mana it can hit black creatures and also handles Theros gods which are everywhere in EDH these days.You need a little targeted enchantment removal, or a Blood Moon (which any competent red player probably runs) or Back to Basics are going to end your game if you can't counter it. I'd find room for at least a Return to Dust.
Triangle of War is another great recurable artifact.
Infiltation Lens. Because the only thing better than saying "your five dudes will choose to not block my creatures" is saying "your five dudes will choose to all block my Doomed Traveler, and I'll draw 10 cards."
If Edric is being kept under control by other players you're doing something wrong. Unless you're playing against maybe Rhys or Krenko or something you should have the lowest mana curve on the board by a long shot which should free you up to use those counters to maintain complete control. And I didn't disagree that wipes are amazing, I just disagreed that the wipes you should use are kill wipes. Even the worst of the lot, Evacuation, should still let you recover with flopping Edric and 3-4 creatures with mana left for a CS while everyone else is is struggling to play one while eyeballing your two free blue mana.
No Young Pyromancer? She, like Talrand, would absolutely puke tokens in this deck.
Imo Miri's Guile and Sylvan Library (and Divining Top) don't really work in Edric because if you're doing it right you should draw past them. Ordering your top three cards shouldn't matter if you're drawing down 3, 4, 5 deep. Don't get me wrong; all are fantastic cards in 99% of decks. Edric is just the 1% where other cards have a bigger impact. I'm also not a big fan of board wipes like All is Dust, Disk, etc. Like above, they're fantastic cards in 99% of the decks, but in Edric you can recover so quickly since you're creatures are cheap and you tend to ramp that I'd rather blow the board out with Evacuation or Innundate or Wash Out or Cyclonic Rift because I can replay my hand 5x as fast as anyone else. Any one of those four cards is almost guarenteeing I kill someone, and that wasn't the case with a true board wipe. YMMV as that all strongly depends on how you build, your ramp, etc.
Do you have a playgroup already? One thing you'll find is that what/how you play swings wildly based on who you play with. I started playing last summer with two friends, so it was just the three of us, and we eventually had our decks tweaked in ways that worked well against each other. Eventually we started an EDH night at our local gaming store. People starting joining us, and suddenly tweaks I had made that specifically countered my friend's zombie tribal deck or whatever were useless against another guy's Kiki Jiki steal-all-your-stuff deck. I've had to slowly change my decks to better adapts to threats in general as opposed to specific threats from one specific deck.For example, originally i ran a land base similar to yours. Eventually at the card store someone showed up with a deck running a Maze of Ith, and someone else with a Dark Depths. So now I run Strip Mine, Tectonic Edge and Ghost Quarter in all my two-color decks to deal with nonsense like that, along with a Maze of Ith of my own, and a Thespian's Stage to copy those Mazes and that Dark Depths :)
My Edric deck: http://www.mtgvault.com/doctorhydrogen/decks/edric-spymaster-of-trest-edh-4/Small things:IMO Naturalize is a terrible card. I'm at the point in EDH where if at all possible I don't run anything with a single-target "destroy" effect unless there's a huge upside. Naturalize won't hit Theros gods (which are EVERYWHERE in EDH), it won't hit Darksteel crap, it lets someone playing Sharuum or Senn Triplets or Memnarch just replay it for 2 more, etc. Deglamer and Unravel the Aether on the other hand shuffle the cards into their deck, which 99% of the time is going to be a much better option. Fade Into Antiquity exiles, which is great, but it's at Sorc speed, and Krosan Grip can't be countered or responded to so it deals with Divining Tops and is hard to avoid. I'd run any of them over Naturalize in Edric. I myself run three of the four, and spend most games wishing I had all four.I'm also not a fan of one-time use boosts unless you're playing nothing but 1v1 matches. Preordain is an amazing card in a 1v1 match. In a four player game I'd much rather have an indestructible Thassa sitting there letting me scry every single turn simultaneously having the option to make creatures unblockable and maybe even having a big 5/5 body. Giant Growth could catch someone off-guard in a 1v1 if you all-in when they think they're safe . . . in a multi-player game the odds it will matter are pretty slim. I'd rather throw a sword on a body, or absent the budget for a sword suit up a Bear Umbra to not only give extra damage but untap your lands to cast those cards you just drew.Speaking of untapping lands, why not do that whenever possible to take advantage of all your cards? Prophet of Krupix is obvioiusly a beast, and Bear Umbra is cool, but everyone forgets Nature's Will. Tap out playing stuff, attack with your unblockables, untap all your land, and either play those cards you drew or have mana free for counterspells. Bear Umbra, Sword of Feast and Famine, Nature's Will and Prophet of Kruphix are by far the most devastating cards in my deck.Alchemist's Refuge: Acquire one, especially with you running that many counterspells. It lets you leave mana free for a counter, and if you wind up not needing it you can flash in stuff before the start of your turn.
With that many enchantments I'd really try to find room Replenish.Vault of the Archangel is massively useful in any deck that can run it.
IMO the two most powerful cards in mono-red are Stranglehold and Blood Moon.You could also run snow-covered mountains so nobody can leech off your Extraplanar Lens.
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