Cheesy, but Grave Pact is absurd with Ghave. Glare of Subdual is potent with a swarm of tokens, too, as is Cathar's Crusade.Putrefy is gonna have the same mana cost as Doom Blade, but it will also hit black creatures, and it will keep them from being regenerated.
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I play against a friend's Thrax zombie tribal deck weekly:Rooftop Storm and Call to the Grave are game-enders, and both are under a buck to pick up if you don't have them.For the same mana cost as Cancel, Dissolve lets you Scry 1 and Hinder lets you tuck the card (even if it's a general) so it can't be replayed easily. Old-school Counterspell is cheaper at UU, too. I'd run any over Cancel.There are times you're going to need to kill black creatures, and only have a Doom Blade in hand. For 1 mana more Hero's Downfall will hit any creature AND planeswalkers. For BR Dreadbore will do the same and for BR Terminate will hit black creatures and keep them from being regenerated.
Curious, is there some reason you're running Exe Hood over something like Whispersilk Cloak that just costs one more mana, makes the guy fully unblockable, and adds hexproof besides?
Creakwood Liege wouldn't be legal unfortunately.
I have a good friend who runs a Thrax zombie tribal deck I play against 2-3 times a week, so my responses will be based on what the most punishing aspects of his deck are for me to deal with:- Call to the Grave: If I don't have an way to destroy/counter call the second it his the board I will lose the game 99% of the time. What's worse is the same is mostly true of Rooftop Storm, so I always feel I need to have at least two answers for enchantments at all times. That's a really brutal position to put your opponent in.- Decree of Pain: I've lost count of the amount of times he's Decreed for a board wipe, drawn a Rooftop Storm as a result of drawing 15 cards or some nonsense, then dropped a half dozen zombies for free immediately.- Traumatize into Living End/Living Death/Rise of the Dark Realms/Zombie Apoc: Living End/Living Death/Rise are all pretty useful in a zombie deck, but off a Traumatize means someone better have a board wipe in hand or the game is over.- Murder and Hero's Downfall > Doom Blade: One more mana to make sure you can kill anything in the case of Murder seems worth it, or in the case of Downfall kill anything plus a Planeswalker.- Mystic Remora/Rhystic Study > Ponder: I've seen Mystic Remora dropped towards the midpoint of the game draw him six cards before his turn even came around to pay the upkeep. Ponder is a great card in 60-card fast formats because that next draw can win the game quite often or in a deck like Talrand where it doubles duty as a token producer, but the amount of situations where a one-time draw and three card top-deck reshuffle is more valuable than drawing a handful of cards from Remora or Study is pretty small. I'd probably put in a Sensei's Diving Top over Ponder if that was a choice, too.
I would just say more ways to keep her safe. Sisay is a lot like Kaalia in a lot of ways; when Kaalia is dead you're stuck trying to hard-cast a bunch of seven-mana dragons and angels and demons. When Sisay is dead you're stuck hoping you top-deck a playable legend. She needs to stay in play at all costs. I personally have like 7 different ways to keep her alive (Lightning Greaves, Darksteel Plate, Whispersilk Cloak, Swiftfoot Boots, General's Kabuto, Mask of Avacyn, Champion's Helm). Your particular playgroup may be different, but with mine I HAVE to keep her safe or I'm screwed.Karakas isn't legal in EDH. I'd replace it with a Homeward Path to keep people from stealing your stuff.Quicksilver Amulet would be a way to get some of the bigger-cost legends into play quickly. More than once I've been able to drop a Sol Ring on turn one, Sisay on turn 2, Amulet on turn three, Ulamog or whatever on four, game over by turn six or something.Speaking of Sol Ring, I'd maybe find room for a little more ramp. A Sol Ring and a Selesnya Signet, maybe a Gilded Lotus and some green land fetch sorceries? Maybe your playgroup doesn't ramp though, so maybe you don't need it. You only have eight enchantments, and Serra's Sanctum doesn't tap for any mana unless you have an enchantment in play. I run 42 enchantments in my Sigarda deck, and even there I sometimes find myself in a position where it's a dead land. It's an amazing card, but I'd keep an eye out to see if it burns you.Maze of Ith is a beast, and I almost never regret running Temple of the False God.Wheel of Sun and Moon lets you tutor up creatures that have died since they go back to your library.
Proteus Staff? First it's a nice way to tuck really annoying creatures/commanders. Second it's a great way to magically transform your tokens from Talrand or whatever into better creatures.Wash Out would be great considering how much bounce you're running.
Time of Need has saved me multiple times when someone has tucked Sisay. It's also just generally useful to grab a second creature.
Both still have a lot of the same problems as Naturalize though; they won't hit a Theros god, anything Darksteel, anything when a person has Avacyn out, it allows a artifact general to just be recast, etc. A Sharuum player is basically going to dare you to use it so he can just recast his general. That said, maybe those things don't matter where you play. The table I play at you want to exile or tuck artifacts or enchantments whenever possible because there's so many of the above-mentioned problems to deal with, but that may not apply elsewhere.
Seedborn Muse would be a good fit.Naturalize doesn't handle Theros gods or indestructible creatures, it just lets them recast Sharuum or Memnarch, it lets Wurmcoil Engine kick tokens and lets people with graveyard recursion recurr the card. I'd much rather exile it with Fade Into Antiquity or tuck with Deglamer in 99.9% of situations.
I think you need 2-3 more forms of spot creature/artifact/enchantment removal. Sitting around with 15 huge creatures doing nothing as you hope to topdeck a Krosan Grip to deal with a Blazing Archon/Platinum Angel/Propaganda/Sphere of Safety isn't no kind of fun.In deck like this Triumph of Ferocity is probably going to draw you an extra card every single turn.
Being unable to attack with Kaalia because of lethal blockers is a huge problem. Whispersilk Cloak is a great way to avoid this, but Dolmen Gate and Reconnaissance are also both powerhouses in Kaalia because they let you attack even in suicidal situations.Oblivion Ring > Journey to Nowhere because it lets you also deal with artifacts and enchantments.
Sigil of Sleep would be very useful with that many unblockable creatures.Zephid's Embrace is good, but I'd run an artifact to make a creature unblockable if it's an option over an enchantment you can't re-use. You've got a few, but Trailblazer's Boots and Prowler's Helm would also fit the bill and not die with the creature.Mask of Riddles doubles as both evasion and card draw.
- You're gonna need a ton of ways to draw cards or your hand will be empty by turn four. - You have no spot removal for artifacts or enchantments, so a single Platinum Angel or No Mercy is going to end your game.Nykthos, Shrine to Nyx is gonna kick you a lot of mana with all those white mana symbols in play.Crackdown and Mass Calcify to screw everyone not playing white.
Can't blame you. I have such a tough time choosing between the two that I just say f*ck it and run both: http://www.mtgvault.com/doctorhydrogen/decks/sigarda-host-of-herons-edh-2/
Mistveil Plans lets you move your legends back to the graveyard for easy Sisay tutoring.Naturalize is always my last choice for artifact/enchantment removal in edh. It won't kill a Diving Top like Krosan Grip, it won't tuck a indestructible or artifact/enchantment general like Tajic or Sharuum or Purphoros like Deglamer (though you do have Unravel already) and it won't exile indestructibles like Fade into Antiquity or Return to Dust. I'd swap it for Return to Dust myself since you can choose to make it hit two targets.I'm not sure what Tanglesap is gonna do for you. If you want a second defensive fog effect Ethereal Haze would be cheaper to cast and it fogs everything. If you want to find a way to let your trample creatures through without them taking damage then wouldn't you be better off with Dolmen Gate to keep them from taking damage every turn?It's 6 of one, half dozen of another, but for the same CMC Privileged Position is going to protect all your permanents, not just creatures. It doesn't have the regen effect, though.Like above, it's six of one, half dozen of another, but I'd probably go with Skyshroud Claim over Seek the Horizon. Yeah, you can only grab forests, but in a two color deck you probably don't have color fixing issues often, and they don't come into play tapped. I would bet that on average the times you can use the land right after grabbing them is more useful than being able to snag a plain. YMMV there.For one mana more Glorious Anthem will give +1/+1 to your green creatures, too.
Good point.
Sundering Growth wouldn't be legal in mono-green.
Crackdown tends to work really well in mono-white. Emeria the Sky Ruin and Windbrisk Heights both feel like they'd be really useful.I'd be very tempted to run Odric to make sure all those tokens get through on an attack, and maybe Infiltration Lens with it, because the only thing better than saying "your guys choose not to block my 15 tokens so you take 30 damage" is saying "your guys choose to all block my token wearing an Infiltration Lens, so you take 28 damage and I draw 12 cards".You could always run Extraplanar Lens and all snow-covered plains, too.
I don't play any 1v1 french commander, so take everything I say with a grain of salt because I'm trying to imagine how my decks built for multi-player games would deal with yours.I'd think Berserk would be a great card in this format vs. multiplayer. Often times it's going to turn what the opponent thinks is a chump block into a game-winning alpha strike, and since you don't have to worry about other people after that who cares if the creature dies. Spine of Ish-sha is a fantastic card in a deck with sacc outlets and recursion effects, but for you 99% of the time it's going to be a one-time 7 mana Bramblecrush. Unless your metagame really requires a ton of spot removal like that it seems like a slot you could use for another creature or something.I'm not personally a fan of mana dorks like Arbor Elf, Elvish Mystic, etc in EDH. Unless you get it in your opening hand it's going to be the kind of card that will annoy you to draw on your 8th turn or something. They're even less important in a deck running so many ramp spells like Cultivate and Skyshroud Claim. They also die to sweepers unlike land ramp. I'd be tempted to fill those slots with something that offers more utility like Spike Weaver (three fogs) or a turn-one drop that you don't mind drawing on your 8th turn like Scute Mob, or even just more find-a-forest spells.Lignify is one of my favorite forms of commander removal. Pretty often locking their commander down on the board as a 0/4 creature is better than killing it. You probably have enough ramp, but Extraplanar Lens is always useful in a mono deck, especially if you run all snow-covered lands so your opponent can't take advantage of it.I understand you've got multiple cards that count your forests, so you probably want to keep your non-basics to a minimum, but Maze of Ith is always useful, as is Yavimaya Hollow.Hope that helps :)
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