_Epsilon_

62 Decks, 212 Comments, 61 Reputation

Survival of the Fittest, Buried Alive, Regrowth and Riftsweeper are the only suggestions I can think of off the top of my head to make this more competitive...

0
Posted 31 May 2013 at 09:31 as a comment on Death is Not the End

Permalink

32 lands is too few. I would up it to 34 at minimum, potentially more depending on how much ramp/draw you include. Why would you play Rupture Spire in a mono color deck? It's not good enough to see play in a multicolor deck but it's horrible in a mono color deck...

You have 101 cards here with Angel of Glory's Rise in the sideboard rather than your general. That angel isn't really playable here unless there's a lot of zombies in your meta.

There's not really any reason to go so heavily artifact for ramp in this. Angels are certainly an expensive tribe but there's plenty of mana doublers and cost reducers you can play instead of using some vulnerable myr or mediocre artifacts. You've already got the Pearl Medallion but there's also Urza's Incubator and several others that can reduce the costs pretty significantly. Mana doublers like Caged Sun or Extraplanar Lens can be very good in mono color decks and are especially important in colors that aren't strong with card draw or ramp. Wayfarer's Bauble is pretty great as it puts a land into play rather than to your hand.

You also have the option of playing things like Land Tax, Oath of Lieges, Weathered Wayfarer or the Tithe type cards as well to help with your land drops... There's always Armillary Sphere if you can't find those options too. Some may be out of budget but others aren't too bad and the impact on the game is pretty big. Throw in a terrain generator with any of these sources and you've got some decent early ramp.

Avacyn can be seen as too powerful but that is mainly in conjunction with board wipes and land destruction which your deck has all of 0... If you're not wanting to draw too much unnecessary hate though, I would go with Radiant as Odric suffers from the whole "not being an angel" thing.

Life gain for the sake of life gain is horrible. There are far too many viable alternate win conditions in EDH (21 commander damage as the main one) to make life gain at all important and the higher starting life total makes it less important to begin with. Drop anything that is just there for the life gain. (Angels Feather, Seraphs Sanctuary, etc) Giving something lifelink or just having it on there in addition to other abilities is one thing but playing something that just gains you life is not really worth it.

Cutting some of the weaker artifacts will open up the option for some more useful angels as well like Blinding Angel, Battlegrace Angel, Karmic Guide, or Angelic Skirmisher.

0
Posted 31 May 2013 at 08:41 as a comment on Angel/Artifact Life Gain EDH

Permalink

The M14 rules haven't rolled out yet so I haven't actually put the deck together yet. I imagine it will be pretty powerful when it gets going.

0
Posted 28 May 2013 at 11:15 in reply to #357652 on Illusions of Grandeur EDH

Permalink

I could see swapping out a few of the duals for more fetches and running some Deathrite Shaman...

It also wouldn't hurt to include some protection but all of that would be added after testing.

0
Posted 21 May 2013 at 13:23 in reply to #354887 on Fathom Mage Challenge

Permalink

Updated the deck as built. Has a much larger "demon" subtheme now and will be adjusted further upon testing.

1
Posted 20 May 2013 at 06:05 as a comment on Rakdos the Defiler EDH

Permalink

I actually just barely put it together and due to some missing cards or just forgetting some others it looks a little different but the idea is still the same. I will be testing it tonight at work but yes I anticipate it will be a bit more interesting to pilot than some others. It definitely has some "finess" to it. I'll update the list a bit later.

0
Posted 19 May 2013 at 22:29 in reply to #353939 on Rakdos the Defiler EDH

Permalink

This is just mean lol

0
Posted 17 May 2013 at 11:24 as a comment on Thorn of Amethyst Challenge

Permalink

The six tapped fetches will slow the deck down too much. This deck wants/needs to be able to start taxing the opponents immediately to best utilize the advantage so having any CITP tapped lands is bad even if it helps buff the Knight.

25 lands is way too many for such a low curve. Your most expensive spell is 3 outside of a few game enders, you can easily go with 22 or fewer lands.

Craterhoof is overkill. Your opponent will not be able to keep up with your big swarm of first strike/double striking creatures.

Angelic Overseer would probably be better as Sigarda for the same cost. Has a bigger body and is hexproof by default with another ability that makes her more or less indestructible without requiring another creature in play.

1
Posted 17 May 2013 at 07:28 as a comment on Thorn of Thalia

Permalink

Flinthoof Boar x4 is a must in Gruul.
Ghor-clan Rampager is the best playable bloodrush creature.

Skull crack needs to be in the sideboard at least for decks with lots of life gain which is pretty common in standard currently.

0
Posted 16 May 2013 at 05:43 as a comment on Call of the Wild

Permalink

-Windfall
-Winds of Change

+ Wheel of Fortune
+ Reiterate

Winds of change is awesome but I wanted another copy spell in the deck and Wheel is nearly always going to be better than Windfall plus it helps sway it a little more towards red since it's already heavy blue.

0
Posted 15 May 2013 at 08:57 as a comment on Melek, Izzet Paragon EDH

Permalink

-2 Plains
-1 Mountain
- Hound of Griselbrand
- Basilisk Collar

+ Sacred Foundry
+ Ancient Den
+ Great Furnace
+ Assemble the Legion
+ Kusari-Gama

Improved the mana base considerably and threw in an enchantment that works pretty well with my general. Needed the collar for another deck but Kusari-Gama is much better on all the first striking fatties in this.

0
Posted 15 May 2013 at 08:50 as a comment on Jor Kadeen EDH

Permalink

Breaking (of Breaking // Entering) definitely deserves 4 slots in this. I would also include a Mind Grind or two as milling to multiple lands is a bit stronger than the smaller mill spells.

Curse of the Bloody Tome is expensive and slow. Chronic Flooding comes down a turn sooner and ties up a land (good) or mills three rather than two (good). It can be pretty strong coming down on turn two on the play so they only have one land. If they refuse to tap the mana, you've time walked them and given yourself extra time to work your mojo which is exactly what mill decks need.

Mirko Vosk might be better than consuming aberration. Comes down earlier and mills to four lands the next turn rather than maybe two. One or two hits with him and they'll be milled out along with your other spells.

Dimir Charm isn't horrible either. While it only mills two, you get to choose their next draw or leave the utility of killing a creature or countering something.

I also would suggest a Duskmantle Seer. He's fairly costly on the mana but most of your stuff is 1-3 which won't hurt much while it may do some serious harm to them as well as keeping your hand full to keep milling them.

1
Posted 13 May 2013 at 12:35 as a comment on Abuse of the Mind

Permalink

I was actually switching something out when you were looking... >.>

0
Posted 13 May 2013 at 12:11 in reply to #351785 on Rakdos the Defiler EDH

Permalink

So I got this out in a game and no one had any removal for it. A few turns later it won the game with 16 or 17 counters on it. Definitely a bit scarier than when it was in my T&L deck...

1
Posted 13 May 2013 at 06:06 in reply to #347843 on Melek, Izzet Paragon EDH

Permalink

I had it in my izzet deck when Tibor and Lumia were the generals but it wasn't as heavily spell based and often ended up sitting in hand or getting shuffled back in. I wasn't a big fan but I want to give it another chance to prove itself and with all the rituals it shouldn't be hard to be able to cast it this time around.

0
Posted 10 May 2013 at 21:34 in reply to #347843 on Melek, Izzet Paragon EDH

Permalink

-Tibor and Lumia
- Ghostly Flicker
- Swerve

+ Sphinx-Bone Wand
+ High Tide
+ Bribery

Needed some additional threats in the deck as well as swapping flicker for high tide which should be better mana ramp.

0
Posted 10 May 2013 at 07:27 in reply to #347843 on Melek, Izzet Paragon EDH

Permalink

Her +1 makes something not untap... That's most definitely not nothing. The most threatening thing on the board is permanently useless. When you're stalling for more mana or just don't have enough blockers for everything, it's free card advantage or saves you a turn.

An extra turn card without an already assembled combo or a board of creatures is basically an untap and draw 1 which is not overly impressive. Not shockingly, it does win you the game with Tamiyo's emblem.

Board wipes tend to fall in a different area within deck building space. Red and Blue aren't particularly good at it though. Short of Evacuation, he's already got most of the playable wipes that he should reasonably play.

Counterspells are generally bad in EDH and in Melek as they are card disadvantage and useless when doubled. Running more than a handful to cover haymakers is just wasted space.

So playing Tamiyo into creatures is stupid but she draws attention and can be attacked... which is it? She either saves you a turn or she kills you... Either way she's at least drawn you a variable amount of cards or locked down a big threat for a turn. Which may or may not save you at least as well as every other 5 drop in the deck currently.

Melek is certainly the focus of the deck, so the permanents you use have to be worthwhile. Tamiyo helps control the board since you will lose any creature fight, draws you a good amount of cards or flat out wins you the game if the opponents are stupid or unlucky enough to let you get her ultimate off. Planeswalkers are honestly some of the best permanents to include in such a deck as they all generate card advantage. Certainly not worth cutting into the spell space but other permanents could take a cut for an on theme walker like Tamiyo, or Chandra or Jace.

EDH is a slow format because of the larger deck size and singleton nature. I'm not talking about turns taking longer or being multiplayer. It's slower because the essential turn is 6 instead of 3. (aka you're likely to see someone win or start controlling the board by that turn.) 60 card constructed can easily end the game on turn 3. While that is possible in EDH, it's more of a stars aligning moment and most tuned decks can kill by turn 6 more reliably. Melek costing 6 outside green and favoring spells puts him out of competitive range fairly quickly. That's not to say that he's not powerful or full of potential but he's too slow to be a tier 1 deck so worrying about something being "too slow" in the deck is truly irrelevant. You're not going to play him to begin with if you're group is more cutthroat. Jhoira would be the izzet general for that or possibly Mizzet combo.

0
Posted 09 May 2013 at 13:27 in reply to #348934 on Ka-boom

Permalink

Too slow for EDH? Isn't that an oxymoron?

This is the "slow" format. ...but if you're going to think of it like that, Melek is too slow for EDH as well so the entire arguement is irrelevant. Tamiyo is a great walker to use in the deck, regardless of speed. She controls creatures and if she ever ultimates you can literally win instantly. This particular deck list doesn't appear to include any infinite combo potential so worrying about something being too slow is irrelevant since it's a slow, casual deck to begin with.

0
Posted 09 May 2013 at 07:38 in reply to #348934 on Ka-boom

Permalink

Her ultimate is nuts for sure. Her +1 locks down a creature (or anything really) which is important with such a low creature count deck. Her -2 can also be insane card advantage when you're already playing stuff like Blustersquall.

0
Posted 08 May 2013 at 08:29 in reply to #348934 on Ka-boom

Permalink

I have her in mine... even managed to get her ultimate off in a game and it basically ended immediately.

0
Posted 07 May 2013 at 07:20 in reply to #348934 on Ka-boom

Permalink

21-40 of 200 items

First 1 2 3 4 5 6 7 8 9 10 Last