Dakkon Black Blade, EDH

by mcjordalini on 05 October 2015

Main Deck (99 cards)

Sideboard (37 cards)

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Deck at a Glance

Social Stats

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This deck has been viewed 1,077 times.

Mana Curve

Mana Symbol Occurrence

2411600

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Dakkon Black Blade, EDH

its so strange that you post this deck that i jkust finished making. i have got to say mad style points first and formost for picking the sexiest general in terms of art.

so suggestions i would make to improve in my perspective an already dope deck are...

1. i would lose the equipment, they seem awesome and you can check my profile. im not suggesting to take them out because they are expensive. but they are cumbersome and unnecessary. Dakkon gets plenty massive on his own and doesnt need anything besides evasion to make him ko people. cards that are amazing with this general are artful dodge, distortion strike, steel of the god head, dragon wings, spirit mantle, thasa is amazing in this deck, as well as the very dirty tainted strike. low cost spells that allow him to sneak in and cut an opponent down while still allowing you mana available to keeps protective magic up is where this decks wants to be. the reasoning is that he is exspensive and as your main finisher he needs to be cast as little as possible preferably only once probably like twice or three times depending on how much you scare the table.the other thing to think about is that he is long game. he needs lands in play to be large so he is going to be coming until a little later anyways. that means that you will have 7 lands the turn he attacks anyways which is still three hit kill. it sounds ineffective but 7 is all you need until you get to eleven and you can 2 shot them.

keep sword of the animist!!! great calll on that one.

2. it seem like your scared of losing your awesome equipment and not getting to use them but my 1st suggestion is to lose them anyways. but protection is important and something this deck seems to be lacking a little. i would add some more counterspells and targeted removal. people say that one for one removal in edh is bad. well they are wrong. you need boardwipes but it needs to mostly be 1 for 1 removal. this allows you to deal with the large threats and the annoying obstacles while you build a 7 drop dakkon. after that you just need to make sure they dont stop you and you should win. cards i would add are, memory lapse, remand, arcane denial, mana leak, swords to plowshares, unexpectedly absent, oblation, path to exile, toxic deluge, cyclonic rift, boomerang, echoing truth, rewind and probably merciless eviction or austere command because you do need a few of mass removal cards. the key here is to think i dont need to stop them, i just need to delay them until i can win. let them have the nonsense cards that are small but if its like 5 mana up iom going to exile kill, counter destroy, whatever you got to do.

3. no if you are 1 for 1 removing there stuff for the most part you are going to need lots of draw. otherwise you will cast the cards in your hand blow up a few things and be stuck with only a couple cards in hand. this sucks and is not where you want to be. also you dont want to have alot of cards doing the same thing. you want the draw and the time necessary to get the right cards to win the game. so some awesome fraw cards are ponder, preordain, jace beleren (minus only until you get to one the plus once then go back to minusing), fact or fiction, treasure cruise, dig through time, jace architect of thought, deep analysis, phyrexian arena, necropotence!!! read the bones, and some other low cost draw. low cost means you can keep open mana to protect yourself while still playing spells to help get you ahead.

4. a general guidelines, keep it as much at instant speed as you can. it gives you the most options and flexibility.

im not bashing your deck or anything, my playgroup is difficult and very goood. so i have had to make my decks as strong as possible. this is the result of many trial and error battles.

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Posted 07 October 2015 at 09:28

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I'll get back to you for my reply. Read this on mobile. Great feedback and thank you for the time to write it out. Keep posted for my reply :) thanks!

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Posted 10 October 2015 at 18:00

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Again, thank you for the feedback. I love to have discussions about decks.

So one thing I noticed about the cards you suggest and the advice you gave, is that you're thinking of a more optimal way to play the deck. It seems that you're thinking in a mindset of how to get Dakkon to kill players as fast as possible with an unblockable attack or two, all while keeping him safe with counter magic and kill spells. This is definitely quite an aggressive and optimal way to play him, and I know this from experience. You see, this isn't my first go at a Dakkon Blackblade deck (I have been playing this game for many years, as well as have many many decks hidden from public on my profile :p). My first ever version of him was a control/ land ramp build, with a few basic draw engines to get land faster. It worked great, but felt like it lacked flavour.

My play group is also very good. The majority of us having a vast knowledge of the game's rules and massive card pool. We don't play with a ban list, nor do we play with commander damage as a win condition. You'd be surprised at what these two house rules have done for the dynamic of deck construction between the players. Games last longer and have way more interactions (which we like, but may not be for everyone), decks aren't made just to win via commander damage (like almost all edh decks are nowadays it seems), none of our decks are staple-ridden mirrored decks that function solely on top, scroll rack, and land destruction via strip mine and it's brothers. Our decks are built with the idea of being unique and functional, instead of the mess that the competitive EDH community has created by implying all decks need top, scroll rack, strip mine (and brothers), fetchlands (including the ones that aren't both of your colours just so you can fetch that basic land for 1 life), dual lands, and many more.

Now by no means am I saying that you are trying to tell me that I need all of those silly expensive staples in every deck, or am I trying to say that you are wrong, or even dismiss the advice you have given me (because I actually do appreciate and agree with it). I am however, trying to say that if every deck is geared towards winning via commander damage (like they all seem to be), and protecting the commander with counter magic and kill spells, then what is the point of making a new commander deck... ever? There isn't, because they will all just be same decks in the end using different coloured pieces of paper to play. To me, that is a slap in the face to the game of Magic where there are so many ways to play and so many other cards out there that can be paired together to create just as effective and fun decks to play.

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Posted 11 October 2015 at 18:32

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i dont mean this in a rude way. the internet does not convey inflection well. im genuinely asking why are you marking it as unloved or posting the deck as public. no answer is not totally right and acceptable. i want to contribute to your deck but dont know what your looking for in terms of comments.

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Posted 16 October 2015 at 08:07

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bakaburger1 has deleted this comment.

Posted 16 October 2015 at 08:10

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