mikethered

74 Decks, 13 Comments, 5 Reputation

I would drop the following:
Iceberg (3 for a colorless mana each turn isn't that great)
Armorcraft Judge (there are better ways to draw cards and this only triggers when it enters)
Cold-Eyed Selkie (there are better ways to draw cards, mostly useless against non-blue opponents)
Etched Oracle (there are better ways to draw cards, only useful every third turn)
Languish (kills your commander, would be better if you could give all creatures -3/-3, like Toxic Deluge)

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Posted 07 December 2016 at 05:53 as a comment on Atraxa

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Also, these are the most beneficial of each planeswalker:

Ajani Steadfast
Freyalise, Llanowar's Fury
Elspeth, Knight-Errant
Garruk, Caller of Beasts
Jace, Architect of Thought
Kaya, Ghost Assassin
* Liliana, the Last Hope
** OR **
* Liliana, Defiant Necromancer (Liliana, Heretical Healer)
Narset Transcendent
Nissa, Voice of Zendikar
Ob Nixilis Reignited
Sorin, Solemn Visitor
Tamiyo, Field Researcher
Teferi, Temporal Archmage
Venser, the Sojourner
Vraska the Unseen

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Posted 03 December 2016 at 02:44 in reply to #592859 on Atraxa

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Okay, I'll try to suggest a few removals and I have a whole bunch of additions. First, there are counters types that you may be overlooking (storage, experience, & energy). I've included some of these as well as other good cards.

Consider Removing:
Chorus of the Conclave (Useful, but really high mana cost)
Necroplasm (Kills your stuff too and you don't have that much graveyard return)
Orzhov Advokist (Permanently buffs enemies for temporary bonus to you)
Renegade Krasis (Your creatures often enter small and grow. Won't evolve as much. Better for Naya decks.)
Immortal Servitude (Decent, but your creatures have a wide range of costs, so not super good)
Asceticism (No explanation necessary.)

Consider Adding these --
Lands:
Gavony Township (You want this.)
Llanowar Reborn (Buffs creatures that can't buff themselves, like your commander.)
Novijen, Heart of Progress (Buffs creatures you play)
Oran-Rief, the Vastwood (Buffs creatures you play)
Mirrodin's Core (Storage counters)
Aether Hub (Energy counters)
Rustic Clachan (Mediocre, but offers buff or white mana)

Creatures:
Triskelavus (Colorless tokens that deal direct damage)
Triskelion (Colorless direct damage)
Daxos the Returned (Great enchantment creatures)
Meren of Clan Nel Toth (Free creatures from your graveyard)
Ezuri, Claw of Progress (Big buff each turn)
Ludevic's Test Subject (Cheap 13/13 + trample)
Fertilid (Land search)
Karlov of the Ghost Council (Exile stuff)
Bloodcrazed Hoplite (Debuffs enemies)
Carnifex Demon (Kills untargetable enemies)
Korozda Gorgon (Kills indestructible stuff)
Djinn of Wishes (Cast spells without paying mana cost)
Vastwood Hydra (Distribute counters when killed)
Lifeblood Hydra (Draw cards when killed)
Hooded Hydra (Tokens when killed)
Heroes' Bane (Exponential growth)
Warden of the First Tree (Grows like Figure of Destiny)
Jarad, Golgari Lich Lord (Flinging stuff)
Aeon Chronicler (Draw extra card each turn)
Fungal Behemoth (Buffs target creature each turn)
Benalish Commander (Soldier token each turn)
Azor's Elocutors (Dumb win)

Artifacts:
Lux Cannon (Destroys stuff)
Eternity Vessel (Reset life to higher amount each turn)
Brain in a Jar (Free spells or massive scrying)
Orochi Hatchery (Baby snakes! Lots and lots of baby snake.)
Clearwater Goblet (Lots of life gain)
Coalition Relic (Mana battery)
Everflowing Chalice (Mana battery)
Energy Chamber (Buff each turn)
Darksteel Reactor (Dumb win)
Whip of Erebos (Life gain & unearth)
Bow of Nylea (Deathtouch & utility)
Bident of Thassa (Card draw & annoyance)
Spear of Heliod (Passive buff and defense)

Equipment:
Banshee's Blade (Transferable buff)

Enchantments:
Archmage Ascension (Search for cards)
Beastmaster Ascension (Buffs creatures)
Bloodchief Ascension (Hurt enemies and gain life)
Gutter Grime (Slime tokens)
Energy Vortex (Pay X to make opponents pay X+1 or take X+1 damage on their turn.)
Consulate Surveillance (Protection from one target)
Legacy's Allure (Steal something for UU)

Instants:
Delay (Counter spell for 1+U)
Abzan Charm (Utility)
Bioshift (Surprise buff or debuff)

Sorceries:
Soul's Might (Doubles power of target creature)

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Posted 03 December 2016 at 02:22 as a comment on Atraxa

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Also, wow, that's pricey. It's your call, but I won't be spending that much on any one deck.

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Posted 15 April 2016 at 21:42 in reply to #579349 on Anafenza, The Hugest

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If you're looking for "oh shit!" cards that may save you from a loosing game, try Merciless Eviction, Angel of the Dire Hour, or Sudden Disappearance.

I would drop Living Death (though I know that you like that card) just because it requires you to give up all your creatures. Angel of the Dire Hour exiles their creatures without the need to lose yours, but it only works on an attacker, so if you're getting ganged up upon, It's not as good (though, it has flash). Merciless Eviction is a good late game kill whatever you want card and Sudden Disappearance is a hilarious way to clear someone's board while you attack them.

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Posted 15 April 2016 at 21:36 in reply to #579349 on Anafenza, The Hugest

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Also, you want Sunscorch Regent.

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Posted 07 April 2016 at 21:46 in reply to #579349 on Anafenza, The Hugest

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Having seen that you only have a few creatures that would benefit from heartstone, I would suggest Illusionist's Bracers, Ajani, Mentor of Heroes, or another creature instead.

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Posted 07 April 2016 at 21:40 in reply to #579349 on Anafenza, The Hugest

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I would suggest dropping some cards and adding others.

Drop:
Dromoka Captain - Easily killed and forced to attack to be useful
Asceticism - Personal prejudice
Liliana Vess - No synergy

Possibly Drop:
Kheru Bloodsucker - Forces you to sacrifice

Possible Additions:

Good Creatures:
Enduring Scalelord - Tons of counters on this critter
Kalonian Hydra - Doubling counters
Clockwork Hydra - Free outlast; deals direct damage.
Archangel of Thune - Counters on all your creatures for life gain
Dark Impostor - Counters and exiles creatures, but high mana cost
Celestial Ancient - Counters on all your creatures when you play enchantments
Mazirek, Kraul Death Priest - Counters on all your creatures when anything is sacrificed
Managorger Hydra - Counter when anyone plays a spell
Forgotten Ancient - Counter when anyone casts a spell
Heroes' Bane - Exponential Growth
Juniper Order Ranger - Counter on itself and on the creature each time you play a creature
Obsessive Skinner - Counter during each player's upkeep
Sunscorch Regent - Counter and 1 life when an opponent casts a spell

Other Decent Creatures:
Skullbriar, the Walking Grave - Counters that stay with it if it dies
Ivy Lane Denizen - Counter when you play green creatures
Herald of War - Cheaper creatures
Ainok Guide - Counter or land; helps early game
Algae Gharial - Counter when creature dies
Angel of Jubilation - Defense
Sigarda, Host of Herons - Defense
Karador, Ghost Chieftain - Cast creatures from your graveyard
Kavu Predator - Counter when opponents gain life
Avenger of Zendikar - Counters for landfall
Champion of the Parish - Counter when you play a human
Ageless Entity - Counters for life gain
Chronomaton - Artifact outlast
Clockwork Dragon - Free outlast
Clockwork Vorrac - Free outlast
Ballyrush Banneret - Cheaper creatures
Daghatar the Adamant - Steal counters
Malakir Cullblade - Counter when creature dies
Descendant of Masumaro - Counters for cards in hand > opponent's hand
Scute Mob - Lots of counters
Dromoka, the Eternal - Bolsters when attacks
Feral Hydra - Outlast that doesn't require tapping
Fleecemane Lion - Monstrosity; indestructible & hexproof
Foe-Razer Regent - Your creatures can fight when played. Gain counters after fighting.
Gyre Sage - Evolve; taps for mana.
Hangarback Walker - Outlast; Tokens when killed.
Korozda Gorgon - Remove counter to debuff enemy creature
Ob Nixilis, the Fallen - Counter & opponent loses life for landfall
Oran-Rief Hydra - Counter for landfall, two for forest
Phantom Nantuko - Free outlast & hard to kill
Phytohydra - Gets counters instead of taking damage
Protean Hydra - Gets counters if it takes damage without dying
Quirion Dryad - Gets counter when you play a white or black spell
Scavenger Drake - Counter when creature dies
Thief of Blood - Move all counters to this creature when it's played
Vulturous Zombie - Counter when a card goes to enemy graveyard (obviously, not creatures)
Warden of the First Tree - Thematic

Instants & Sorceries:
Chord of Calling - Searching
Solidarity of Heroes - Doubles counters (and it won me that game against Kell)
Abzan Charm - Utility
Increasing Savagery - Tons of counters; Even more from graveyard
Scale Blessing - Counter on each of your creatures with a counter
Soul's Might - Counters equal to target's power

Artifacts & Enchantments:
Forced Adaptation - Counter on your upkeep
Bow of Nylea - Deathtouch for attackers and outlast
Heartstone - Cheaper abilities, including outlast
Rite of Passage - Counter for your creatures that take damage without dying
Armory of Iroas - Counter when attacking
Blade of the Bloodchief - Counter when creature dies
Cloud Key - Cheaper spells
Emerald Medallion - Cheaper green spells
Jet Medallion - Cheaper black spells
Cradle of Vitality - Counters for life gain
Daily Regimen - Outlast that doesn't require tapping
Dragon Blood - Outlast
Echoes of the Kin Tree - Thematic
Oath of the Ancient Wood - Counter when you play an enchantment
Retreat to Kazandu - Counter for landfall
Ring of Kalonia - Trample & counter during your upkeep if creature is green
Ring of Thune - Vigilance & counter during your upkeep if creature is white
Ring of Xathrid - Regenerate & counter during your upkeep if creature is black
Shield of the Oversoul - Buffs white/green creature

Planeswalkers:
Ajani Goldmane - Counter on each of your creatures (-1)
Ajani Steadfast - Counter on each of your creatures (-2)
Ajani, Caller of the Pride - Counter on a creature (+1)
Ajani, Mentor of Heroes - Three counters (+1)
Nissa, Voice of Zendikar - Counter on each of your creatures (-2)

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Posted 07 April 2016 at 17:38 as a comment on Anafenza, The Hugest

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Okay, so my initial impression of your deck yielded some cards that are of questionable use. They are as follows:
Roar of Challenge - Low synergy
Order of Succession - Can be used against you
Metallic Mastery - Not many artifact creatures unless playing with Kell
Illicit Auction - Likely to hurt you unless you include more life gain
Cleaver Riot - Low synergy
Thassa, God of the Sea - Low synergy
Smelt-Ward Gatekeepers - Only 3 gates means likely to do nothing
Kolaghan Forerunners - Situationally useful
Hivis of the Scale - Not many dragon creatures
Atarka, World Render - Not many dragon creatures
Atarka's Command - Good, but low no synergy
Aura Graft - Situationally useful
Crypsis - Low synergy
Dragonshift - Low synergy
Flash Conscription - Check legality due to [W], but probably okay because it's not a cost.
Gruul Charm - Low synergy
Savage Beating - Neat, but low synergy
Sheltering Word - Too temporary for a long commander game, I prefer permanent hexproof
Temur Battle Rage - Low synergy
Tower Defense - Situationally useful
Tibalt, the Fiend-Blooded - I have two of this guy and I've never kept him alive long enough to use his ultimate. I'll trade him to you if you want him.
Sword of Feast & Famine - Expensive and low synergy
Thran Dynamo - expensive for colorless mana, there's probably a comparable one with colored mana
Furnace Celebration - Limited usefulness, 2 mana for 2 damage is so-so and you'll probably use the mana on spells instead.
Heartbeat of Spring - Are you sure you want to give everyone mana? You don't draw as much, so it could work against you.
Might Makes Right - You don't have many huge creatures, may not help often.
Primal Cocoon - Why include this without Forced Adaptation or even Momentum?
Retaliation - Okay, but better in mass token decks
Risky Move - Funny, but not always useful
Sight of the Scalelords - Low synergy


***** Cards that I Suggest *****
Fecundity - Drawing cards
Rhystic Study - Drawing cards
Mirrorworks - Copying creatures
Minion Reflector - Copying creatures
Riku of Two Reflections - Copying spells
Djinn Illuminatus - Copying spells
Dominus of Fealty - Stealing creatures
Mirror Sheen - Copying spells
Charmbreaker Devils - Regaining spells
Mnemonic Wall - Regaining spells
Elixir of Immortality - Restocking your library
Glaring spotlight - Removing hexproof
Arcane Lighthouse - Removing hexproof
Homeward Path - Regaining control of your creatures if they get stolen
Marchesa's Smuggler - If you really want unblockable, here's another one that gives unblockable, though there are a lot if you want me to enumerate them, I can.
Assault Suit - Funny to watch a creature continually traded.

** Alternate Sacrifice Outlets **
Goblin Bombardment (1R) - Deal 1 damage (Free sac)
Ashnod's Altar (3) - Add 2 colorless mana (Free sac)
Cold Storage (4) - 3: Exile a creature you control; Sac Cold Storage to gain control of all creatures exiled this way. (Lesser Conjurer's Closet)
Carnage Altar (2) - 3: Draw a card
Demonmail Hauberk (4): Sac a creature to Equip: +4/+2
Junkyo Bell (4) - Target gets +x/+x until end of turn where x is the number of creatures you control. Sac a creature during your end step. (Free sac outlet and a slight buff).
Altar of Dementia (2) - Mill (Free Sac)
Barrage of Expendables (R) - R: Deal 1 damage
Blasting Station (3) - T: Deal 1 damage, nice because it's colorless direct damage
Culling Dais - Sacrifice to draw

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Posted 03 September 2015 at 17:21 as a comment on Can I has?

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You're deck may be okay at stalling for a time, but it doesn't actually have much chance of winning. In order to attack more easily, I would suggest that you include one or more of the following to attack without spending mana on Assualt Formation each turn:
Animate Wall (W) - Aura - Enchanted wall can attack. Cheap, but lost if the wall dies.
Rolling Stones (1W) - Enchantment - All walls can attack. This is your best enchantment (along with Assault Formation's passive). Could benefit an enemy, but that's a small price to pay.
Wakestone Gargoyle (3W) - Creature - 1W: Creatures with defender can attack this turn. Good, but not a wall creature.
Warmonger's Chariot (2) - Equipment - Equip 3: Equipped creature with defender can attack. Decent and stays if the wall dies.

Next I would look at the walls that you have and see if they're actually necessary:
Steel Wall (1) - 0/4 - No abilities.
Angelic Wall (1W) - 0/4 - Flying.
Overgrown Battlement (1G) - 0/4 - Tap for G mana.
Vine Trellis (1G) - 0/4 - Tap for G mana.
Wall of Essence (1W) - 0/4 - Psuedo-lifelink.
Wall of Mulch (1G) - 0/4 - G + Sac a Wall: Draw a card.
Wall of Omens (1W) - 0/4 - Draw a card.
Wall of Wood (G) - 0/3 - No abilities.

So:
Steel Wall (Debatable) - Mana efficient, but doesn't do much.
Angelic Wall (Keep) - Flying.
Overgrown Battlement (Drop) - You don't need mana ramping when your whole deck costs 2 or less.
Vine Trellis (Drop) - You don't need mana ramping when your whole deck costs 2 or less.
Wall of Essence (Keep) - 0/4 - Psuedo-lifelink.
Wall of Mulch (Debatable) - Drawing cards is good, but sacrificing a wall is a steep price.
Wall of Omens (Drop) - At $1.30/card, this doesn't belong in a budget deck.
Wall of Wood (Drop) - Doesn't do anything that Steel Wall can't do better and that's colorless.

Now to the optional additions:
Brave the Sands (1W) - Enchantment - Creatures you control have vigilance and can block an additional creature. Because vigilance is awesome and blocking is your strong suit, so it doesn't hurt to play it up.
Rancor (G) or Chariot of Victory (3) - Aura or Equipment - Because you don't have anything else that gives you trample. Chariot of Victory also gives firststrike and haste.
Angelic Wall (1W) - 0/4 - Flying.
Crenellated Wall (4) - 0/4 - T: Target gets +0/+4 this turn. Somewhat high mana cost, but huge boost to toughness of whichever wall needs it. Especially awesome with vigilance.
Wall of Tanglecord (2) - 0/6 - G: Reach this turn. Bigger than most of your walls and colorless. Can get reach if you don't have your flying walls out or don't want to block with them.
Wall of Faith (3W) - 0/5 - W: +0/+1 this turn. This is a good way to use your extra mana. The base mana cost is a bit high, but it's worth considering.
Living Wall (4) - 0/6 - 1: Regenerate. Somewhat high mana cost, but effectively indestructible and colorless.
Necropolis (5) - 0/1 - Exile a creature in your graveyard: Necropolis gets +0/+[Its CMC]. This one is debatable. It's good for longer games when you have cards in your graveyard.
Shifting Wall (X) - X/X - Great for a late game when you have extra mana. This is also one of the few reasons to include those mana ramp walls from above.
Snow Fortress (5) - 0/4 - 1: +1/+0 or +0/+1 this turn or deal 1 damage to a creature attacking you. Though high mana cost, it is a nice way to spend the extra mana and its colorless.
Wall of Spears (3) - 2/3 - Firststrike. This is so-so. I like to include firststrike cards just to deal with deathtouch creatures.
Dazzling Ramparts (4W) - 0/7 - 1W, T: Tap target creature. This is a high mana cost wall and, though it has high toughness, I would only include it if you wanted a way to neutralize a particularly troublesome enemy creature.

If you wanted to include black, you could include:
Wall of Bone
Wall of Souls
Wall of Limbs
Archers' Parapet

If you wanted to include blue, you could include:
Wall of Wonder
Psychic Membrane
Hover Barrier
Wall of Denial
Thunder Wall

If you wanted to include red, you could include:
Wall of Fire
Æther Membrane
Ætherflame Wall

Other decent walls that you could include in white/green:
Reinforced Bulwark
Wall of Shields
Alabaster Wall
Fortified Area
Ageless Sentinels
Cathedral Membrane
Wall of Brambles

In conclusion, I hope that my advice helped and I would very much like to play the final product, it would be an interesting change of pace.

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Posted 18 August 2015 at 20:49 as a comment on Budget Deck: All Walls

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Thanks for the tips. I added:

Kokusho, the Evening Star
Protean Hulk
Puppeteer Clique
Shambling Shell
Wight of Precinct Six
Yavimaya Elder

And I would have added Vigor & Sheoldred, Whispering One if they didn't cost so much money.

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Posted 11 June 2014 at 18:05 in reply to #471480 on Karador Commander

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