There is a reason I don't play EDH - that's because playing successfully can basically be reduced to "don't do anything unless you are about to die". In essence, in a EDH game of good players, everybody is fiddling around with his spells for an eternity without really gaining anything because everybody is loaded with board sweepers and hosers of the prelevent strategies. Commanders get killed/exiled/shuffled away as soon as they hit play. Then, after hours, when everybody is in top-deck mode, somebody draws a bomb while nobody has anything left to neutralize it. Players die, hopefully all of them because otherwise the game might continue yet another hour with some players forced to twirl thumbs. In the end, usually the guy that did the least wins. You don't need good combos, you don't need many expensive cards, you don't need to synergize everything, heck, you don't even need to tune your deck to fit your commander. In fact it's my thesis that a EDH deck would be better off using a random 5 colour legend as the commander and ignoring it. Instead fill your deck with the usual tutors, card drawers, mana rampers and mass destruction plus as many bombs as you can find. Let the others try to play their game, build token armies or whatever their commanders does and I'll just sit back and wait for the right opportunity to win in one go with one of the cards that truly dominate the format: Cards like Reins of Power, Insurrection, Price of Progress or Shriveling Rot. The more players understand this, the less fun EDH becomes. So, I have several reasons not to post on northies thread:1) In order to properly explain what I just said I would have to write a gigantic article, more like a compendium. 2) What I would write would disagree with Northy on crucial parts. I don't want to pick a fight with him nor sound like a smartass, which I usually do, so no, thx.3) Giving this ultimate advice would harm the format more than it would help. If no players use this strategy and play EDH as intended, it can be fun. If one player uses this strategy, he will win most games until people gang up on him regularily which is no fun for everybody involved. But as soon as more than one player uses it, games become dull and pointless, everyone is waiting for the others to make a move and nobody does so because for each potential winning move there are 3 solutions sitting in the other player's hands.Players should have fun with this format for as long as possible. They'll discover why EDH sucks sooner or later anyway.
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BTW, Pygmy Hippo is actually 2/2, so he will be 5/5 the turn you Mutate him.
Zuran Orb would also be an alternative.And I understand you about "pet cards" - cards that you always wanted to find a home for. I do that myself alot.
* Shard Volley is just bad, even in this deck. * Constant Mists! With that you don't have to worry about creatures anymore!* Berserk is just "win more" in this deck. So is probably Parallel Lives. Instead I would run cards that either keep me alive or help me establishing my engine.* I would replace Primeval Bounty with Grazing Gladeheart - it comes into play so much earlier and can block, too. It doesn't have the other options and slightly lower life gain, however, with such a low creature count you won't use the other options if the Bounty either.* Dust Bowl for longer/multiplayer games.* I am surprised that Rampaging Baloth is missing but I guess you didn't want him to try something different?
Searing Meditation :)
Yes, especially since this deck has so many alternatives. Use something else when the opponent happens to have RR open.
Guttersnipe damage will NOT gain you life! Just wanted to say that since your description seems to imply otherwise.
Use Orim's Thunder instead of Disenchant, then you don't need to cut them.
Lots of downvoting going on here ... I tried to rectify by upvoting those that have negative votes without apparent reason.
Sorin:Aggro-control is an archetype, too. It typically has removal (as you said) but also creatures with evasion and/or abilities that make them harder to kill (Soltari Priest for example). Running Mother of Runes instead of Savannah Lions in your White Weenie deck would also be an example for a shift from aggro to aggro-control.
"Aggro", "control" and "combo" are not measured in the number of creatures at all! For example, you could have 28 creatures in your deck but if they are all walls, card drawer and removal, your deck is a crystal clear control deck. On the other hand, if your deck has 20 (small) creatures, 10 pump spells, 10 burn spells and 20 lands, it's a deck that couldn't be more aggro. AND while a deck may qualify for aggro, control etc. by design, the actual role it takes is determined by the matchup! For example if two aggrodecks face off against each other then the slower one might be forced to play controllish.
Dragon, the problem being that you want attention but don't pay attention yourself. Telling someone "great deck" even if it isn't a deck but an article is a giveaway that you didn't read at all and just dropped your link. One of the other decks you posted the same message was one of mine - if you recognize me as a regular, you should know that I have a special "deck" dedicated for help. If you need help, drop a line there.And while I can't speak for others, I for one prefer suggestions and constructive criticism over a "great deck" comment.Regarding Magic and crack - it is both better and worse. The addiction is as great but Magic helps improving your cognitive capacity while crack turns your brain into mush.
The thing is: Dragon's Eye Savants is NOT a wall/does NOT have defender! I can actually use it to slap the Arcanum Wings on it and then attack next turn.
I prefer the Savants for two reasons:First, they cost blue mana. If I replace them with Spiritdancers, then I absolutely need to have both blue and white mana early on.Secondly, the toughness of 6. This may be a metagame call, but in my environment I'd rather go with something that doesn't die to any random 2-damage-effect. That and I need early blockers. To a lesser degree it's also my playstyle - Spiritdancers would be all-or-nothing.But yes, it's a very viable suggestion and I consider it in next revision of the deck (didn't build/played it yet).
BTW, if I don't answer here, that doesn't mean I stopped checking the decks that are posted here. So keep it on going.
He spams that in about every thread.
DISCLAIMER:Haven't played Legacy/tournaments in a while.* Hm, you try to do a lot of stuff at once. Haunting Echoes would be an alternative to the exile stuff you have so far, it would save up card slots. However, this would alter the structure of the deck - any card you exile with the Ooze or Shaman earlier can't be exiled with Echoes later and therefore less cards will get Lobotomized. The other things with Haunting Echoes is that if you include that, the deck will slowly shift to combo of sorts, before you'll know you add Traumatize and then the deck is on a path that has been done to death.* Snapcaster Runemage alone isn't worth the trouble of splashing blue, especially not at 2 copies. * Your main weakness would be fast creature decks.* Thrun, while a good card, doesn't really fit because of the double-green mana (plus one more green to regenerate). It is hard to find a replacement though.* Maelstrom Pulse ... this is tricky as well. Strong card, however, the more you Extract/Extirpate, the less useful it becomes. Maybe Vindicate is the better option here. Or Utter End?* The Sword is a "win more" type of card here and therefore not needed.* Birds of Paradise would both help out with the coloured mana and accelerate the other creatures and Pulse. Not sure either if this is enough.* Depends on your meta but I always thought Duress is more useful than Despise/Inquisition in Legacy.
I love it, mainly because you managed to include lots of otherwise crappy cards! And you truly learned to think outside the box and build something around it.Also I've always been a fan of Chimeric Idol (and before that, Jade Statue) and like to see that one in use again!The legions part is a bit fake, though ;) But what else could you do ... basically, whatever set you start with will dictate the other cards and exclude many of them because these sets were kind of ... inbred. In retrospect I feel kind of sorry that I tasked you with this challenge^^
Hey, I like what you did with Freyalize's Winds! I didn't even know Tatterkite and Melira's Keepers.Weaknesses I can see would be the lack of flyers and removal. Removal isn't as important in this as in others because of the slowdown, but there are quite a few cards that don't need to tap. Trygon Predator would be very good in this since it provides both flyers and removal, it even come at 3 mana where you currently have a "hole" in your mana curve. However, it can't evade the Winds itself (then again that's where Seedborn Muse and Turnabout come in). So I think Trygon Predator is at least sideboard worthy.The deck also looks like it lacks some oomph, but that's hard to judge without playing it. I guess most of the damage will get sneaked in after a Turnabout. Still, something like Vorapede might be the final touch (it has Vigilance and therefore evades the Winds).BTW, when you Powersink something, the opponent doesn't even have the option to keep it's mana, he HAS to try to pay even if he won't have enough mana!
I will have no time until monday.
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