Isperia EDH

by raizieldragon on 03 July 2015

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Tags

  • Isperia
  • EDH
  • Commander

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

5945000

Card Legality

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

Deck discussion for Isperia EDH

I'd run True Conviction over Noble Purpose. IMO you could use more land, removal and draw too.

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Posted 04 July 2015 at 11:28

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Good call on True Conviction.

Rogue's Gloves, Coastal Piracy, Dragonlord Ojutai, Bident of Thassa, Arbiter of the Ideal, Consecrated Sphinx, Drogskol Reaver, Isperia, Supreme Judge, Medomai the Ageless, Sphinx Ambassador, Sturmgeist, Thieving Magpie, Windreader Sphinx, and Isperia the Inscrutable herself all provide card advantage. I'm not sure what I would cut to make room for other draw effects.

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Posted 04 July 2015 at 14:11

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I ran Isperia flying-matters for awhile before switching to Isperia sphinx tribal, because all sphinxes is hilarious, so know I am speaking from some experience. That said, each meta is different, and what works in one place might not work elsewhere. That ALSO said, just because something works today in a meta doesn't mean everyone won't go home, retool, and change their decks so what worked last week no longer works.

Creatures. Cut creatures. You're running like 20 more than you need. Even aggro Edric or Krenko decks don't run that many bodies. My Karador is trying to run as many abilities tied to creatures for sacc/recast effects, and that is only running 28 dudes. With that many creatures you won't be able to answer anything, and you'll lose the most during each inevitable boardwipe at which point the black player will just reanimate all your crap and slap you with it. As it stands now one enchantment deck running Sphere of Safety literally shuts off your ability to deal damage AND draw cards. Same with the Rafiq guy running Silent Arbiter or Dueling Grounds, the Edric guy with Meekstone, etc. You've got too much tied up in bodies and not enough answers.

I'd start with at least three pieces of enchantment/artifact removal (Return to Dust and Oblation would be good starts, and Council's Judgement, Act of Authority, Revoke Existence, and Fate Forgotten are great as well). Exile is preferred for Theros gods, Darksteel stuff, etc.

Same as above, at least three targeted creature removals. Swords to Plowshares and Path to Exile tend to be my two preferred options, but Crib Swap and Reality Shift do good work, as does Curse of the Swine. Again, exile if possible to prevent graveyard recursion and to hit indestructibles. Nothing sucks worse than facing Avacyn without something that exiles.

Again with magic number three; get thee at least three board wipes. My favorites in w/u would be Supreme Verdict so it can't be countered and Austere Command because it's so versatile. Cyclonic Rift is also amazing. There's nothing wrong with Wrath of God or Day of Judgement, but I myself prefer Final Judgement or Terminus-type spells that get around indestructible. Also, get good at using them. It's amazing how many games I draw a Supreme Verdict in my opening hand, then proceed to play no creatures for five or six turns while I build my support board state and everyone shits out their hand only to have me blow it up and drop three creatures next turn. People worry too much about what's on the board and not why stuff isn't on the board.

Most of your card advantage is tied to a dude. Which is fine in a lot of cases, but with limited ramp you're only going to be able to get so many bodies on the board each turn, and you need to successfully attack with those bodies to draw. I'd suggest diversifying a bit. Rhystic Study and Mystic Remora can draw a lot as enchantments, and Recurring Insight almost always draws 10+ cards.

You're gonna be mulling a lot with just 33 lands, many of which enter tapped. I wouldn't run under 36. Adakar Waste, Glacial Fortress, Seachrome Coast, and Skycloud Expanse are all relatively cheap. IMO Terramorphic Expanse and the Panoramas are just too slow to run in a two color deck. http://manabasecrafter.com/ is a great place to see your available options.

Gravitational Shift wins games in flying-matters decks, both as an alpha strike card, and as a way to utterly shut down some swarm strategies.

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Posted 05 July 2015 at 22:34

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