Rafiq EDH

by tevish_tzat on 11 November 2011

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Rafiq the many plus a lot of other exalted creatures along with creatures with evasion.
Treva, the Renewer was our first choice for commander but dropped her in favor of Rafiq.
The Exalted ability works very well thus far in play testing but could use some help with the mana base, I think I have too many "comes into play tapped" lands. Any suggestions or helpful criticism would be appreciated.

This is my first EDH deck I have built so any general rules I should follow would be great too, such as # of land per deck, mana curve for spells and general deck building tips for the EDH format!

Deck Tags

  • EDH

Deck at a Glance

Social Stats

0
Likes

This deck has been viewed 2,342 times.

Mana Curve

Mana Symbol Occurrence

53280040

Card Legality

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

Deck discussion for Rafiq EDH

You need some form of removal, but in EDH, with 3 other people playing big threats, spot removal loses some of it's efficiency. If you're ever in a tight spot and staring down a whole host of big creatures, you want some board wipers to take care of things. Wrath of God, Day of Judgment, Akroma's Vengeance all come to mind. Prison Term is also a good card that can be reattached to other incoming threats.

In UGW, white is going to have most of your best forms of removal, blue being secondary with things like Control Magic and Confiscate to steal your opponents' good stuff. Oblation, Swords to Plowshares, Path to Exile, and Condemn are all great for getting rid of threats and even better, generals, because they put them in your opponents library instead of back into the command zone. Austere Command is a great versatile card.

I would probably get rid of the lifegain spells, those usually are ineffective unless you completely break them. Mirari's Wake is a fantastic card. Aura Shards is amazing too, you've already got that one in there though.

What I would recommend is looking at some of the other Rafiq decks on mtgvault, or even decks on other websites. Look for cards that would make solid additions. Remember that in EDH, versatility is a huge factor in winning games.

0
Posted 11 November 2011 at 04:19

Permalink

I recommend you work on your mana fixing, Armillary Sphere, Expedition map, Darksteel Ingot, perhaps spells like Cultivate & Kodama's Reach. If you like creatures, Yavimaya Elder is a wonderful card. Vivid grove/meadow/creek would be slightly better than say your cycle lands.... Replace Prahv for Kor Haven. If you're worried about your mana curve Temple of the False God could help. I wouldn't recommend spending money on them, but Karakas, Strip Mine and perhaps Gaea's Cradle are all pro in EDH.

If you enjoy the 1 creature swing, Vorrac Battlehorns is awesome. Worldy Tutor and Enlightened Tutor might be worth considering. Since Rafiq is your commander, (and I only say this because I would love to make a deck with him as the commander as well) I recommend looking at your entire theme concept, keep your exalted stuff, but if you have "fluff" cards replace those with cards that can buff for cheap (Giant Growth or Might of Oaks comes to mind) and protect Rafiq/allow him to attack un-impeded (Swiftfoot boots, Trailblazer's boots, Rancor).

Since EDH tends to have mutliple board wipes, Creeping Renaissance or Restock wouldn't hurt.

Lastly, Garruk Wildspeaker is a wonderful Planeswalker, Venser, the Sojourner and Elspeth, Knight-Errant can both see to it that you succeed.

At a minimum, run a board wipe or two (Wrath of God, Route, Day of Judgement), the reason being is that if something is on the field that you can't target, a global effect will still grab them up. Drop the life gain theme if you can, 21 commander damage from a single commander will kill you regardless of life total, so life gain isn't as important as Removal or situational survivabilty (Fog, Orim's chant, Silence).

I hope this helps. Great premise.

0
Posted 16 November 2011 at 16:11

Permalink