Anowon's Toll

by xreverie8 on 10 January 2014

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

Every turn Anowon forces the opponent(s) to sacrifice a creature. Along with a lot of the other removal in the deck, I think it may be possible to keep the field pretty clear. There is also some draw power added to keep the mana and spells coming.

Vampires tend to help one another out with counters and etc...(Bloodline keeper, Vampire Nocturnus, Captivating Vampire) so they can get pretty beastly which is dangerous if the opponent can't keep blockers on the field.

Also has some life gain in case opponent runs a lot of burn or can still throw down enough creatures to maintain presence on the field and can get through for damage.

Let me know what you think, as this is my first attempt at a commander deck, I could use some constructive feedback.

Deck Tags

  • Commander
  • Vampire
  • Sacrifice
  • Mono Black

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

009000

Card Legality

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

Deck discussion for Anowon's Toll

I named the deck "Anowon's Toll" because your opponent(s) must pay Anowon's sacrificial price every turn.

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Posted 10 January 2014 at 19:57

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At just a quick glance the two main things:

1. More ramp to get creatures out faster (and more per turn). I myself prefer artifact ramp and would probably add Sol Ring, Thran Dynamo, Worn Powerstone, Jet Medallion, and probably Gilded Lotus,

2. More ways to protect Anowon. If I see this deck across the table from me I can guarantee that any removal spell I have will be aimed at his head. There's nothing worse than paying five mana for your Commander only to have him eat a Hero's Downfall one turn, then pay seven to have him eat a Swords to Plowshares, then nine to get hit with Beast Within. Lightning Greaves and Swiftfoot Boots are the basic ways to protect, and you could go further with Whispersilk Cloak, Darksteel Armor, Mask of Avacyn and Champion's Helm.

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Posted 11 January 2014 at 19:25

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I'd replace Devour Flesh with Do or Die. Why make them choose one creature to sacrifice when you can spend the same mana to make them choose half their creatures or more if you split creatively.

You have a couple of one-off "Draw X cards, lose X life" spells. Maybe yank one and put in Phyrexian Arena?

Nykthos, Shrine to Nix gets crazy in a mono-colored deck.

I prefer Subterranean Hangar to Bottomless Vault because you have the option to leave it untapped until right before your turn just in case you need the mana.

Cover of Darkness is an absolute house in vamp tribal.

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Posted 11 January 2014 at 19:36

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Thanks for the great feedback. As I went through the changes, I found myself contently saying "Duh, why didn't I think of that"?

I think the deck looks way more solid now, I little heavy at 104 cards but I can't choose anything else to take out. I want to start collecting some of these cards and try my hand a commander.

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Posted 12 January 2014 at 01:41

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Child of Night, Ruthless Cullblade, Markov Patrician and Arrogant Bloodlord all seem like creatures who will wind up just being chump blockers 99% of the time. None have flying either and I personally like my vamps to fly :)

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Posted 12 January 2014 at 03:07

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Honestly I can see Gray Merchant being huge in this deck late game, despite being a zombie... :)

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Posted 15 January 2014 at 03:43

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