Edric, Spymaster of Trest 1GU
Legendary Creature - Elf Rogue
Whenever a creature deals combat damage to one of your opponents, that creature's controller may draw a card.
2/2
Ill. Volkan Baga
My opinion: he might be one of the greatest generals ever seen. Read him carefully - he's not just a coastal piracy as a general - he's also effectively fumiko the lowblood - who the hell is going to waste time attacking YOU, when they'll get free draws for attacking other people? Let the bloodbath begin!
Anyway, I cobbled this together in a hurry because I really want to try him out ASAP, but I'm sure I'll be doing heavy modification. Enjoy!
You're giving my opponents an advantage. I will send some creatures their way so i can draw cards and i will smash your face with my other creatures so they can't get cards when it's their turn.
Why would you need unblockable creatures in this deck? Remember, everyone else should be tapped out from swinging with their creatures.
Incidentally, you really want to load this deck up with 1 drop mana elves like Fyndhorn Elves and Joraga Treespeaker. They let you cast your general on turn 2, and then they give you cards starting turn 3. Play useful utility creatures, not unblockables. I suspect you want to change on the order of 30 cards in this deck.
The problem with defining [EDH] by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
The basic idea is that because your general makes creatures *so good*, you want to run as many utility creatures and generators as you can. Fable of Wolf and Owl should theoretically be great here because it's an endless stream of both blockers and extra cards. Similarly, creature lands are strong here. Related to this, extra turns are very good as well. Another attack phase is huge, as well as another land untap.
This deck should draw so many cards that mana generation will be a bigger problem than you suspect. You will easily be able to draw 3 to 5 cards by turn 4. As a result, much more of the deck is focused on mana generation than a typical deck-- 23 cards total, not counting lands. The lands are also a bit light because you will be drawing them at a faster pace. Including 40+ lands will cause you to get overflowed even if you're just drawing 2 cards per turn. That's also why Azusa is included-- she can swing for 1 card and lets you unload your hand.
I included Timetwister and Time Spiral because they are good bootstrap effects in case something bad happens to your board, and the cost of playing them is pretty low if your opponents have been drawing a lot of cards. They don't get much benefit from it.
Umbral Mantle can let you get infinite mana with several of the mana elves.
The problem with defining [EDH] by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
yep, all good ideas. I honestly rushed this out in like 10 minutes so I could be the first to make a decklist with him, so I'll probably spend many hours going through my deckbuilding process later to build the deck "for reals".
definitely ramp will be important, I'll definitely include burgeoning and stuff like that. mana dorks are also an excellent idea. I have a whole host of nice utility creatures I'll probably include who wouldn't mind being used as draw engines too. Any good ideas for controlling my opponents en-mass though? I'm sort of limited in the wrath department because of the colors, so how do I make sure my opponents aren't drawing 20 cards per turn with rhys the redeemed or something? evacuation is only one card. hmm.
I totally disagree about him being bad in 1v1. He's still a 3 mana coastal piracy with legs...which is a very good thing for coastal piracy to have. He also gives you access to 2 great colors. The raw CA, imo, could easily outdo any current general, including Azami.
I think it's an uphill battle to try and control the draw that your opponents get off him. Sure, Evacuation can negate it for a while, but ultimately your opponents will likely be outdrawing you, which doesn't seem good. This kind of deck probably wants to combo out eventually, and hope to get it off, because you're being buried in cards that your opponents are drawing.
I think it's an uphill battle to try and control the draw that your opponents get off him. Sure, Evacuation can negate it for a while, but ultimately your opponents will likely be outdrawing you, which doesn't seem good. This kind of deck probably wants to combo out eventually, and hope to get it off, because you're being buried in cards that your opponents are drawing.
I dunno about OUTdrawing you. I mean, you know you'll have edric, so you're building around his ability to maximum effect. Other people won't know he'll be around, so they won't. The only reason you shouldn't be drawing the most would be because of color limitations...and to be fair, WG can generate tokens better than GU so they might be able to get crazier on the draws. Outside of that possibility, though, I'd assume you'd build the deck to get the maximum draw power.
EDIT: he could work as combo, but I feel like momir would be better...drawing tons of cards won't be as efficient as tutoring. To my eye, he's better suited as a control/politics or aggro/politics general.
definitely ramp will be important, I'll definitely include burgeoning and stuff like that. mana dorks are also an excellent idea. I have a whole host of nice utility creatures I'll probably include who wouldn't mind being used as draw engines too. Any good ideas for controlling my opponents en-mass though? I'm sort of limited in the wrath department because of the colors, so how do I make sure my opponents aren't drawing 20 cards per turn with rhys the redeemed or something? evacuation is only one card. hmm.
Since you are going to be very creature heavy you could try Opposition. Another option would be something like Silent Arbiter + bounce/sac-recur effects.
Honestly I would just throw caution to the wind when playing this deck and hope the your raw card advantage will handle the problem of some opponents drawing too many cards. Keep in mind that players with many tapped creatures are good players to kill first.
This is a creature based beatdown deck, but you can still draw into one or two combos that should randomly win you the game. For example, drawing Umbral Mantle should be an auto-win with any of 4 different elves in play. Spitting Image does downright nutty things and can win a game outright. Same with Rite of Replication and to a lesser extent, Knowledge Exploitation, Bribery, and Psychosis Crawler.
I think the plan here is to go all out beatdown and draw into some kind of auto-win card. If they stop it, fine. You still have a grip of 7 cards and 15 points of mana production in play.
The problem with defining [EDH] by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
Since you are going to be very creature heavy you could try Opposition.
This is an amazingly good idea. I've tried this in a Kraj deck and it's really nuts. Bonus points if you draw it in combination with Mycoloth (probably makes the cut as well), Murkfiend Liege (already in), or Seedborn Muse (I'm on the fence about this).
The problem with defining [EDH] by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
You're giving my opponents an advantage. I will send some creatures their way so i can draw cards and i will smash your face with my other creatures so they can't get cards when it's their turn.
I'm very impressed by your ability to theoretically win the game via theorizing yourself in a better board position. Bravo.
This is an amazingly good idea. I've tried this in a Kraj deck and it's really nuts. Bonus points if you draw it in combination with Mycoloth (probably makes the cut as well), Murkfiend Liege (already in), or Seedborn Muse (I'm on the fence about this).
I guess it depends if I go for a massive token approach, or more of a mana dork/evasion approach - basically, quantity or quality. The downside to tokens is that I get badly hurt by evacuation and other mass-bounce spells, which are really the only mass-creature-removal in GU except for artifacts. but yeah, with murkfiend and seedborn, an excellent card.
Stuff to cut:
Nullmage Advocate
Metathran Soldier
Drifter il-dal ... so bad
Thalakos Sentry
Jhessian Infiltrator
Bloom Tender
Bops
Viridian Emmisary
Serendib Sorcerer
4 Island
2 Forest
So 16 slots if my math is right:
*Seedborne Muse
Nevinyrral's Disk ~ works well with capsize.
*Duplicant
Crystal Shard ~ Does so much in u/g
Venser (really good with Riptide Labratory or Crystal Shard)
Acidic Slime
Whispersilk Cloak ~ Seems like a great place to run it
*Praetor's Council ~ goes in EVERY green deck, tooo good
Primeval Titan ~ If you have one.
Wasteland/Strip Mine ~Another one is nice
Genesis ~ Is very nice with Survival
Momir Vig ~ Could defffinetly See some potential here
Oracle of Mul Daya ~ Is always nice
Nevermaker ~ Im a big fan of this guy another decent removal spell in blue.
Genesis Wave ~ Is even more broken with counter backup.
*Gildred Drake ~ Reuseable removal is nice.
*= Stuff that seems like auto includes
Jin Gitaxias from NPH would solve the opponent getting too much CA problem
I cant wait to get concecrated Sphinx and eldric going /giggle
From playing against Azami I've seen the awesome power of pitch counters in decks that draw tons of cards. The weakness here is going to be against sweepers and this deck is going to be tapping out constantly so cards like FOW are great protection as well as Commandeer and even Foil (Thwart is still awful).
For helping stop your opponents get too much card advantage, you could borrow some tech from Sedris and run Teferi's Veil. You need to give Edric evasion if you want to abuse it, but it also protects all your creatures from sorcery-speed wraths! Vodalian Illusionist might actually be better, since it can protect itself, Edric, AND other creatures you want to keep around (though it's a bit more vulnerable than the Veil). It also has other random applications, like getting rid of attackers/blockers and messing with your opponents auras.
There's Crystal Shard, which you mentioned, Erratic Portal, which is basically the same thing if you want some redundancy, creatures that bounce things like Vedalken Mastermind which protect Edric and let you reuse ETB abilities (E-Wit, Mnemonic Wall etc), and there's even Cloudstone Curio, which also works well with 187s and lets you drop creatures after combat (or instant speed if you have Teferi/token-makers) to get Edric back in hand.
For creatures, Thada Adel seems pretty good, since there's usually a blue player at any given table, and she nets you any artifact AND a card.
Notorious Throng is the utter and complete bonkers for this general. It can make a silly number of evasive token creatures for a mere 4 mana. Your general is a Rogue, so you can Prowl it for an extra turn as well, giving you immediate value from those new tokens before anyone can Wrath them away.
Heck, it seems like the spymaster is ideal for abusing card draw, graveyard recursion (oh, I'm in the color of Regrowth effects and twincast effects, sure!) and token creatures to chain bonus turns one after another until the enemies are dead.
The additions are pretty obvious. Mycoloth is a solid token generator, and also good when you have stuff to feed to tokens. Earthcraft is great with tokens, since it gives you something to do the turn you play a creature but can't attack. Opposition is great for locking down huge creatures on the opposing side and clearing a path for yourself-- or clearing a path for your other opponents! Notorious Throng is time walk + creatures in one card. Pretty nuts. It seems easy to fit in Reliquary Tower for an Island as well.
Now the cuts... While Sword of Fire and Ice is a great card, it's kind of off theme for this deck. It's not a creature itself and all it does is reward you for getting through unblocked. But if you're getting through, you're already winning. This is just a win more card.
Timetwister strikes me as a bit erratic in its utility. There's a LOT of good 3 cost cards in this deck, and this deck refills its hand so often that it seems rare that this will be a good spell to cast. (Contrast with Time Spiral which is at least free). This isn't a bad card-- I just suspect that other cards are better.
Sakura-Tribe Elder is really awkward in this deck. You only get the land utility when you sacrifice him, which means he's not around to draw you cards. Contrast this with cards like Wood Elves and Farhaven Elf which give you both the land and hang around to refill your hand.
Immaculate Magistrate also seems like a win-more card. This is a deck that wants lots of creatures, but only creatures that want to attack. Sure you might get mana from Fyndhorn Elves, but you'll at least swing with them once you have enough mana. The Magistrate on the other hand will never do anything but tap to hand out counters. The whole point of the magistrate is to do things other than attack, which means he's working against this deck's core mechanic. And there aren't that many creatures in this deck which get significantly better with +1/+1 counters. Just Cold-eyed Selkie, Mycoloth, and Cephalid Constable. No one else cares how large he is.
The problem with defining [EDH] by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
While not amazing, Verdant Force seems decent with Opposition and Edric. Azusa seems weak when you're playing mana dorks and not into-hand land spells, no?
I'm sure it's not good enough for a competitive build, but Plagiarize seems perfect for a fun build. Wait until an opponent swings on another with a bunch of creatures, then steal all of their Edric triggers for just 4 mana.
The problem with defining [EDH] by what is "fun" is that everyone seems to define fun as what they don't lose to. If you keep losing to easily answered cards, that means you should improve your deck. If you don't want to improve your deck, then you should come to peace with the idea that you are going to lose because you chose to not interact with better strategies.
How's this for an interesting idea: GU slivers with edric. shifting sliver makes it very hard to block, brood sliver makes tokens go nuts, telekinetic sliver taps down opponents' important creatures, gemhide sliver makes it easier to ramp out more and more, might sliver and virulent sliver can finish people off...seems like an interesting idea to me.
I'm very impressed by your ability to theoretically win the game via theorizing yourself in a better board position. Bravo.
I understand that it's hard to bring humor over in posts like these. That's why in included the ;). You probably missed it. At first i thought you were trying to be funny too, but you didn't include any so i figured you were just pissed off.
I like the deck you are trying to build. But i think you're counting to much on other people thinking you're not a threat so you can do your own thing. But when i see something that gives all of my opponents an advantage over me i try to stop that.
How's this for an interesting idea: GU slivers with edric. shifting sliver makes it very hard to block, brood sliver makes tokens go nuts, telekinetic sliver taps down opponents' important creatures, gemhide sliver makes it easier to ramp out more and more, might sliver and virulent sliver can finish people off...seems like an interesting idea to me.
I like this idea, have a nice counterspell/removal package and your golden.
currently there are 25 slivers for Edric's colors, maybe about 20 are usable.
Must have Rite of Replication.
Legendary Creature - Elf Rogue
Whenever a creature deals combat damage to one of your opponents, that creature's controller may draw a card.
2/2
Ill. Volkan Baga
My opinion: he might be one of the greatest generals ever seen. Read him carefully - he's not just a coastal piracy as a general - he's also effectively fumiko the lowblood - who the hell is going to waste time attacking YOU, when they'll get free draws for attacking other people? Let the bloodbath begin!
Anyway, I cobbled this together in a hurry because I really want to try him out ASAP, but I'm sure I'll be doing heavy modification. Enjoy!
1 Edric, Spymaster of Trest
unblockables (15)
1 aether figment
1 blighted agent
1 escape artist
1 ferropede
1 hada spy patrol
1 jhessian infiltrator
1 metathran soldier
1 neurok invisimancer
1 phantom warrior
1 drifter il-dal
1 infiltrator il-kior
1 jodah's avenger
1 looter il-kor
1 thalakos seer
1 thalakos sentry
Counters (10)
1 Arcane Denial
1 Dream Fracture
1 Forbid
1 Glen Elendra Archmage
1 Hinder
1 Mystic Snake
1 Negate
1 Pact of Negation
1 Trickbind
1 Voidslime
1 oblivion stone
1 capsize
1 Serendib Sorcerer
1 Tradewind Rider
1 Nullmage Advocate
1 Krosan Grip
1 Pongify
1 Spin into Myth
1 beast within
Acceleration (8)
1 Birds of Paradise
1 Bloom Tender
1 Sol Ring
1 Mana Crypt
1 kodama's reach
1 cultivate
1 sakura-tribe elder
1 viridian emissary
other (4)
1 eternal witness
1 sword of light and shadow
1 sword of fire and ice
1 sword of feast and famine
tutors (8)
1 Vedalken Aethermage
1 Drift of Phantasms
1 Fauna Shaman
1 Muddle the Mixture
1 Sensei's Divining Top
1 Wordly Tutor
1 Sylvan Tutor
1 Survival of the Fittest
1 jushi apprentice
1 consecrated sphinx
lands
Lands (43)
1 Dust Bowl
1 Tolaria West
1 Academy Ruins
1 Minamo, School at Water's Edge
1 Riptide Laboratory
1 Simic Growth Chamber
20 Island
15 Forest
1 Misty Rainforest
1 Forbidden Orchard
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
Don't use the word 'retarded' like that.
Seedborne Muse is an auto include if you run tradewind rider+Mystic snake.
I would cut the CRAP unblockable guys leave in the better ones. Is Phantom warrior really worth a slot in an edh deck where he is worthless by turn 5?
Thalakos Deciever would seem to be the best one and you arent running him.
omw to work ill commment more later.
Saffi
Eldric
Gogo Godo Voltron
Azusa 1v1 viable
Zedru the Greathearted
Reaper King
EDH 1v1:
Azami Lady of the CA
Momir Vig Combo
Incidentally, you really want to load this deck up with 1 drop mana elves like Fyndhorn Elves and Joraga Treespeaker. They let you cast your general on turn 2, and then they give you cards starting turn 3. Play useful utility creatures, not unblockables. I suspect you want to change on the order of 30 cards in this deck.
Cephalid Constable is pretty nuts, by the way.
1 Edric, Spymaster of Trest
Card Manipulation: 13
1 Consecrated Sphinx
1 Mind’s Eye
1 Time Spiral
1 Timetwister
1 Coastal Piracy
1 Sylvan Library
1 Fierce Empath
1 Cold-eyed Selkie
1 Green Sun’s Zenith
1 Eternal Witness
1 Coiling Oracle
1 Jace, the Mind Sculpter
1 Overbeing of Myth
Mana generation: 23
1 Llanowar Elves
1 Fyndhorn Elves
1 Priest of Titania
1 Elvish Archdruid
1 Arbor Elf
1 Rofellos, Llanowar Emissary
1 Bloom Tender
1 Joraga Treespeaker
1 Wood Elves
1 Oracle of Mul Daya
1 Farhaven Elves
1 Azusa, Lost but Seeking
1 Birds of Paradise
1 Sakura-Tribe Elder
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Grim Monolith
1 Garruk Wildspeaker
1 Sword of Feast and Famine
1 Mana Reflection
1 Primeval Titan
1 Vorinclex, Voice of Hunger
1 Tangle Wire
1 Time Warp
1 Temporal Manipulation
1 Time Stretch
1 Lightning Greaves
1 Concordant Crossroads
1 Knowledge Exploitation
Threats: 10
1 Umbral Mantle
1 Imaculate Magistrate
1 Rite of Replication
1 Lorescale Coatl
1 Psychosis Crawler
1 Avenger of Zendikar
1 Bribery
1 Fable of Wolf and Owl
1 Murkfiend Leige
1 Spitting Image
Control: 10
1 Cephalid Constable
1 Sword of Fire and Ice
1 Mystic Snake
1 Terastadon
1 Mana Drain
1 Treachery
1 Tradewind Rider
1 Trygon Predator
1 Glen Elendra Archmage
1 Arcane Denial
1 Gaea’s Cradle
1 Tranquil Thicket
1 Lonely Sandbar
1 Arbor Dryad
1 Mishra’s Factory
1 Inkmoth Nexus
1 Blinkmoth Nexus
1 Treetop Village
1 Faerie Conclave
1 Tropical Island
1 Breeding Pool
1 Flooded Grove
7 Fetch Lands
1 Minamo, School at Water’s Edge
9 Forest
7 Island
The basic idea is that because your general makes creatures *so good*, you want to run as many utility creatures and generators as you can. Fable of Wolf and Owl should theoretically be great here because it's an endless stream of both blockers and extra cards. Similarly, creature lands are strong here. Related to this, extra turns are very good as well. Another attack phase is huge, as well as another land untap.
This deck should draw so many cards that mana generation will be a bigger problem than you suspect. You will easily be able to draw 3 to 5 cards by turn 4. As a result, much more of the deck is focused on mana generation than a typical deck-- 23 cards total, not counting lands. The lands are also a bit light because you will be drawing them at a faster pace. Including 40+ lands will cause you to get overflowed even if you're just drawing 2 cards per turn. That's also why Azusa is included-- she can swing for 1 card and lets you unload your hand.
I included Timetwister and Time Spiral because they are good bootstrap effects in case something bad happens to your board, and the cost of playing them is pretty low if your opponents have been drawing a lot of cards. They don't get much benefit from it.
Umbral Mantle can let you get infinite mana with several of the mana elves.
definitely ramp will be important, I'll definitely include burgeoning and stuff like that. mana dorks are also an excellent idea. I have a whole host of nice utility creatures I'll probably include who wouldn't mind being used as draw engines too. Any good ideas for controlling my opponents en-mass though? I'm sort of limited in the wrath department because of the colors, so how do I make sure my opponents aren't drawing 20 cards per turn with rhys the redeemed or something? evacuation is only one card. hmm.
I totally disagree about him being bad in 1v1. He's still a 3 mana coastal piracy with legs...which is a very good thing for coastal piracy to have. He also gives you access to 2 great colors. The raw CA, imo, could easily outdo any current general, including Azami.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
twitter.com/bccarlso
I dunno about OUTdrawing you. I mean, you know you'll have edric, so you're building around his ability to maximum effect. Other people won't know he'll be around, so they won't. The only reason you shouldn't be drawing the most would be because of color limitations...and to be fair, WG can generate tokens better than GU so they might be able to get crazier on the draws. Outside of that possibility, though, I'd assume you'd build the deck to get the maximum draw power.
also, crystal shard could go a long ways.
EDIT: he could work as combo, but I feel like momir would be better...drawing tons of cards won't be as efficient as tutoring. To my eye, he's better suited as a control/politics or aggro/politics general.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
Since you are going to be very creature heavy you could try Opposition. Another option would be something like Silent Arbiter + bounce/sac-recur effects.
This is a creature based beatdown deck, but you can still draw into one or two combos that should randomly win you the game. For example, drawing Umbral Mantle should be an auto-win with any of 4 different elves in play. Spitting Image does downright nutty things and can win a game outright. Same with Rite of Replication and to a lesser extent, Knowledge Exploitation, Bribery, and Psychosis Crawler.
I think the plan here is to go all out beatdown and draw into some kind of auto-win card. If they stop it, fine. You still have a grip of 7 cards and 15 points of mana production in play.
This is an amazingly good idea. I've tried this in a Kraj deck and it's really nuts. Bonus points if you draw it in combination with Mycoloth (probably makes the cut as well), Murkfiend Liege (already in), or Seedborn Muse (I'm on the fence about this).
I'm very impressed by your ability to theoretically win the game via theorizing yourself in a better board position. Bravo.
I guess it depends if I go for a massive token approach, or more of a mana dork/evasion approach - basically, quantity or quality. The downside to tokens is that I get badly hurt by evacuation and other mass-bounce spells, which are really the only mass-creature-removal in GU except for artifacts. but yeah, with murkfiend and seedborn, an excellent card.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
Stuff to cut:
Nullmage Advocate
Metathran Soldier
Drifter il-dal ... so bad
Thalakos Sentry
Jhessian Infiltrator
Bloom Tender
Bops
Viridian Emmisary
Serendib Sorcerer
4 Island
2 Forest
So 16 slots if my math is right:
*Seedborne Muse
Nevinyrral's Disk ~ works well with capsize.
*Duplicant
Crystal Shard ~ Does so much in u/g
Venser (really good with Riptide Labratory or Crystal Shard)
Acidic Slime
Whispersilk Cloak ~ Seems like a great place to run it
*Praetor's Council ~ goes in EVERY green deck, tooo good
Primeval Titan ~ If you have one.
Wasteland/Strip Mine ~Another one is nice
Genesis ~ Is very nice with Survival
Momir Vig ~ Could defffinetly See some potential here
Oracle of Mul Daya ~ Is always nice
Nevermaker ~ Im a big fan of this guy another decent removal spell in blue.
Genesis Wave ~ Is even more broken with counter backup.
*Gildred Drake ~ Reuseable removal is nice.
*= Stuff that seems like auto includes
Jin Gitaxias from NPH would solve the opponent getting too much CA problem
I cant wait to get concecrated Sphinx and eldric going /giggle
Saffi
Eldric
Gogo Godo Voltron
Azusa 1v1 viable
Zedru the Greathearted
Reaper King
EDH 1v1:
Azami Lady of the CA
Momir Vig Combo
EDIT: And needs more Earthcraft.
There's Crystal Shard, which you mentioned, Erratic Portal, which is basically the same thing if you want some redundancy, creatures that bounce things like Vedalken Mastermind which protect Edric and let you reuse ETB abilities (E-Wit, Mnemonic Wall etc), and there's even Cloudstone Curio, which also works well with 187s and lets you drop creatures after combat (or instant speed if you have Teferi/token-makers) to get Edric back in hand.
For creatures, Thada Adel seems pretty good, since there's usually a blue player at any given table, and she nets you any artifact AND a card.
Heck, it seems like the spymaster is ideal for abusing card draw, graveyard recursion (oh, I'm in the color of Regrowth effects and twincast effects, sure!) and token creatures to chain bonus turns one after another until the enemies are dead.
+1 Mycoloth
+1 Earthcraft
+1 Opposition
+1 Notorious Throng
+1 Reliquary Tower
-1 Sword of Fire and Ice
-1 Timetwister
-1 Sakura-Tribe Elder
-1 Immaculate Magistrate
-1 Island
The additions are pretty obvious. Mycoloth is a solid token generator, and also good when you have stuff to feed to tokens. Earthcraft is great with tokens, since it gives you something to do the turn you play a creature but can't attack. Opposition is great for locking down huge creatures on the opposing side and clearing a path for yourself-- or clearing a path for your other opponents! Notorious Throng is time walk + creatures in one card. Pretty nuts. It seems easy to fit in Reliquary Tower for an Island as well.
Now the cuts... While Sword of Fire and Ice is a great card, it's kind of off theme for this deck. It's not a creature itself and all it does is reward you for getting through unblocked. But if you're getting through, you're already winning. This is just a win more card.
Timetwister strikes me as a bit erratic in its utility. There's a LOT of good 3 cost cards in this deck, and this deck refills its hand so often that it seems rare that this will be a good spell to cast. (Contrast with Time Spiral which is at least free). This isn't a bad card-- I just suspect that other cards are better.
Sakura-Tribe Elder is really awkward in this deck. You only get the land utility when you sacrifice him, which means he's not around to draw you cards. Contrast this with cards like Wood Elves and Farhaven Elf which give you both the land and hang around to refill your hand.
Immaculate Magistrate also seems like a win-more card. This is a deck that wants lots of creatures, but only creatures that want to attack. Sure you might get mana from Fyndhorn Elves, but you'll at least swing with them once you have enough mana. The Magistrate on the other hand will never do anything but tap to hand out counters. The whole point of the magistrate is to do things other than attack, which means he's working against this deck's core mechanic. And there aren't that many creatures in this deck which get significantly better with +1/+1 counters. Just Cold-eyed Selkie, Mycoloth, and Cephalid Constable. No one else cares how large he is.
Anyway here's the current list:
1 Edric, Spymaster of Trest
Card Manipulation: 13
1 Consecrated Sphinx
1 Mind’s Eye
1 Time Spiral
1 Coastal Piracy
1 Sylvan Library
1 Fierce Empath
1 Cold-eyed Selkie
1 Green Sun’s Zenith
1 Eternal Witness
1 Coiling Oracle
1 Jace, the Mind Sculpter
1 Overbeing of Myth
Mana generation: 23
1 Llanowar Elves
1 Fyndhorn Elves
1 Priest of Titania
1 Elvish Archdruid
1 Arbor Elf
1 Rofellos, Llanowar Emissary
1 Bloom Tender
1 Joraga Treespeaker
1 Wood Elves
1 Oracle of Mul Daya
1 Farhaven Elf
1 Azusa, Lost but Seeking
1 Birds of Paradise
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Grim Monolith
1 Garruk Wildspeaker
1 Sword of Feast and Famine
1 Mana Reflection
1 Primeval Titan
1 Vorinclex, Voice of Hunger
1 Earthcraft
1 Tangle Wire
1 Time Warp
1 Temporal Manipulation
1 Time Stretch
1 Lightning Greaves
1 Concordant Crossroads
1 Knowledge Exploitation
1 Notorious Throng
Threats: 10
1 Umbral Mantle
1 Rite of Replication
1 Lorescale Coatl
1 Psychosis Crawler
1 Avenger of Zendikar
1 Bribery
1 Fable of Wolf and Owl
1 Murkfiend Liege
1 Spitting Image
1 Mycoloth
Control: 10
1 Cephalid Constable
1 Mystic Snake
1 Terastodon
1 Mana Drain
1 Treachery
1 Tradewind Rider
1 Trygon Predator
1 Glen Elendra Archmage
1 Arcane Denial
1 Opposition
1 Gaea’s Cradle
1 Tranquil Thicket
1 Lonely Sandbar
1 Arbor Dryad
1 Mishra’s Factory
1 Inkmoth Nexus
1 Blinkmoth Nexus
1 Reliquary Tower
1 Minamo, School at Water’s Edge
1 Treetop Village
1 Faerie Conclave
1 Tropical Island
1 Breeding Pool
1 Flooded Grove
7 Fetch Lands
9 Forest
6 Island
twitter.com/bccarlso
Well the general is one massive into-hand land spell. Plus Azusa also draws you cards when she attacks.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
I understand that it's hard to bring humor over in posts like these. That's why in included the ;). You probably missed it. At first i thought you were trying to be funny too, but you didn't include any so i figured you were just pissed off.
I like the deck you are trying to build. But i think you're counting to much on other people thinking you're not a threat so you can do your own thing. But when i see something that gives all of my opponents an advantage over me i try to stop that.
I like this idea, have a nice counterspell/removal package and your golden.
currently there are 25 slivers for Edric's colors, maybe about 20 are usable.
Must have Rite of Replication.
In theory it could work
UB Grimgrin, Corpse-BornUB
WRG Marath, Will of the Wild GRW
RGOmnath, Locus of RageGR
WBTeysa, Orzhov ScionBW
URThe Locust GodRU
W(W/R)RAkiri, Line-SlingerW(W/R)R