Ever since I had the chance to look at Dakkon Blackblade, I have wanted to make him into one of my EDH decks, and I have finally gotten to that point. I didnt know exactly how I wanted to take it though, so I decided to go with an artifact and life gain theme to go with the lands. But here is the decklist.
I could probably use some work, but it seems to run good in some tests, so I'm liking where it sits right now. Some additions that I can think of off the top of my head are Weathered Wayfarer and True Conviction, but I unfortunately dont own either of those so that is why they are not currently in the lits.
Changelog!
2/15/2012:
-1 Halimar Depths
-1 Gemstone Mine
-1 Windbrisk Heights
-1 Tectonic Edge
-1 Mikokoro, Center of the Sea
-1 Suture Priest
-1 Drogskol Reaver
-1 Boon Reflection
-1 Sorin Markov
-1 Ajani Goldmane
-1 Absorb
-1 Celestial Force
+1 Plains
+1 Swamp
+1 Reflecting Pool
+1 Frostwind Invoker
+1 Cobbled Wings
+1 Enlightened Tutor
+1 Norn's Annex
+1 Rhystic Study
+1 Chancellor of the Annex
+1 Magister Sphinx
+1 Grafted Exoskeleton
+1 Whispersilk Cloak
My Dakkon deck is my favorite deck.
I would look at Land Tax, Scroll Rack combo - It goes through your deck quickly. You'll need more basic lands though.
To help mana fixing, use fetch lands like Arid Mesa - double the fetch with Rings of Brighthearth. You can also ring to double up drops with Terrain Generator. I out ramp all but the most ramp agressive of mono green decks.
Look at sacred ground, I think it is better than Terra Eternal.
You are running Stormtide Leviathan, you need something to give Dakkon flight (enless it is just to stall the game).
At first glance, I would remove the planeswalkers.
My Dakkon deck is my favorite deck.
I would look at Land Tax, Scroll Rack combo - It goes through your deck quickly. You'll need more basic lands though.
To help mana fixing, use fetch lands like Arid Mesa - double the fetch with Rings of Brighthearth. You can also ring to double up drops with Terrain Generator. I out ramp all but the most ramp agressive of mono green decks.
Look at sacred ground, I think it is better than Terra Eternal.
You are running Stormtide Leviathan, you need something to give Dakkon flight (enless it is just to stall the game).
At first glance, I would remove the planeswalkers.
I'n not too huge on the Land Tax + Scroll Rack combination as I can't really justify the money for the 2 of them.
Though I do like your other ideas, the deck would need to run more basics which is something that I would rather not do right now. Maybe in the future I will learn the error of my ways, but for now I will stick to my lil buddy.
As for Sacred Ground, if I knew that card existed, I would have put it in the deck already, so thanks for that!
And as for the Leviathan, it kind of is a way to stall the game. Thats why I have things like Ghostly Prison and Angelic Arbiter so that I can build my manabase without getting smacked around by aggro too quickly. Cuurently there is 2 ways to give Dakkon flying, by means of Elspeth, Knight-Errant and Eldrazi Monument. This is too few though, now that I realize it, so I will try to think of some other ways to get Dakkon in the air.
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Standard: :symu:Control:symw:
Modern: Just about anything that doesn't include Tarmogoyf or Karn
I don't really agree on the artifact ramp. Sure, those you listed are getting you the lands, but they are mostly going to your hand, which really isnt ramp to me.
However, I do agree with you on the artifact support package you listed there. Though I don't have a Transmute Artifact, most of those others I either have or can easily acquire. Thanks!!
If I owned those swords, they would definitely be in here, but alas, they are not in my collection and too much for a college kid to just go out and buy. The Eternity Vessel seems very contradictory to the whole strategy itself, because the goal is to hit a land drop each turn as well as gain life, so the vessel would just be hindering one or the other. Felidar should be in a deck like this though, I'll have to get my hands on one.
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Standard: :symu:Control:symw:
Modern: Just about anything that doesn't include Tarmogoyf or Karn
I love Dakkon, and his off colourness-ness. On to the recommendations!
Land Rampers: Knight of the White Orchid and Kor Cartographer: Land rampers in white. Knight is normally always active when you are versing a green player. They are both larkable so that is rather awesome.
Patron of the Moon: Bit over priced, but could be handy. I do love it, but just letting you know it exist.
Dreamscape Artist: A card the really should be in your deck. You can abuse the discard, the land ramp is awesome as well, only can be countered with stifle effects, and if you add CoW it can be added fun.
Herald of Leshrac: An awesome card. I mean, it is clunky, but I do so love it. Fits in with the theme.
Land comments:
Oooooh boy, we will start from the top.
Mikokoro, Center of the Sea, Tectonic Edge, Ghost Quarter: Why do you have these? With mikokoro, you are in U and B, so you don't need the card draw. Those other lands are subpar, even on a budget. Strip Mine is only about $5, I strongly recommend it. Dust Bowl is another option, and is reusable even with out CoW.
Karoos: How do you find them? I see them getting hated far to much.
Manlands: Are wrath effects really that common in your area?
Well, I know that's a bit of information, and I haven't even start on life gaining yet :P! Tell me what you think. Also, see the future sight cycle of rare lands if you need more duals. Also check the link in my sig, if you have any trouble at all finding lands. Also, if you think I am wrong, or need to explain anything, just tell/ask me :).
I love Dakkon, and his off colourness-ness. On to the recommendations!
Land Rampers: Knight of the White Orchid and Kor Cartographer: Land rampers in white. Knight is normally always active when you are versing a green player. They are both larkable so that is rather awesome.
Patron of the Moon: Bit over priced, but could be handy. I do love it, but just letting you know it exist.
Dreamscape Artist: A card the really should be in your deck. You can abuse the discard, the land ramp is awesome as well, only can be countered with stifle effects, and if you add CoW it can be added fun.
Herald of Leshrac: An awesome card. I mean, it is clunky, but I do so love it. Fits in with the theme.
Land comments:
Oooooh boy, we will start from the top.
Mikokoro, Center of the Sea, Tectonic Edge, Ghost Quarter: Why do you have these? With mikokoro, you are in U and B, so you don't need the card draw. Those other lands are subpar, even on a budget. Strip Mine is only about $5, I strongly recommend it. Dust Bowl is another option, and is reusable even with out CoW.
Karoos: How do you find them? I see them getting hated far to much.
Manlands: Are wrath effects really that common in your area?
Well, I know that's a bit of information, and I haven't even start on life gaining yet :P! Tell me what you think. Also, see the future sight cycle of rare lands if you need more duals. Also check the link in my sig, if you have any trouble at all finding lands. Also, if you think I am wrong, or need to explain anything, just tell/ask me :).
Ok, first off, ALOT of great suggestions here! Thanks for them all!
What is strange is I have alot of the cards that you have mentioned, such as Knight of the White Orchid, Reflecting Pool, and Kor Cartographer. I thought I would have haad the intelligence to put those in, but apparently not! Now onto my comments of your comments:
Herald of Leshrac - Oh....mah....gawd that is hilarious! This is my style of card, definitely gonna try to get one of those.
Mikokoro and others - I just have a great personal preference for this guy, but you are right. It would be much better as a basic land, something I have been suggested by many people here and people outside of MTGS to add more of. The land hate cards are there because I don't have Strip Mine or Wasteland or Dust Bowl. Tec Edge can probably come out, but I love Ghost Quarter, so I would rather not take that out.
Halimar Depths - The biggest reason that it is in here is for the foilyness of it, but with an artifact grabbing package (which I think I'm going to cut the lifelink strategy to make more room for) and Tippy-Top, a basic it will soon become.
Windbrisk Heights - Not enough probably. There is one more basic land to add!
Darkwater Catacombs, Skycloud Expanse - I love the filtering of them, and with a deck that is running 45 lands, the times that one of these is going to be the only lands out there is slim to none. Not as good as the Shadowmoor and Eventide Filters, but good enough in my opinion.
Karoos - They do set you a turn behind, but any utility lands can be bounced and reused, like Bojuka Bog, which can come in handy alot.
Man-lands - You would be surprised how much creature hate there is in my meta. Alot of and sweepers, plus they can be that last wave of protection against an Alpha Strike from aggro.
Again, thanks alot for your suggestions Ted. Very well appreciated.
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Standard: :symu:Control:symw:
Modern: Just about anything that doesn't include Tarmogoyf or Karn
Now, have you considered Stonehewer Giant? It would help with your equipment theme. On the life gain front, I would recommend if you are keeping this theme you beef it up, or drop it completely. Well of lost dreams would be awesome if you go more in. Again, I will admit I don't know much about life gain, so you may have enough :P. How's Boon Reflection working for you? On both fronts, considered Basilisk Collar?
Also, very pricey, have you tried Crucible of Worlds? Whispersilk Cloak/Grafted Exoskeleton will also help make him fatal.
I personnaly run Crucible of Worlds into my deck but I only use it to play Fetchland want I didn't have land into my hand because otherwise it's pretty hard to do more then 1 land drop by turn.
Otherwise the best way I found with Dakkon was drop 1 land by turn and everything will be fine if you have the right tools. Trying to drop more than 1 land by turn will only cut you space for win condition and control.
Land Rampers: Knight of the White Orchid and Kor Cartographer: Land rampers in white. Knight is normally always active when you are versing a green player. They are both larkable so that is rather awesome.
Patron of the Moon: Bit over priced, but could be handy. I do love it, but just letting you know it exist.
Dreamscape Artist: A card the really should be in your deck. You can abuse the discard, the land ramp is awesome as well, only can be countered with stifle effects, and if you add CoW it can be added fun.
Unfortunately I don't own any fetches besides the Po' Boy Fetches, so Crucible and good fetches are a little outside of my reach currently. Thanks to Ted(yet again) and Fenris for the great ideas,
I added some of the cards I had in my collection, removed the life gain theme and tried to bolster the equipment theme a little more. We will see what everyone thinks!
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Rollback Post to RevisionRollBack
Level 1 Judge
Standard: :symu:Control:symw:
Modern: Just about anything that doesn't include Tarmogoyf or Karn
and life gaintheme to go with the lands. But here is the decklist.1 Dakkon Blackblade
Creatures: 14
1 Serra Ascendent
1 Stoneforge Mystic
1 Walking Atlas
1 Pilgrim's Eye
1 Trinket Mage
1 Phyrexian Metamorph
1 Sun Titan
1 Frostwind Invoker
1 Grave Titan
1 Angelic Arbiter
1 Chancellor of the Annex
1 Magister Sphinx
1 Stormtide Leviathan
1 Blazing Archon
Instants/Sorceries: 17
1 Pongify
1 Brainstorm
1 Path to Exile
1 Swords to Plowshares
1 Mystical Tutor
1 Enlightened Tutor
1 Demonic Tutor
1 Arcane Denial
1 Mortify
1 Mindbreak Trap
1 Rewind
1 Diabolic Tutor
1 Bribery
1 Unburial Rites
1 Desertion
1 Beseech the Queen
1 Time Stretch
1 Expedition Map
1 Sol Ring
1 Sensei's Divining Top
1 Lightning Greaves
1 Swiftfoot Boots
1 Nim Deathmantle
1 Cobbled Wings
1 Loxodon Warhammer
1 Whispersilk Cloak
1 Sword of Feast and Famine
1 Solemn Simulacrum
1 Grafted Exoskeleton
1 Eldrazi Monument
1 Norn's Annex
1 Mycosynth Lattice
1 Darksteel Forge
Enchantments: 6
1 Animate Dead
1 Terra Eternal
1 Ghostly Prison
1 Rhystic Study
1 Leyline of Anticipation
1 Eldrazi Conscription
Planeswalkers: 3
1 Jace Beleren
1 Elspeth, Knight-Errant
1 Tezzeret, the Seeker
Lands: 43
1 Esper Panorama
1 Ancient Tomb
1 Temple of the False God
1 Reliquary Tower
1 Ghost Quarter
1 Hall of the Bandit Lord
1 Tainted Isle
1 Tainted Field
1 Reflecting Pool
1 Command Tower
1 Tolaria West
1 Bojuka Bog
1 Spawning Pool
1 Creeping Tar Pit
1 Celestial Colonnade
1 Skycloud Expanse
1 Darkwater Catacombs
1 Mystic Gate
1 Sunken Ruins
1 Fetid Heath
1 Drowned Catacomb
1 Glacial Fortress
1 Isolated Chapel
1 Orzhov Basilica
1 Azorious Chancery
1 Dimir Aqueduct
5 Plains
6 Swamp
6 Island
Let me know what you think!
I could probably use some work, but it seems to run good in some tests, so I'm liking where it sits right now. Some additions that I can think of off the top of my head are Weathered Wayfarer and True Conviction, but I unfortunately dont own either of those so that is why they are not currently in the lits.
Changelog!
2/15/2012:
-1 Halimar Depths
-1 Gemstone Mine
-1 Windbrisk Heights
-1 Tectonic Edge
-1 Mikokoro, Center of the Sea
-1 Suture Priest
-1 Drogskol Reaver
-1 Boon Reflection
-1 Sorin Markov
-1 Ajani Goldmane
-1 Absorb
-1 Celestial Force
+1 Plains
+1 Swamp
+1 Reflecting Pool
+1 Frostwind Invoker
+1 Cobbled Wings
+1 Enlightened Tutor
+1 Norn's Annex
+1 Rhystic Study
+1 Chancellor of the Annex
+1 Magister Sphinx
+1 Grafted Exoskeleton
+1 Whispersilk Cloak
EDH: :symg:Omnath:symg: 82% Foil/Pimped!
:symbg:Prossh "Melira Pod" Reanimatior:symrb:
I would look at Land Tax, Scroll Rack combo - It goes through your deck quickly. You'll need more basic lands though.
To help mana fixing, use fetch lands like Arid Mesa - double the fetch with Rings of Brighthearth. You can also ring to double up drops with Terrain Generator. I out ramp all but the most ramp agressive of mono green decks.
Look at sacred ground, I think it is better than Terra Eternal.
You are running Stormtide Leviathan, you need something to give Dakkon flight (enless it is just to stall the game).
At first glance, I would remove the planeswalkers.
I'n not too huge on the Land Tax + Scroll Rack combination as I can't really justify the money for the 2 of them.
Though I do like your other ideas, the deck would need to run more basics which is something that I would rather not do right now. Maybe in the future I will learn the error of my ways, but for now I will stick to my lil buddy.
As for Sacred Ground, if I knew that card existed, I would have put it in the deck already, so thanks for that!
And as for the Leviathan, it kind of is a way to stall the game. Thats why I have things like Ghostly Prison and Angelic Arbiter so that I can build my manabase without getting smacked around by aggro too quickly. Cuurently there is 2 ways to give Dakkon flying, by means of Elspeth, Knight-Errant and Eldrazi Monument. This is too few though, now that I realize it, so I will try to think of some other ways to get Dakkon in the air.
EDH: :symg:Omnath:symg: 82% Foil/Pimped!
:symbg:Prossh "Melira Pod" Reanimatior:symrb:
Here you will found the list of the artifact: HERE.
A other thing I found pretty interesting was a sub-theme of artifact supported with Stoneforge Mystic, Stonehewer Giant, Arcum Dagsson, Reshape, Transmute Artifact, Enlightened Tutor.
WBGhost Council of OrzhovaBW
GUBThe MimeoplasmBUG
RGWort, the RaidmotherGR
UGRRiku of Two ReflectionsRGU
Casual
WGBJunkStone DeckBGW
BMonoBlack VampireB
and no eternity vessel sorry in advanced for the horrible spelling on that
And is Felidar sovereign and serra's ascendant
UBInf. Grim-Grim DamageBU
EDH
UBRWGBaby Go BOOMGWRBU
UBR What's in the Toolbox?RBU
UBThe HoardBU
I don't really agree on the artifact ramp. Sure, those you listed are getting you the lands, but they are mostly going to your hand, which really isnt ramp to me.
However, I do agree with you on the artifact support package you listed there. Though I don't have a Transmute Artifact, most of those others I either have or can easily acquire. Thanks!!
If I owned those swords, they would definitely be in here, but alas, they are not in my collection and too much for a college kid to just go out and buy. The Eternity Vessel seems very contradictory to the whole strategy itself, because the goal is to hit a land drop each turn as well as gain life, so the vessel would just be hindering one or the other. Felidar should be in a deck like this though, I'll have to get my hands on one.
EDH: :symg:Omnath:symg: 82% Foil/Pimped!
:symbg:Prossh "Melira Pod" Reanimatior:symrb:
Land Rampers:
Knight of the White Orchid and Kor Cartographer: Land rampers in white. Knight is normally always active when you are versing a green player. They are both larkable so that is rather awesome.
Patron of the Moon: Bit over priced, but could be handy. I do love it, but just letting you know it exist.
Dreamscape Artist: A card the really should be in your deck. You can abuse the discard, the land ramp is awesome as well, only can be countered with stifle effects, and if you add CoW it can be added fun.
Wayfarer's Bauble: Another good ramp card, even without recursion.
Other:
Herald of Leshrac: An awesome card. I mean, it is clunky, but I do so love it. Fits in with the theme.
Land comments:
Oooooh boy, we will start from the top.
Mikokoro, Center of the Sea, Tectonic Edge, Ghost Quarter: Why do you have these? With mikokoro, you are in U and B, so you don't need the card draw. Those other lands are subpar, even on a budget. Strip Mine is only about $5, I strongly recommend it. Dust Bowl is another option, and is reusable even with out CoW.
Gemstone Mine: can I suggest City of Brass, Reflecting Pool, Grand Coliseum and even Shimmering Grotto beat it, as it will hit the GY after 3 turns.
Halimar Depths: Isn't that great. Your in blue, you can do better then this.
Windbrisk Heights: How often do you have three dudes?
Darkwater Catacombs, Skycloud Expanse: How do you find these? I find the fact they can't tap for mana a real pain.
Karoos: How do you find them? I see them getting hated far to much.
Manlands: Are wrath effects really that common in your area?
Well, I know that's a bit of information, and I haven't even start on life gaining yet :P! Tell me what you think. Also, see the future sight cycle of rare lands if you need more duals. Also check the link in my sig, if you have any trouble at all finding lands. Also, if you think I am wrong, or need to explain anything, just tell/ask me :).
Ok, first off, ALOT of great suggestions here! Thanks for them all!
What is strange is I have alot of the cards that you have mentioned, such as Knight of the White Orchid, Reflecting Pool, and Kor Cartographer. I thought I would have haad the intelligence to put those in, but apparently not! Now onto my comments of your comments:
Patron of the Moon & Wayfarer's Bauble - Both really good choices that I should pick up.
Herald of Leshrac - Oh....mah....gawd that is hilarious! This is my style of card, definitely gonna try to get one of those.
Mikokoro and others - I just have a great personal preference for this guy, but you are right. It would be much better as a basic land, something I have been suggested by many people here and people outside of MTGS to add more of. The land hate cards are there because I don't have Strip Mine or Wasteland or Dust Bowl. Tec Edge can probably come out, but I love Ghost Quarter, so I would rather not take that out.
Halimar Depths - The biggest reason that it is in here is for the foilyness of it, but with an artifact grabbing package (which I think I'm going to cut the lifelink strategy to make more room for) and Tippy-Top, a basic it will soon become.
Windbrisk Heights - Not enough probably. There is one more basic land to add!
Darkwater Catacombs, Skycloud Expanse - I love the filtering of them, and with a deck that is running 45 lands, the times that one of these is going to be the only lands out there is slim to none. Not as good as the Shadowmoor and Eventide Filters, but good enough in my opinion.
Karoos - They do set you a turn behind, but any utility lands can be bounced and reused, like Bojuka Bog, which can come in handy alot.
Man-lands - You would be surprised how much creature hate there is in my meta. Alot of and sweepers, plus they can be that last wave of protection against an Alpha Strike from aggro.
Again, thanks alot for your suggestions Ted. Very well appreciated.
EDH: :symg:Omnath:symg: 82% Foil/Pimped!
:symbg:Prossh "Melira Pod" Reanimatior:symrb:
Now, have you considered Stonehewer Giant? It would help with your equipment theme. On the life gain front, I would recommend if you are keeping this theme you beef it up, or drop it completely. Well of lost dreams would be awesome if you go more in. Again, I will admit I don't know much about life gain, so you may have enough :P. How's Boon Reflection working for you? On both fronts, considered Basilisk Collar?
Also, very pricey, have you tried Crucible of Worlds? Whispersilk Cloak/Grafted Exoskeleton will also help make him fatal.
Crucible of Worlds can be sweet for a lock with Mana Vortex.
Otherwise the best way I found with Dakkon was drop 1 land by turn and everything will be fine if you have the right tools. Trying to drop more than 1 land by turn will only cut you space for win condition and control.
WBGhost Council of OrzhovaBW
GUBThe MimeoplasmBUG
RGWort, the RaidmotherGR
UGRRiku of Two ReflectionsRGU
Casual
WGBJunkStone DeckBGW
BMonoBlack VampireB
I have a Dakkon Blackblade too and I have all the above in the deck and they work very well! I play Karoo lands and Borderposts to exploit Oath of Lieges and reuse Bojuka Bog and I also use Explorer's Scope for more ramp.
I hope this helps!
(excluding 1996 World Champion )
EDH Decks (Total count: 90 and counting...)
I added some of the cards I had in my collection, removed the life gain theme and tried to bolster the equipment theme a little more. We will see what everyone thinks!
EDH: :symg:Omnath:symg: 82% Foil/Pimped!
:symbg:Prossh "Melira Pod" Reanimatior:symrb: