Hey all, I have the best Commander for my 3 favorite colors (more or less), and so I have made a decklist. Keep in mind this is what I wish to achieve:
1) be in no way dependant on the commander for win
2) have a potential answer for anything
3) in correlating with number 2, be a versatile deck
4) be consistent and semi-competative in a multiplayer environment
The problem I'm running into is that I have put together a list that has an answer (for the most part) for about everything, but the consistency is not up to par to be mostly competative (although it's not half bad).
Here's the decklist, I think a lot of my issue is that I don't have enough tutor and draw to warrant enough consistency. While I do have a decent list of cards at my disposal, I don't own a whole lot else than this and my funds are pretty limited as to what I can add (for now, at least).
Things to accomplish (without straying from the objectives or the core of the deck too much)
- add more mass removal (at the cost of targeted perhaps)
- add more tutor and draw
- add more lands (1 or 2 should suffice)
- find suitable alternatives for cards that may be taken advantage of by opponents (mostly Rite of Replication targets), cards definitely included in this list are Acidic Slime and Rune-Scarred Demon
GU Experiment Kraj- all your abilities belong to us WB Teysa, Envoy of Ghosts- battlecruiser GUB The Mimeoplasm- when graveyards are not safe RGW Mayael the Anima- i luv the fatties
I don't see tooth and nail in either your list nor sheldon's. Can't imagine why - the card is awesome. And if you don't want to win the game outright with that one card you can always fetch mediocre creatures from your deck.
The other most powerful card in my kresh deck is survival of the fittest. For what it does this card is easily worth the price. The primordials in gatecrash have outstanding ETB abilities which might make you think twice about leyline of the void and add graveyard recursion cards instead. Victimize is an all-star in my deck. I recently acquired a nice legends hell's caretaker which is probably a bit of a noob card but I like old-school stuff and it fits the theme.
Kresh can be built many different ways. I went with a few spells that deal damage to every creature, which is great for clearing the board and augmenting kresh.
The most glaring difference between your deck and mine is ramp. I found that it was taking me too long to get kresh (and other fat creatures) on the field. I use a LOT of ramp spells.
1) be in no way dependant on the commander for win
2) have a potential answer for anything
3) in correlating with number 2, be a versatile deck
4) be consistent and semi-competative in a multiplayer environment
The problem I'm running into is that I have put together a list that has an answer (for the most part) for about everything, but the consistency is not up to par to be mostly competative (although it's not half bad).
Here's the decklist, I think a lot of my issue is that I don't have enough tutor and draw to warrant enough consistency. While I do have a decent list of cards at my disposal, I don't own a whole lot else than this and my funds are pretty limited as to what I can add (for now, at least).
1 Kresh the Bloodbraided
1 Akoum Refuge
1 Bojuka Bog
4 Forest
1 Ghost Quarter
1 Hammerheim
1 Karplusan Forest
1 Kazandu Refuge
1 Lavaclaw Reaches
1 Llanowar Wastes
4 Mountain
1 Mystifying Maze
1 Polluted Mire
1 Reliquary Tower
1 Rupture Spire
1 Savage Lands
1 Shinka, the Bloodsoaked Keep
1 Slippery Karst
1 Smoldering Crater
1 Sulfurous Springs
3 Swamp
1 Tectonic Edge
1 Terramorphic Expanse
1 Transguild Promenade
1 Treetop Village
1 Urborg
1 Vivid Crag
1 Vivid Grove
1 Vivid Marsh
1 Relic of Progenitus
1 Gruul Signet
1 Mind Stone
1 Coalition Relic
1 Golgari Keyrune
1 Rakdos Keyrune
1 Solemn Simulacrum
1 Acidic Slime
1 Avatar of Fury
1 Bloodgift Demon
1 Brooding Saurian
1 Burning-Tree Shaman
1 Conquering Manticore
1 Dawntreader Elk
1 Dragon Broodmother
1 Fleshbag Marauder
1 Giant Solifuge
1 Indrik Stomphowler
1 Madrush Cyclops
1 Mold Shambler
1 Rumbling Slum
1 Rune-Scarred Demon
1 Sakura-Tribe Elder
1 Slum Reaper
1 Spiritmonger
1 Tin Street Hooligan
1 Viashino Heretic
1 Vithian Renegades
1 Wickerbough Elder
1 Abrupt Decay
1 Altar's Reap
1 Autumn's Veil
1 Golgari Charm
1 Into the Core
1 Jund Charm
1 Krosan Grip
1 Naturalize
1 Putrefy
1 Rakdos Charm
1 Reiterate
1 Shattering Pulse
1 Starstorm
1 Terminate
1 Tribute to Hunger
1 Bramblecrush
1 Calming Verse
1 Consuming Vapors
1 Decree of Pain
1 Hull Breach
1 Increasing Ambition
1 Life's Finale
1 Savage Twister
1 Syphon Flesh
1 Vandalblast
1 Warren Weirding
1 Wreak Havoc
1 Fires of Yavimaya
1 Leyline of Punishment
1 Leyline of the Void
1 Planar Void
1 Predatory Advantage
Things to accomplish (without straying from the objectives or the core of the deck too much)
- add more mass removal (at the cost of targeted perhaps)
- add more tutor and draw
- add more lands (1 or 2 should suffice)
- find suitable alternatives for cards that may be taken advantage of by opponents (mostly Rite of Replication targets), cards definitely included in this list are Acidic Slime and Rune-Scarred Demon
Cards I have that I may playtest:
Lavalanche
Violent Ultimatum
Blasphemous Act
Chain Reaction
Shatterstorm
Charnelhoard Wurm
Broodmate Dragon
Hoard-Smelter Dragon
Havoc Festival
Carnival Hellsteed
Blitz Hellion
Diabolic Tutor
Consume the Meek
Leyline of Lifeforce
Lord of Shatterskull Pass
Cryptborn Horror
Plague Boiler
Ground Seal
Demonic Collusion
Ratchet Bomb
Insist
Drop of Honey
Vengeful Rebirth
Deepfire Elemental
Hit / Run
Shriekmaw
Anger
Sprouting Thrinax
Scarland Thrinax
Pillage
Pain Magnification
Anathemancer
Ashes to Ashes
Wall of Souls
Ambition's Cost
Vexing Beetle
Summer Bloom
Haunted Fengraf
Molten Slagheap
Fungal Reaches
Tormod's Crypt
Things that have been removed that may be added again:
Stalking Vengeance
Cruel Edict
Falkenrath Marauders
Molder Slug
Things I might add when the time (and money) warrant:
Damnation
Bayou
Taiga
Badlands
Pernicious Deed
Sol Ring
Mana Crypt
Chrome Mox
Mox Diamond
Imperial Seal
Vampiric Tutor
Demonic Tutor
Black Sun's Zenith
Any advice and *constructive* criticism is appreciated! Thanks for looking!
Crosis, Wheeler and Dealer!
Kaervek the Merciless
Krenko, Like a BAU55
Ashling
Jor Kadeen
Kreshin
Marton
Alesha, budget grin
suggestions:
Greater Good - big creature style
Maelstrom Pulse - kill anything and its brother
Avenger of Zendikar - enough said
Warstorm Surge - prob be creature heavy
Forgotten Ancient - more of a wild card
GU Experiment Kraj- all your abilities belong to us
WB Teysa, Envoy of Ghosts- battlecruiser
GUB The Mimeoplasm- when graveyards are not safe
RGW Mayael the Anima- i luv the fatties
Sig and Avatar Credit: Heroes of the Plane Studios
Hmm, for some reason I thought I had posted in the Multiplayer section. My bad.
Crosis, Wheeler and Dealer!
Kaervek the Merciless
Krenko, Like a BAU55
Ashling
Jor Kadeen
Kreshin
Marton
Alesha, budget grin
The other most powerful card in my kresh deck is survival of the fittest. For what it does this card is easily worth the price. The primordials in gatecrash have outstanding ETB abilities which might make you think twice about leyline of the void and add graveyard recursion cards instead. Victimize is an all-star in my deck. I recently acquired a nice legends hell's caretaker which is probably a bit of a noob card but I like old-school stuff and it fits the theme.
Kresh can be built many different ways. I went with a few spells that deal damage to every creature, which is great for clearing the board and augmenting kresh.
The most glaring difference between your deck and mine is ramp. I found that it was taking me too long to get kresh (and other fat creatures) on the field. I use a LOT of ramp spells.
My G Yisan, the Bard of Death G deck.
My BUGWR Hermit druid BUGWR deck.