Greetings everyone. Figured I'd share with you an EDH deck of mine, one of my favorites, goes by the name of Sedris. Sedris, the Traitor King that is.
Anyways, this deck has gone through a couple metamorphoses (<--is that correct?) in it's time. The deck started out with Thraximundar at the helm, and it was fairly brutal, especially in 1vs1 (not my preferred thing, but sometimes that's all ya got, am I right?). I'm not bashing Thraxie in any way, but after I while I grew a tad bored with the deck and decided to switch it up to have it focus a bit more on recursion. With this change, it seemed like Sedris should assume command (and luckily I had foils of both so that part was covered).
And change, in this case, was good. Sedris brought with him an ability that, while not necessarily oft-used, was certainly welcome as somewhat a measure of inexorability and inevitability. After throwing your creatures in and out of the yard through myriad effects, it's just satisfying to have that one last go at it with Unearth (this sort of thing is the main reason I love Adun Oakenshield so much).
So obviously in a deck such as this you're going to want some good ETB abilities, as well as ways to get guys directly into the yard as pseudo-tutoring. But let's discuss some of the specifics after you see the decklist, shall we?
Foils
(more for my own reference, but feel free to get maybe a little jealous [doubtful])
Sedris, the Traitor King
Nicol Bolas
Thraximundar
Malfegor
Dragon Tyrant
Magus of the Jar
Shriekmaw (Release Promo)
Corpse Connoisseur
Barter in Blood
Conquering Manticore
Kiki-Jiki, Mirror Breaker
Rune-Scarred Demon
Fleshbag Marauder
Crosis's Charm
Kederekt Leviathan
Innocent Blood
Rise from the Grave
Demonic Collusion
Liliana Vess
Slithermuse
AEthersnipe
Mulldrifter (FNM)
Shapesharer
Clone
Careful Consideration
Pulse of the Grid
Caldera Hellion
Bloodfire Colossus
Ingot Chewer
Faultgrinder
Insurrection
Skullclamp
Whispersilk Cloak
Dimir Signet
Rakdos Signet
Izzet Signet
Spawning Pit
Izzet Chronarch
Darksteel Ingot
Fact or Fiction
Crumbling Necropolis
Grixis Panorama
Rakdos Carnarium
Shadowblood Ridge
Bojuka Bog
Vivid Creek
Rupture Spire
Terramorphic Expanse
Akoum Refuge
Izzet Boilerworks
5 Swamp
2 Mountain
5 Island
Foreign
Japanese -
Kiki-Jiki, Mirror Breaker
Fleshbag Marauder
Rocky Tar Pit
Izzet Boilerworks
Russian -
Chancellor of the Spires
Cascade Bluffs
Auntie's Hovel
Alright, now that we've looked over the list, what say we delve into it a little in-depth?
A little philosophy, aka Me Trying to Sound Smart
Let's just hit this first off. Sedris in all likeliness won't stick around too awful long at any given point. So don't go into this thinking he'll always be around when you need him, like a loving parent. He's kinda like that parent that is around for a while, let's you revive dead people easier, then gets killed. But he comes back, hopefully. What I'm basically getting at is this:
Have a backup plan. Don't put all your eggs in one basket. Eat a raw turnip (maybe not that last one). It's a good idea to have other methods of recursion, and to make sure that your deck's stable enough that it doesn't necessarily NEED it's general to win. I'm all for building around the general, don't get me wrong, that's the best way to do it (imo), but just be prepared.
So let's talk about how we can best utilize this King of People-Who-Stab-Others-In-The-Back.
One of the obvious (well, to me anyways) things you should be looking for is how best to utilize the fact that any creature that gets into your graveyard can come out to play for a mere 2:symb:. This means mainly 2 things:
1a. Using guys that have decent ETB effects. Seeing as how you'll usually be getting 2+ uses out of your guys, why not benefit from them merely hitting the field? I count 19 guys in my list that do something when they enter the field. Everything from drawing cards, to cloning, to wiping out token hordes, to looting caskets, to clearing the board, the list goes on a good bit.
1b. Using creatures that are costly to play normally and/or have awesome effects related to them swinging and/or connecting. I'm talking big beasts like Dragon Tyrant and stuff like Nicol Bolas and Thraximundar.
2. I honestly lost my train of thought in the process of writing 1a and 1b. Hopefully 2. comes to me later.
Something else I find useful in decks such as these is that you can play a little more loosely with discard than some decks. This means stuff like Pulse of the Grid (total all-star), Windfall and Magus of the Jar are often a lot more beneficial to you than to your opponents (not all the time of course, but on average). Now, most EDH decks should try to utilize their graveyard as a resource in some fashion (or you can do it for them), but cards like Buried Alive help you go that extra step.
Basically look at your yard as a second hand most of the time (well, third if you wanna count your ACTUAL hands).
One personal choice I've made is to NOT run counterspells in here. If you want to, feel more than free, it's just a preference, no science behind it.
Well I'm done talking out of my you-know-what for know, I may add to this section later on if I'm feeling particularly scholarly.
Creatures
The Elemental Package
Not sure where I first saw this idea at, but it's definitely one I've grown to like. Basically, Flamekin Harbinger actually does something useful in here. It grabs Removal (Ingot Chewer, Shriekmaw, Spitebellows), Card Draw (Mulldrifter, Slithermuse), Pesky Permanent (ala Walker, Enchantment) Removal (Aethersnipe), it even gets a Clone! (Shapesharer). Basically a host of good stuff that can tailor-fit quite a few different situations.
The other cool thing about having all those Elementals is a little thing called Evoke. The ability is pretty ritzy in here for it's ability to let you get Unearth-usage out of your Elementals quicker, or even just recursion on them in general. When they're cheaper to cast, it's easier to just get the ETB effect and still have enough mana to either Unearth them, Necromancy them, or something similar.
The Magus
I have a lot of love for this guy, straight up.
Let's just agree that Magus of the Jar is a fairly nuts card in this deck, m'kay? Draw 7's are always awesome, especially when they disrupt opponent's hands and usually more or less make your opponents mill 6-7 cards. Saccing him once, then Unearthing and doing it again (thanks to Haste) are of course always enjoyable as well.
So you wanna get some damage in
Not only do Malfegor, Kagemaro, and Bloodfire Colossus bring the pain when necessary, but they all double as excellent removal in a couple different ways. Malfegor is the go-to guy for getting pesky indestructibles off the board, as well as pro-RB guys (darn Akroma's Memorial). He's also not too shabby at dumping a hand potentially full of sexy creatures to recur. Kagemaro fills a potentially similar role, but he can also get you out of jams such as your opponent having a token swarm with Eldrazi Monument out (sort of a fringe case, I know, but it can't hurt to be prepared). And the ol' Colossus is just good at getting rid of a lot of guys at once (hopefully there aren't too many 10/10's around, but you never know). He can also whack players for that final 6 points if it comes to that.
Moving on to Mindleech Mass. Man, what a card. I'm not saying it's the second coming or anything, but it's just such a darn COOL effect. I've managed to snag some nice stuff with from time to time, Asceticism, Spearbreaker Behemoth, etc. Nicki B., Thrax, and Dragon Tyrant just bring the pain. Don't like that full grip sitting across from you? Hit em with a Bolas. Don't like that lone Uril sitting on the other field? Swing with Thraximundar. Wanna deal a potential butt-load of damage? Get in there with the Tyrant. Dragon Tyrant is also a particularly nice Unearth target, since if you only spend 3 mana to get him out, you have that much more to pump into firebreathing, right?
Spells
Removal
Removal is important in this format, and this deck is no exception. Running any creature-based removal you can is certainly a worthwhile idea, but don't neglect some of the potent spells. I admit I'm a little light with just Innocent Blood, Barter in Blood, and Decree of Pain, (honorable mention to Profane Command), but those cards are pretty much staple removal spells. And like I said, keeping the majority creature-based usually pays off more in the long run, seeing as how I can pretty much only recur spells with Izzet Chronarch, while creatures can some back all sorts of ways.
Card Draw
Card draw is another important aspect that shouldn't be overlooked in ANY deck. A lot of what I've chosen to run has a discard-clause somewhere in it. Like I said earlier, it's not a big thing really, in fact in a lot of instances, it just sets you up all the better for recursion shenanigans. Even Fact or Fiction, which is pretty much a staple card in a lot of decks, gets even better in here, because while one pile goes into your hand, the other pile kinda does too.
I also wanna express my appreciation for Pulse of the Grid. I've been pleasantly surprised by this little number every time I've drawn it. As long as someone has 2 or more card in hand than you before you cast it, it comes back. It's a nice little pick-me-up if I do say so, the re-usability is so nice.
A little love for the dead (no, not the Grateful Dead)
So say you've got a fascination with dead things. In this deck, that's a pretty good thing. In your daily life, eh, probably not so much. So let's focus on the dead-loving inside the game.
Cauldron Dance is by far one of the coolest spells ever. If you haven't tried it yet, do it. I almost guarantee you won't regret it.
Beacon of Unrest, Rise from the grave, and Necromancy are especially nice as they can nab goodies from ANY graveyard, not just your own. I still give Haunted Crossroads and Profane Command props of course. And we all know Living Death has the potential to just win games out of nowhere.
Alright, now that we got some in-depth stuff out of the way, let's continue.
Also, Trinket Mage was in here at one point and got tossed. I'm thinking he needs to go back in, as grabbing that Cane is fairly important to me. Any suggestions on what to swap for him are welcome.
I'm also aware I'm missing one shockland (Blood Crypt), I forgot to pick it up at the PTQ I got the other 2 at, silly me.
Anyways, I'll probably be adding to this as more stuff comes to mind. Thanks to anyone and everyone willing to go through this brick of text I just pushed out.
Not sure how you feel about using broken cards but Sneak Attack is crazy in this deck. You can Sneak out Nicol Bolas for 1 mana, bash someone then unearth him next turn. It also gives all your ETB creatures flash and makes them cost R. I also like Gilded Drake in here. He's a great guy to unearth because your opponent still has to exile him at EOT. And he's good with Sneak Attack. If you can pick up a Wheel of Fortune it would work nicely here and I also like Sphinx of Lost Truths for card filtering (I never pay for kicker). Compulsion is a cheap option for filtering. Another guy I really like is River Kelpie, he triggers off of all your unearthing and of course is great with Sneak Attack.
Wow I got responses! Sorry for the late reply, yesterday was a busy day for me.
Regarding Sneak Attack, if it wasn't for the price tag, I'd be on top of it like a grizzly bear on a slow-running camper. Maybe if my tax return is good enough though......
Dread is a decent card, don't get me wrong, but the fact that a guy has to damage you to be killed by it makes it unappealing to me when that one swing is sometimes enough to kill you. Maybe if I faced more token-based strategies (or smaller tribal guys, Goblin, Merfolk, etc.). And it's not easy at all to reanimate, about the only way I could do it is by flashing in Necromancy, which is something I don't like to do except under extreme circumstances. I like where you're coming from though.
@stealthbadger (sweet name btw): regarding the Titans, I've been thinking of grabbing the both of those from my Standard binder, I cardpool wit ha friend, and we're not using either of them for the little Standard we do play, so they're highly likely inclusions. What to take out though is the question.
I may as well pick up a Rix Maadi to try as well, it can't hurt. And the Faerie package is definitely an interesting idea, I'll keep it mind.
Regarding difficult matchups....I honestly don't get to play this against a ton of different decks (and I have 15 decks so I can't play any one of them too awful much). Maybe sometime in the near future I'll take it for a spin on Cockatrice to get some playtime in against new decks.
Thanks a bunch for all the advice guys, and I'm glad I could give a couple people some ideas.
I'm in an updating mood today, no idea why. I know I haven't done anything to this thread in so freakin long, but oh well. The decklist in the main post has been updated, and surprisingly I've only swtiched like 5 cards since I posted the thing lol.
In:
1 Chancellor of the Spires
1 Phyrexian Ingester
1 Sundial of the Infinite
1 Rune-Scarred Demon
Not really sure if I had a rhyme or reason to these changes at the time I made them, but swapping Corpse Conn for Run-Scarred Demon seemed like a pretty nice move. While tutoring straight into my graveyard isn't bad at all, I do like me some 6/6 Flying recur-able Demonic Tutors. I haven't got to use the Sundial yet, but I want it to be awesome. I do have a Teferi's Veil I also need to try to add in here at some point.
But that's that I suppose. If anybody has any questions on specific card choices, I'll do my best to justify myself or concede to your superior knowledge :D.
Anyways, this deck has gone through a couple metamorphoses (<--is that correct?) in it's time. The deck started out with Thraximundar at the helm, and it was fairly brutal, especially in 1vs1 (not my preferred thing, but sometimes that's all ya got, am I right?). I'm not bashing Thraxie in any way, but after I while I grew a tad bored with the deck and decided to switch it up to have it focus a bit more on recursion. With this change, it seemed like Sedris should assume command (and luckily I had foils of both so that part was covered).
And change, in this case, was good. Sedris brought with him an ability that, while not necessarily oft-used, was certainly welcome as somewhat a measure of inexorability and inevitability. After throwing your creatures in and out of the yard through myriad effects, it's just satisfying to have that one last go at it with Unearth (this sort of thing is the main reason I love Adun Oakenshield so much).
So obviously in a deck such as this you're going to want some good ETB abilities, as well as ways to get guys directly into the yard as pseudo-tutoring. But let's discuss some of the specifics after you see the decklist, shall we?
Sedris, the Traitor King EDH
1 Sedris, the Traitor King
Elemental Package
1 AEthersnipe
1 Flamekin Harbinger
1 Ingot Chewer
1 Mulldrifter
1 Shapesharer
1 Shriekmaw
1 Slithermuse
1 Spitebellows
Why I love blue
1 Body Double
1 Clone
1 Vesuvan Shapeshifter
1 Phyrexian Ingester
1 Chancellor of the Spires
Beaters
1 Bloodfire Colossus
1 Kagemaro, First to Suffer
1 Malfegor
1 Dragon Tyrant
1 Mindleech Mass
1 Nicol Bolas
1 Thraximundar
Recursion/Removal/Awesome-sauce
1 Caldera Hellion
1 Conquering Manticore
1 Fleshbag Marauder
1 Izzet Chronarch
1 Kederekt Leviathan
1 Kiki-Jiki, Mirror Breaker
1 Puppeteer Clique
1 Magus of the Jar
1 Rune-Scarred Demon
1 Barter in Blood
1 Decree of Pain
1 Innocent Blood
Recursion is boss
1 Beacon of Unrest
1 Cauldron Dance
1 Living Death
1 Profane Command
1 Rise from the Grave
1 Haunted Crossroads
1 Necromancy
Card Draw is Key
1 Careful Consideration
1 Fact or Fiction
1 Frantic Search
1 Pulse of the Grid
1 Windfall
1 Phyrexian Arena
1 Buried Alive
1 Demonic Collusion
1 Mystical Tutor
Utility/Game-winners
1 Crosis's Charm
1 Insurrection
Much-Needed Ramp
1 Darksteel Ingot
1 Dimir Signet
1 Izzet Signet
1 Rakdos Signet
Staying outta trouble
1 Crystal Shard
1 Feldon's Cane
1 Sensei's Divining Top
1 Skullclamp
1 Whispersilk Cloak
1 Sundial of the Infinite
1 Liliana Vess
Lands
1 Akoum Refuge
1 Auntie's Hovel
1 Bad River
1 Bojuka Bog
1 Cascade Bluffs
1 Crumbling Necropolis
1 Darkwater Catacombs
1 Dimir Aqueduct
1 Graven Cairns
1 Grixis Panorama
5 Island
1 Izzet Boilerworks
1 Jwar Isle Refuge
1 Lavaclaw Reaches
3 Mountain
1 Rakdos Carnarium
1 River of Tears
1 Rocky Tar Pit
1 Rupture Spire
1 Shadowblood Ridge
1 Steam Vents
1 Sunken Ruins
5 Swamp
1 Terramorphic Expanse
1 Vivid Crag
1 Vivid Creek
1 Vivid Marsh
1 Watery Grave
Foils
(more for my own reference, but feel free to get maybe a little jealous [doubtful])
Sedris, the Traitor King
Nicol Bolas
Thraximundar
Malfegor
Dragon Tyrant
Magus of the Jar
Shriekmaw (Release Promo)
Corpse Connoisseur
Barter in Blood
Conquering Manticore
Kiki-Jiki, Mirror Breaker
Rune-Scarred Demon
Fleshbag Marauder
Crosis's Charm
Kederekt Leviathan
Innocent Blood
Rise from the Grave
Demonic Collusion
Liliana Vess
Slithermuse
AEthersnipe
Mulldrifter (FNM)
Shapesharer
Clone
Careful Consideration
Pulse of the Grid
Caldera Hellion
Bloodfire Colossus
Ingot Chewer
Faultgrinder
Insurrection
Skullclamp
Whispersilk Cloak
Dimir Signet
Rakdos Signet
Izzet Signet
Spawning Pit
Izzet Chronarch
Darksteel Ingot
Fact or Fiction
Crumbling Necropolis
Grixis Panorama
Rakdos Carnarium
Shadowblood Ridge
Bojuka Bog
Vivid Creek
Rupture Spire
Terramorphic Expanse
Akoum Refuge
Izzet Boilerworks
5 Swamp
2 Mountain
5 Island
Foreign
Japanese -
Kiki-Jiki, Mirror Breaker
Fleshbag Marauder
Rocky Tar Pit
Izzet Boilerworks
Russian -
Chancellor of the Spires
Cascade Bluffs
Auntie's Hovel
Alright, now that we've looked over the list, what say we delve into it a little in-depth?
A little philosophy, aka Me Trying to Sound Smart
Let's just hit this first off. Sedris in all likeliness won't stick around too awful long at any given point. So don't go into this thinking he'll always be around when you need him, like a loving parent. He's kinda like that parent that is around for a while, let's you revive dead people easier, then gets killed. But he comes back, hopefully. What I'm basically getting at is this:
Have a backup plan. Don't put all your eggs in one basket. Eat a raw turnip (maybe not that last one). It's a good idea to have other methods of recursion, and to make sure that your deck's stable enough that it doesn't necessarily NEED it's general to win. I'm all for building around the general, don't get me wrong, that's the best way to do it (imo), but just be prepared.
So let's talk about how we can best utilize this King of People-Who-Stab-Others-In-The-Back.
One of the obvious (well, to me anyways) things you should be looking for is how best to utilize the fact that any creature that gets into your graveyard can come out to play for a mere 2:symb:. This means mainly 2 things:
1a. Using guys that have decent ETB effects. Seeing as how you'll usually be getting 2+ uses out of your guys, why not benefit from them merely hitting the field? I count 19 guys in my list that do something when they enter the field. Everything from drawing cards, to cloning, to wiping out token hordes, to looting caskets, to clearing the board, the list goes on a good bit.
1b. Using creatures that are costly to play normally and/or have awesome effects related to them swinging and/or connecting. I'm talking big beasts like Dragon Tyrant and stuff like Nicol Bolas and Thraximundar.
2. I honestly lost my train of thought in the process of writing 1a and 1b. Hopefully 2. comes to me later.
Something else I find useful in decks such as these is that you can play a little more loosely with discard than some decks. This means stuff like Pulse of the Grid (total all-star), Windfall and Magus of the Jar are often a lot more beneficial to you than to your opponents (not all the time of course, but on average). Now, most EDH decks should try to utilize their graveyard as a resource in some fashion (or you can do it for them), but cards like Buried Alive help you go that extra step.
Basically look at your yard as a second hand most of the time (well, third if you wanna count your ACTUAL hands).
One personal choice I've made is to NOT run counterspells in here. If you want to, feel more than free, it's just a preference, no science behind it.
Well I'm done talking out of my you-know-what for know, I may add to this section later on if I'm feeling particularly scholarly.
Creatures
The Elemental Package
Not sure where I first saw this idea at, but it's definitely one I've grown to like. Basically, Flamekin Harbinger actually does something useful in here. It grabs Removal (Ingot Chewer, Shriekmaw, Spitebellows), Card Draw (Mulldrifter, Slithermuse), Pesky Permanent (ala Walker, Enchantment) Removal (Aethersnipe), it even gets a Clone! (Shapesharer). Basically a host of good stuff that can tailor-fit quite a few different situations.
The other cool thing about having all those Elementals is a little thing called Evoke. The ability is pretty ritzy in here for it's ability to let you get Unearth-usage out of your Elementals quicker, or even just recursion on them in general. When they're cheaper to cast, it's easier to just get the ETB effect and still have enough mana to either Unearth them, Necromancy them, or something similar.
The Magus
I have a lot of love for this guy, straight up.
Let's just agree that Magus of the Jar is a fairly nuts card in this deck, m'kay? Draw 7's are always awesome, especially when they disrupt opponent's hands and usually more or less make your opponents mill 6-7 cards. Saccing him once, then Unearthing and doing it again (thanks to Haste) are of course always enjoyable as well.
So you wanna get some damage in
Not only do Malfegor, Kagemaro, and Bloodfire Colossus bring the pain when necessary, but they all double as excellent removal in a couple different ways. Malfegor is the go-to guy for getting pesky indestructibles off the board, as well as pro-RB guys (darn Akroma's Memorial). He's also not too shabby at dumping a hand potentially full of sexy creatures to recur. Kagemaro fills a potentially similar role, but he can also get you out of jams such as your opponent having a token swarm with Eldrazi Monument out (sort of a fringe case, I know, but it can't hurt to be prepared). And the ol' Colossus is just good at getting rid of a lot of guys at once (hopefully there aren't too many 10/10's around, but you never know). He can also whack players for that final 6 points if it comes to that.
Moving on to Mindleech Mass. Man, what a card. I'm not saying it's the second coming or anything, but it's just such a darn COOL effect. I've managed to snag some nice stuff with from time to time, Asceticism, Spearbreaker Behemoth, etc. Nicki B., Thrax, and Dragon Tyrant just bring the pain. Don't like that full grip sitting across from you? Hit em with a Bolas. Don't like that lone Uril sitting on the other field? Swing with Thraximundar. Wanna deal a potential butt-load of damage? Get in there with the Tyrant. Dragon Tyrant is also a particularly nice Unearth target, since if you only spend 3 mana to get him out, you have that much more to pump into firebreathing, right?
Spells
Removal
Removal is important in this format, and this deck is no exception. Running any creature-based removal you can is certainly a worthwhile idea, but don't neglect some of the potent spells. I admit I'm a little light with just Innocent Blood, Barter in Blood, and Decree of Pain, (honorable mention to Profane Command), but those cards are pretty much staple removal spells. And like I said, keeping the majority creature-based usually pays off more in the long run, seeing as how I can pretty much only recur spells with Izzet Chronarch, while creatures can some back all sorts of ways.
Card Draw
Card draw is another important aspect that shouldn't be overlooked in ANY deck. A lot of what I've chosen to run has a discard-clause somewhere in it. Like I said earlier, it's not a big thing really, in fact in a lot of instances, it just sets you up all the better for recursion shenanigans. Even Fact or Fiction, which is pretty much a staple card in a lot of decks, gets even better in here, because while one pile goes into your hand, the other pile kinda does too.
I also wanna express my appreciation for Pulse of the Grid. I've been pleasantly surprised by this little number every time I've drawn it. As long as someone has 2 or more card in hand than you before you cast it, it comes back. It's a nice little pick-me-up if I do say so, the re-usability is so nice.
A little love for the dead (no, not the Grateful Dead)
So say you've got a fascination with dead things. In this deck, that's a pretty good thing. In your daily life, eh, probably not so much. So let's focus on the dead-loving inside the game.
Cauldron Dance is by far one of the coolest spells ever. If you haven't tried it yet, do it. I almost guarantee you won't regret it.
Beacon of Unrest, Rise from the grave, and Necromancy are especially nice as they can nab goodies from ANY graveyard, not just your own. I still give Haunted Crossroads and Profane Command props of course. And we all know Living Death has the potential to just win games out of nowhere.
Alright, now that we got some in-depth stuff out of the way, let's continue.
And I know Feldon's Cane should probably be Elixir of Immortality. I have a foil Cane and not an Elixir at this moment.
Also, Trinket Mage was in here at one point and got tossed. I'm thinking he needs to go back in, as grabbing that Cane is fairly important to me. Any suggestions on what to swap for him are welcome.
I'm also aware I'm missing one shockland (Blood Crypt), I forgot to pick it up at the PTQ I got the other 2 at, silly me.
Anyways, I'll probably be adding to this as more stuff comes to mind. Thanks to anyone and everyone willing to go through this brick of text I just pushed out.
Ephara
Dralnu
Rakdos
Angry Bobby
[card=Selvala, Explorer Returned]Selvala[card]
Karlov
Mazirek
Meren
Ezuri
Kaseto Snakes
Jhoira Eldrazi
Anya
Depala Vehicles
Rubinia Enchantments
Sek' Kuar Wurm Tribal
card=Xira Arien]Xira Mass Discard[/card]
Gahiji Beasts
Hazezon Tokens
Karador Spirits
Sidisi Zombies
Yasova
Ruhan Voltron
Shu Yun P/T Switching
Zurgo
K & T
Yore-Tiller Sphinx Tribal
What decks/strategies are you finding the most challenging to play against?
Oh, and...
Close. It's metamorphosis. But I had to look it up myself
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
Regarding Sneak Attack, if it wasn't for the price tag, I'd be on top of it like a grizzly bear on a slow-running camper. Maybe if my tax return is good enough though......
Dread is a decent card, don't get me wrong, but the fact that a guy has to damage you to be killed by it makes it unappealing to me when that one swing is sometimes enough to kill you. Maybe if I faced more token-based strategies (or smaller tribal guys, Goblin, Merfolk, etc.). And it's not easy at all to reanimate, about the only way I could do it is by flashing in Necromancy, which is something I don't like to do except under extreme circumstances. I like where you're coming from though.
@stealthbadger (sweet name btw): regarding the Titans, I've been thinking of grabbing the both of those from my Standard binder, I cardpool wit ha friend, and we're not using either of them for the little Standard we do play, so they're highly likely inclusions. What to take out though is the question.
I may as well pick up a Rix Maadi to try as well, it can't hurt. And the Faerie package is definitely an interesting idea, I'll keep it mind.
Regarding difficult matchups....I honestly don't get to play this against a ton of different decks (and I have 15 decks so I can't play any one of them too awful much). Maybe sometime in the near future I'll take it for a spin on Cockatrice to get some playtime in against new decks.
Thanks a bunch for all the advice guys, and I'm glad I could give a couple people some ideas.
Ephara
Dralnu
Rakdos
Angry Bobby
[card=Selvala, Explorer Returned]Selvala[card]
Karlov
Mazirek
Meren
Ezuri
Kaseto Snakes
Jhoira Eldrazi
Anya
Depala Vehicles
Rubinia Enchantments
Sek' Kuar Wurm Tribal
card=Xira Arien]Xira Mass Discard[/card]
Gahiji Beasts
Hazezon Tokens
Karador Spirits
Sidisi Zombies
Yasova
Ruhan Voltron
Shu Yun P/T Switching
Zurgo
K & T
Yore-Tiller Sphinx Tribal
Out:
1 Memory Plunder
1 Corpse Connoisseur
1 Spawning Pit
1 Faultgrinder
In:
1 Chancellor of the Spires
1 Phyrexian Ingester
1 Sundial of the Infinite
1 Rune-Scarred Demon
Not really sure if I had a rhyme or reason to these changes at the time I made them, but swapping Corpse Conn for Run-Scarred Demon seemed like a pretty nice move. While tutoring straight into my graveyard isn't bad at all, I do like me some 6/6 Flying recur-able Demonic Tutors. I haven't got to use the Sundial yet, but I want it to be awesome. I do have a Teferi's Veil I also need to try to add in here at some point.
But that's that I suppose. If anybody has any questions on specific card choices, I'll do my best to justify myself or concede to your superior knowledge :D.
Thanks guys!
Ephara
Dralnu
Rakdos
Angry Bobby
[card=Selvala, Explorer Returned]Selvala[card]
Karlov
Mazirek
Meren
Ezuri
Kaseto Snakes
Jhoira Eldrazi
Anya
Depala Vehicles
Rubinia Enchantments
Sek' Kuar Wurm Tribal
card=Xira Arien]Xira Mass Discard[/card]
Gahiji Beasts
Hazezon Tokens
Karador Spirits
Sidisi Zombies
Yasova
Ruhan Voltron
Shu Yun P/T Switching
Zurgo
K & T
Yore-Tiller Sphinx Tribal