DISCLAIMER: This thread is labeled competitive because I consider my local meta to be this way. However this is my second deck, I was trying build something that can win, but be less suicide than my Skithiryx, the Blight Dragon deck, and a bit less annoying to play against when there is no prize or anything on the line.
Although 1v1 is my concentration, I do play some 3 player games usually with a couple of friends.
I chose Doran, The Siege Tower because his colors give us access to cards that can handle any permanent threat you can imagine, as well as providing access to some of if not the greatest tutors.
My playgroup uses the official ban list and has additionally banned Crucible of Worlds.
My goal is to get Doran, The Siege Tower into play as soon as possible, and preferable wipe out lands the next turn or cause some type of tempo slow down with Winter Orb, Aura of Silence, Plow Under etc ... If I cannot get Doran to stick, then we have a plethora of options to keep the threats coming.
Genesis and Brawn. There are reliable ways to get both of these cards in my graveyard, and I used to run them in a different version of this deck, but I cut them, and I have yet to miss them.
Card Explanation:
Lands:
This is just a budget mana base with cards I actually could afford or already had, nothing really special. Forbidding Watchtower is a nice 5/5 beater with Doran in play though.
Indomitable Ancients can basically block anything without Doran, and hits for 10 with Doran.
Lets be honest though, with the equipment package I am running, anything that can carry a sword is a threat.
Removal:
I am grouping removal together, I don't currently run much of black's removal spells, Idk why, its what black does very well, but this current route is working out fine, and most of the cards let me get rid of anything I want, instead of just creatures.
The mass removal is there for that oh crap moment, also nothing better really than a turn 2 or 3 Doran followed next turn by Armageddon or the likes.
Tutor/Draw:
Just a solid well rounded tutor/drawing package to make sure we can fetch whatever we are looking for.
Tempo Disruption:
This deck runs well on 3 lands, there are things in this deck that cost up to 6, this is true, but it can/will win on 3 lands + mana fixers, Plow Under basically takes 2 turns away from your opponent, combine that with Winter Orb and/or Aura of Silence and its GG.
Other/Enchantments:
These are all just good cards, any creature reliant deck should run Aether vial and just about any green deck should run Survival of the fittest.
Luminarch Ascension is more just another threat, if you get this and drop it early game, everyone is staring at it, knowing it needs to go before you get to go again, in 1v1 it may not be as good, but it eats up some type of removal spell or counter 99% of the time, clearing the way for Doran.
Mana Artifacts:
No explanation needed here. I know some people hate on Lotus Petal's 1 time use problem, but its just another card to help get Doran out 1 turn earlier, yeah its only 1 card out of 99, but I feel its worth it, It's never really a dead draw since its free to cast and use. It allows me to keep mana open for instant removal also.
Equipment:
Last but not least, the equipment/enchantments - I stayed away from anything that does not give some type of evasion or protection except for Umezawa's Jitte this card is a game winner. Also Shield of the Oversoul makes him a flying/indestructible 3 turn clock.
As always, looking for thoughts/suggestions/opinions, I am always looking to improve the deck, but I am pretty satisfied with it so far.
Nah, Oblation's better in Commander, isn't it?
Troll Ascetic is usually kinda underwhelming, but it seems somewhat more so in this deck. A 2/2 for 1GG with trollshroud and regenerate is pretty dreadful.
Also, you should definitely be playing Tarmogoyf over Grizzled Leotau, and a Lignify/Nameless Inversion for the Harbinger, as currently it seems to only get Indomitable Ancients (which also seems janky).
Journey isn't necessary, and Beast Within should be the better Maelstrom Pulse, and Karmic Guide is a must with Reivallark/Saffi.
TITANS!! Both Primeval and Sun seem good, as do some utility lands, (Bojuka Bog, Kor Haven, a Maze of your choice)
but I found that it was too few to be consistent early game, where they matter most, and are kind of a dead late game draw, and discard caused me to cut answer for permanents on the board, which are a sure fire answer all the time. As for Oblation It is amazing.
Nah, Oblation's better in Commander, isn't it?
Troll Ascetic is usually kinda underwhelming, but it seems somewhat more so in this deck. A 2/2 for 1GG with trollshroud and regenerate is pretty dreadful.
Also, you should definitely be playing Tarmogoyf over Grizzled Leotau, and a Lignify/Nameless Inversion for the Harbinger, as currently it seems to only get Indomitable Ancients (which also seems janky).
Journey isn't necessary, and Beast Within should be the better Maelstrom Pulse, and Karmic Guide is a must with Reivallark/Saffi.
TITANS!! Both Primeval and Sun seem good, as do some utility lands, (Bojuka Bog, Kor Haven, a Maze of your choice)
I want to add Karmic GuideKor Haven as well as the titans. (I am scared of high mana costs, its an old legacy habit I am trying to break)
Indomitable Ancients and Grizzled Leotau to drop turns before Doran so I can have something to swing with, but I understand their lack of utility.
What would you drop land wise for the other lands? Also anyone know the creature that is a lot bigger as long as you have more than 30 life? its P for a 1/1.
Thanks for all the great advice so far!
also thoughts on Birthing pod and maybe something to draw cards? like Harmonize? idk, since I have all the tutors
If you're going the aggro/voltron approach, Slagwurm Armor, and to a lesser extent, Ensouled Scimitar are worth looking at. An essentially 11/11 Doran on turn 3 is nothing to sneeze at. I also play Tangle Angler in my Doran build, which is generally scoffed at until I suit it up with Slagwurm Armor.
I have had a possible change of heart (see just too many options lol) I might try to build the deck as a more voltron route for Doran with just solid creatures as an alternate win condition.
the changes would be to add discard, re allocate some of the removal spells, although that would mainly stay the same.
a few good enchantments to run alongside the equipment I am already running and a few more mana rocks, as well some cards like Elves of deep shadow for mana acceleration.
the plan would be to cast discard spells turn 1/2 and/or mana accelerators. getting Doran into play, voltron, and use armageddon effects, and the rest of the amazing removal spells we have access to to make sure he hits, abusing cards like Rancor to make sure he tramples over as well.
Hahaha, so you're essentially turning it into a Skithiryx deck with more colours? You probably want some more Swords then, as Doran suffers from having 5 'power' and needs 5 swings to win. Feast and Famine/Body and Mind. Also Batterskull and Stoneforge Mystic are really very good together, so probably Batterskull would be good. Also Murmuring Bosk as a good sort of tri-land.
Hahaha, so you're essentially turning it into a Skithiryx deck with more colours? You probably want some more Swords then, as Doran suffers from having 5 'power' and needs 5 swings to win. Feast and Famine/Body and Mind. Also Batterskull and Stoneforge Mystic are really very good together, so probably Batterskull would be good. Also Murmuring Bosk as a good sort of tri-land.
lol I have been going back and forth on magic workstation, so far the aggro build is doing much better than the control/voltron build, so it looks like its gonna stay this way, just some changes to cards
The entire first post has been edited with huge changes, new deck list etc ...
Tarmogoyf was removed, for the cost of $65 he is lackluster in this format to say the least, no evasion and he is so well known he just gets killed instantly.
If you're going the aggro/voltron approach, Slagwurm Armor, and to a lesser extent, Ensouled Scimitar are worth looking at. An essentially 11/11 Doran on turn 3 is nothing to sneeze at. I also play Tangle Angler in my Doran build, which is generally scoffed at until I suit it up with Slagwurm Armor.
The problem with Slagwurm Armor, is what would I drop for that, although the current equipment list doesnt make Doran as big, they are solid if he is in play or not, and they make him a 3 turn clock with evasions.
A new deck list has been posted, along with some questions, I was frustrated playing testing the deck on MWS, but I got to play it locally (where people can't just net deck and build whatever they want lol) and it performs well.
you can refer to the first post with some of my questions, all suggestions are always helpful.
what I have found so far are: Viscera Seer
good: I get to rearrange my library at the same time
bad: he takes up a slot for a combo that I probably wont hit often and sucks otherwise
Fallen Ideal
good: after revolving the combo and wiping out creatures/enchantments/lands etc - the creature it is on is huge an flys, instant win.
bad: it requires me to have another creature in play, and if it isnt for the combo its 3 mana to give something flying.
Nantuko Husk or Phyrexian Ghoul.
Good: instant win
Bad: no evasion and 3 for a 2/2 in this deck kinda sucks.
For anyone still following this thread I am thinking about dropping the combo pieces and just running better creatures and some mana rocks.
Reveillark is just there for combo, any other time he is taking up space, and I need 3 other cards just to make the combo work, all of which are taking away from the aggro approach ... nantuko husk can get big, but in aggro I am not gonna want to sac creatures so he is really just 3 for a 2/2.
gonna make some changes and update the original post
We have very similar Doran lists. I'd like it if you took a look at mine. It might give you some ideas and you could tell me which cards I'm playing that you felt underperformed in testing.
My thoughts on your list:
Lands:
I couldn't get the mana to work properly without doing the 9 Fetches + 3 Original Duals + 3 Shocks. It's not exactly affordable (I'm proxying), but I find it necessary. If you're having good luck with your current manabase, that's excellent.
Creatures:
I'd cut Watchwolf and Indomitable Ancients in an instant. Sure, the latter is fun, but look at the numbers :
With Doran, assuming no disruption, you will deal 21 general damage and win on turn 8. Turn 4 Indomitable Ancients means you win turn 7. With disruption, Intomidable Ancients becomes a 4 power beater, which is bad for 4 mana. I recommend you put Slagwurm Armor in it's spot. It's as conditional as Indomitable Ancients, but at least it measurably speeds up your clock.
I was confused by the lack of the ramping elves (Llanowar, Arbor, Fyndhorn), but I guess they're only really good with lots of original duals / fetches cause otherwise they don't enable a turn 2 doran.
Planeswalkers:
I agree completely
Spot Removal:
Do Condemn and Soul Snare work? I found them incredibly ineffective in my deck and cut them early on. I like Crib Swap as tutorable removal. Rootgrapple draws a card, which is nice. I've never liked Oblivion Ring in EDH, I see it destroyed too often and while Aura Shards is value, how many artifacts / enchantments do you actually want to destroy?
Mass Removal:
I fell like this deck doesn't want to Wrath of God because it kills more of your creatures than there's. I recommend Retribution of the Meek as it tends to be a one sided wrath. How is Cataclysm working for you? Doesn't Catastrophe cost too much for the effect? I'd put in Ravages of War if it was affordable.
We have very similar Doran lists. I'd like it if you took a look at mine. It might give you some ideas and you could tell me which cards I'm playing that you felt underperformed in testing.
My thoughts on your list:
Lands:
I couldn't get the mana to work properly without doing the 9 Fetches + 3 Original Duals + 3 Shocks. It's not exactly affordable (I'm proxying), but I find it necessary. If you're having good luck with your current manabase, that's excellent.
Creatures:
I'd cut Watchwolf and Indomitable Ancients in an instant. Sure, the latter is fun, but look at the numbers :
With Doran, assuming no disruption, you will deal 21 general damage and win on turn 8. Turn 4 Indomitable Ancients means you win turn 7. With disruption, Intomidable Ancients becomes a 4 power beater, which is bad for 4 mana. I recommend you put Slagwurm Armor in it's spot. It's as conditional as Indomitable Ancients, but at least it measurably speeds up your clock.
I was confused by the lack of the ramping elves (Llanowar, Arbor, Fyndhorn), but I guess they're only really good with lots of original duals / fetches cause otherwise they don't enable a turn 2 doran.
Planeswalkers:
I agree completely
Spot Removal:
Do Condemn and Soul Snare work? I found them incredibly ineffective in my deck and cut them early on. I like Crib Swap as tutorable removal. Rootgrapple draws a card, which is nice. I've never liked Oblivion Ring in EDH, I see it destroyed too often and while Aura Shards is value, how many artifacts / enchantments do you actually want to destroy?
Mass Removal:
I fell like this deck doesn't want to Wrath of God because it kills more of your creatures than there's. I recommend Retribution of the Meek as it tends to be a one sided wrath. How is Cataclysm working for you? Doesn't Catastrophe cost too much for the effect? I'd put in Ravages of War if it was affordable.
Tempo Disruption
Is Plow Under good? Why not Stunted Growth (I've felt these two cards basically go together)
Other
Why AEther Vial? I thought it was generally considered bad in EDH.
Before I start explaining things I will say I abandoned this deck, I could not afford to build it to the level I wanted to and realized I really just didn't want to play it for some reason, I always found myself reaching of other decks.
but to continue.
1) Mana base - it was a budget mana base, this is part of the reason I broke it up, going 3 color with no original duals and limited fetches makes this deck way slower than it should be.
2) Creatures - I agree with you, about Indomitable Ancients, he was on my cut list, however Watchwolf is 2 for a 3/3, and since the deck was fairly aggro based, a 3/3 who can carry a sword for 2 mana was working out pretty well.
The deck ran ramping elves, I just stopped updating the thread, they helped make up for the budget mana base.
3) I had never heard of rootgrapple, that would have been nice, Condemn and Soul snare, were just "ok", some people attack right into and get removed, but most of the time people just knew I had them and would sit around and I was holding a dead card. Oblivion ring kind of sucked, its only a temporary fix to a problem, like a giant Eldrazzi and keeping Aura Shards was more of a meta choice, a friend has a Hokori prison deck, I needed a steady answer for all his shenanigans.
4) Wrath of God was for those times you get a bad starting hand or play a deck that out accelerates you and you fall behind. Cataclysm was ok as long as you get it at the right time, I probably would have cut it, Catastrophe your are correct about, it cost too much, but I stopped updating. As for Ravages of War we all know the answer to that.
5) Aether Vial is generally thought of as bad because people run larger creatures, and it doesnt help you get your commander out, but in a deck like this (or the current Glissa Infect) deck I am working on, its not bad, it essentially gives me a creature with haste everytime and in this deck it helped with my mana problems. although if I had the proper mana base I probably would have cut it for another card.
6) Tutors/Draw Necropotence? - Its in another deck Green Sun's Zenith - also in another deck Mirri's Guile and Sylvan Library - I dont have either of these and was play testing, I tried versions with and without them, the are good.
7) Tempo Disruption Plow Under was ok, its always good to disrupt tempo, the question is if its worth the 5 mana when you get it Stunted Growth - Just didnt have one.
Eland Umbra is my suggestion. Adds 4 damage, can save your commander from death, and only costs 2 mana. Normally this card is average at best, but Doran makes it great.
Although 1v1 is my concentration, I do play some 3 player games usually with a couple of friends.
I chose Doran, The Siege Tower because his colors give us access to cards that can handle any permanent threat you can imagine, as well as providing access to some of if not the greatest tutors.
My playgroup uses the official ban list and has additionally banned Crucible of Worlds.
My goal is to get Doran, The Siege Tower into play as soon as possible, and preferable wipe out lands the next turn or cause some type of tempo slow down with Winter Orb, Aura of Silence, Plow Under etc ... If I cannot get Doran to stick, then we have a plethora of options to keep the threats coming.
1 Doran, the Siege Tower
Lands: (37)
1 Reflecting Pool
1 Command Tower
1 Flagstones of Trokair
1 Forbidding Watchtower
1 Strip Mine
1 Misty Rainforest
1 Brushland
1 Vivid Grove
1 Vivid Marsh
1 Vivid Meadow
1 Overgrown Tomb
1 Fetid Heath
1 Temple Garden
1 Godless Shrine
1 Shizo, Death's Storehouse
1 Murmuring Bosk
1 Verdant Catacombs
1 Wooded Bastion
1 Twilight Mire
1 Marsh Flats
1 Llanowar Wastes
1 Terramorphic Expanse
1 Caves of Koilos
1 Wasteland
1 Evolving Wilds
4 Swamp
4 Forest
4 Plains
Creatures: (22)
1 Order of Whiteclay
1 Fauna Shaman
1 Wurmcoil Engine
1 Wall of Roots
1 Stonehewer Giant
1 Stoneforge Mystic
1 Serra Ascendant
1 Qasali Pridemage
1 Mother of Runes
1 Linvala, Keeper of Silence
1 Knight of the Reliquary
1 Sun Titan
1 Eternal Witness
1 Bloom Tender
1 Birds of Paradise
1 Elvish Spirit Guide
1 Treefolk Harbinger
1 Watchwolf
1 Vampire Nighthawk
1 Indomitable Ancients
1 Elves of Deep Shadow
1 Spiritmonger
1 Elspeth, Knight-Errant
Spot Removal: (12)
1 Condemn
1 Maelstrom Pulse
1 Vindicate
1 Mortify
1 Path to Exile
1 Putrefy
1 Swords to Plowshares
1 Oblation
1 Beast Within
1 Soul Snare
1 Oblivion Ring
1 Aura Shards
Mass Removal: (5)
1 Armageddon
1 Cataclysm
1 Hallowed Burial
1 Catastrophe
1 Wrath of God
Tutors/Draw: (6)
1 Demonic Tutor
1 Vampiric Tutor
1 Eladamri's Call
1 Phyrexian Arena
1 Enlightened Tutor
1 Sensei's Divining Top
Tempo Disruption: (3)
1 Plow Under
1 Winter Orb
1 Aura of Silence
Other/Enchantments: (3)
1 Survival of the Fittest
1 Luminarch Ascension
1 AEther Vial
1 Sol Ring
1 Lotus Petal
1 Darksteel Ingot
Equipment: (7)
1 Lightning Greaves
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of War and Peace
1 Umezawa's Jitte
1 Skullclamp
1 Shield of the Oversoul
Cards I bounce back and forth with:
Card Explanation:
Lands:
Creatures:
Indomitable Ancients can basically block anything without Doran, and hits for 10 with Doran.
Lets be honest though, with the equipment package I am running, anything that can carry a sword is a threat.
Removal:
The mass removal is there for that oh crap moment, also nothing better really than a turn 2 or 3 Doran followed next turn by Armageddon or the likes.
Tutor/Draw:
Tempo Disruption:
Other/Enchantments:
Luminarch Ascension is more just another threat, if you get this and drop it early game, everyone is staring at it, knowing it needs to go before you get to go again, in 1v1 it may not be as good, but it eats up some type of removal spell or counter 99% of the time, clearing the way for Doran.
Mana Artifacts:
Equipment:
As always, looking for thoughts/suggestions/opinions, I am always looking to improve the deck, but I am pretty satisfied with it so far.
Troll Ascetic is usually kinda underwhelming, but it seems somewhat more so in this deck. A 2/2 for 1GG with trollshroud and regenerate is pretty dreadful.
Also, you should definitely be playing Tarmogoyf over Grizzled Leotau, and a Lignify/Nameless Inversion for the Harbinger, as currently it seems to only get Indomitable Ancients (which also seems janky).
Journey isn't necessary, and Beast Within should be the better Maelstrom Pulse, and Karmic Guide is a must with Reivallark/Saffi.
TITANS!! Both Primeval and Sun seem good, as do some utility lands, (Bojuka Bog, Kor Haven, a Maze of your choice)
I tried running a discard staples like Thoughtseize, Duress, Hymn to Tourach, Mind Twist, Castigate, Distress
but I found that it was too few to be consistent early game, where they matter most, and are kind of a dead late game draw, and discard caused me to cut answer for permanents on the board, which are a sure fire answer all the time. As for Oblation It is amazing.
So plans
- Troll Ascetic
- Journey to Nowhere
- Beast within
+ Tarmogoyf
+ Maelstrom Pulse
+ Lignify
I want to add Karmic Guide Kor Haven as well as the titans. (I am scared of high mana costs, its an old legacy habit I am trying to break)
Indomitable Ancients and Grizzled Leotau to drop turns before Doran so I can have something to swing with, but I understand their lack of utility.
What would you drop land wise for the other lands? Also anyone know the creature that is a lot bigger as long as you have more than 30 life? its P for a 1/1.
Thanks for all the great advice so far!
also thoughts on Birthing pod and maybe something to draw cards? like Harmonize? idk, since I have all the tutors
@MarkBGH on Twitter | Bloody Good Horror
the changes would be to add discard, re allocate some of the removal spells, although that would mainly stay the same.
a few good enchantments to run alongside the equipment I am already running and a few more mana rocks, as well some cards like Elves of deep shadow for mana acceleration.
the plan would be to cast discard spells turn 1/2 and/or mana accelerators. getting Doran into play, voltron, and use armageddon effects, and the rest of the amazing removal spells we have access to to make sure he hits, abusing cards like Rancor to make sure he tramples over as well.
lol I have been going back and forth on magic workstation, so far the aggro build is doing much better than the control/voltron build, so it looks like its gonna stay this way, just some changes to cards
Tarmogoyf was removed, for the cost of $65 he is lackluster in this format to say the least, no evasion and he is so well known he just gets killed instantly.
The problem with Slagwurm Armor, is what would I drop for that, although the current equipment list doesnt make Doran as big, they are solid if he is in play or not, and they make him a 3 turn clock with evasions.
you can refer to the first post with some of my questions, all suggestions are always helpful.
right now I am looking for a decent sac outlet for the Saffi Eriksdotter + Reveillark + X combo.
what I have found so far are:
Viscera Seer
good: I get to rearrange my library at the same time
bad: he takes up a slot for a combo that I probably wont hit often and sucks otherwise
Fallen Ideal
good: after revolving the combo and wiping out creatures/enchantments/lands etc - the creature it is on is huge an flys, instant win.
bad: it requires me to have another creature in play, and if it isnt for the combo its 3 mana to give something flying.
Nantuko Husk or Phyrexian Ghoul.
Good: instant win
Bad: no evasion and 3 for a 2/2 in this deck kinda sucks.
Reveillark is just there for combo, any other time he is taking up space, and I need 3 other cards just to make the combo work, all of which are taking away from the aggro approach ... nantuko husk can get big, but in aggro I am not gonna want to sac creatures so he is really just 3 for a 2/2.
gonna make some changes and update the original post
no more combos, no discard.
My thoughts on your list:
Lands:
I couldn't get the mana to work properly without doing the 9 Fetches + 3 Original Duals + 3 Shocks. It's not exactly affordable (I'm proxying), but I find it necessary. If you're having good luck with your current manabase, that's excellent.
Creatures:
I'd cut Watchwolf and Indomitable Ancients in an instant. Sure, the latter is fun, but look at the numbers :
With Doran, assuming no disruption, you will deal 21 general damage and win on turn 8. Turn 4 Indomitable Ancients means you win turn 7. With disruption, Intomidable Ancients becomes a 4 power beater, which is bad for 4 mana. I recommend you put Slagwurm Armor in it's spot. It's as conditional as Indomitable Ancients, but at least it measurably speeds up your clock.
I was confused by the lack of the ramping elves (Llanowar, Arbor, Fyndhorn), but I guess they're only really good with lots of original duals / fetches cause otherwise they don't enable a turn 2 doran.
Planeswalkers:
I agree completely
Spot Removal:
Do Condemn and Soul Snare work? I found them incredibly ineffective in my deck and cut them early on. I like Crib Swap as tutorable removal. Rootgrapple draws a card, which is nice. I've never liked Oblivion Ring in EDH, I see it destroyed too often and while Aura Shards is value, how many artifacts / enchantments do you actually want to destroy?
Mass Removal:
I fell like this deck doesn't want to Wrath of God because it kills more of your creatures than there's. I recommend Retribution of the Meek as it tends to be a one sided wrath. How is Cataclysm working for you? Doesn't Catastrophe cost too much for the effect? I'd put in Ravages of War if it was affordable.
Tutors/Draw
Necropotence?
Green Sun's Zenith?
Mirri's Guile and Sylvan Library?
Tempo Disruption
Is Plow Under good? Why not Stunted Growth (I've felt these two cards basically go together)
Other
Why AEther Vial? I thought it was generally considered bad in EDH.
Before I start explaining things I will say I abandoned this deck, I could not afford to build it to the level I wanted to and realized I really just didn't want to play it for some reason, I always found myself reaching of other decks.
but to continue.
1) Mana base - it was a budget mana base, this is part of the reason I broke it up, going 3 color with no original duals and limited fetches makes this deck way slower than it should be.
2) Creatures - I agree with you, about Indomitable Ancients, he was on my cut list, however Watchwolf is 2 for a 3/3, and since the deck was fairly aggro based, a 3/3 who can carry a sword for 2 mana was working out pretty well.
The deck ran ramping elves, I just stopped updating the thread, they helped make up for the budget mana base.
3) I had never heard of rootgrapple, that would have been nice, Condemn and Soul snare, were just "ok", some people attack right into and get removed, but most of the time people just knew I had them and would sit around and I was holding a dead card. Oblivion ring kind of sucked, its only a temporary fix to a problem, like a giant Eldrazzi and keeping Aura Shards was more of a meta choice, a friend has a Hokori prison deck, I needed a steady answer for all his shenanigans.
4) Wrath of God was for those times you get a bad starting hand or play a deck that out accelerates you and you fall behind. Cataclysm was ok as long as you get it at the right time, I probably would have cut it, Catastrophe your are correct about, it cost too much, but I stopped updating. As for Ravages of War we all know the answer to that.
5) Aether Vial is generally thought of as bad because people run larger creatures, and it doesnt help you get your commander out, but in a deck like this (or the current Glissa Infect) deck I am working on, its not bad, it essentially gives me a creature with haste everytime and in this deck it helped with my mana problems. although if I had the proper mana base I probably would have cut it for another card.
6) Tutors/Draw
Necropotence? - Its in another deck
Green Sun's Zenith - also in another deck
Mirri's Guile and Sylvan Library - I dont have either of these and was play testing, I tried versions with and without them, the are good.
7) Tempo Disruption
Plow Under was ok, its always good to disrupt tempo, the question is if its worth the 5 mana when you get it
Stunted Growth - Just didnt have one.
I hope I answered all your questions
Everything combos with Tombstone Stairwell.