Why Numot? More importantly, why this color combination. I wanted all the colors to be represented in my EDH deck collection. While not wanting to have too many decks I wanted to have a bit of each color. While I was looking for a controlish multiplayer build, I already built Mirri, the Cursed and Omnath, Locus of Mana who recently replaced Jolrael, Empress of Beasts as my Mono Green general. With that in mind I found it interesting to fill out the rest of the colors with a multiplayer deck with controlling features. RWU offers us three generals, and in this I found mine, Numot the Devastator.
Playing with politics
Politics and defense are two separate styles of play. The defender type of player will interact minimally in a game, will stick to his own turns and not try to raise too many eyebrows. Political plays along those same lines but employs more instant speed interactions to back up threats. It is far more interesting to nuke the board on their turn then yours, thus the instant speed spells.
Card Choices
Artifacts
Coalition Relic - Mandatory level mana fixing. Cheap and reliable. Coldsteel Heart - Decent mana fixing. Crystal Ball - Library manipulation. Crystal Shard - Annoying bounce for opponents, especially early game when mana is tight. Also good for my own ETB effects. Darksteel Ingot - Resilient fixing. Elixir of Immortality - A necessity for long haul games. Erratic Portal - Same as crystal shard Gilded Lotus - Mid game ramp Lightning Greaves - I like having greaves out for the off chance I go on the offensive, mostly with Numot if I want to pop some lands or if I want something to have shroud for a while. Mana Vault - Mandatory in all my EDH decks. 3 for 1 can get the game going quick. Prismatic Lens - decent ramp Sensei's Diving Top - More library manipulation, also very hard to remove from the game. Sol Ring - another mandatory card IMO. Venser's Journal - As a defensive, politics deck I normally sit on a few cards each turn, might as well turn those cards into life.
Austere Command Sorcery speed removal. Gets rid of certain annoyances. Banefire - Finisher. No countering really hurts. Insurrection - Finisher. Steal all the creatures, swing back for tons then sac them all through the Goblin Bombardment for the cherry on top. Rout Quasi instant speed sweeper. Time Warp Extra turn is nice, infinite turns with Archaeomancer and a bouncer is super nice. Worldfire WTF? yeah, the true game over button. Nice with Oblivion ring and hellkite to kill off opponents. Also testing with Rift Bolt.
Planeswalkers
Ajani Vengeant - So annoying. Tapping down lands and killing them all on the ultimate gets him in a lot of trouble. Venser, Sojourner - Bounce effects are nice, with man-o-war and his twin venser. Chandra, the Firebrand - Doubling up on critical spells can really help out. Tezzeret, the Seeker - Untapping artifact lands and sol rings can get me mana quick.
1 Coldsteel Heart
1 Crystal Ball
1 Crystal Shard
1 Darksteel Ingot
1 Elixir of Immortality
1 Erratic Portal
1 Gilded Lotus
1 Lightning Greaves
1 Mana Vault
1 Prismatic Lens
1 Sensei's Diving Top
1 Sol Ring
1 Venser's Journal
1 Archaeomancer
1 Bogardan Hellkite
1 Consecrated Sphinx
1 Dominus of Fealty
1 Fog Bank
1 Grand Abolisher
1 Grand Arbiter Augustin IV
1 Kiki Jiki, Mirror Breaker
1 Man-o-war
1 Mother of Runes
1 Niv-Mizzet, the Firemind
1 Numot, the Devestator
1 Phyrexian Metamorph
1 Tidespout Tyrant
1 Venser, Shaper Savant
1 Wall of Denial
1 Wall of Reverence
1 Windborn Muse
1 Curiosity
1 Equilibrium
1 Ghostly Prison
1 Goblin Bombardment
1 Martyr's Bond
1 Oblivion Ring
1 Propaganda
1 Rhystic Study
1 War Tax
1 Arcane Denial
1 Brainstorm
1 Comet Storm
1 Counterspell
1 Cryptic Command
1 Firestorm
1 Forbid
1 Mystical Tutor
1 Path to Exile
1 Stroke of Genius
1 Swords to Plowshares
1 Austere Command
1 Banefire
1 Insurrection
1 Rout
1 Time Warp
1 Ajani Vengeant
1 Venser, Sojourner
1 Chandra, the Firebrand
1 Tezzeret, the Seeker
1 Arid Mesa
1 Celestial Colonnade
1 Clifftop Retreat
1 Command Tower
1 Darksteel Citadel
1 Evolving Wilds
1 Forgotten Cave
1 Glacial Fortress
1 Great Furnace
1 Halimar Depths
1 Lonely Sandbar
1 Mystifying Maze
1 Sacred Foundry
1 Scalding Tarn
1 Seat of the Synod
1 Secluded Steppe
1 Skycloud Expanse
1 Steam Vents
1 Sulfur Falls
7 Island
6 Plains
5 Mountain
Why Numot? More importantly, why this color combination. I wanted all the colors to be represented in my EDH deck collection. While not wanting to have too many decks I wanted to have a bit of each color. While I was looking for a controlish multiplayer build, I already built Mirri, the Cursed and Omnath, Locus of Mana who recently replaced Jolrael, Empress of Beasts as my Mono Green general. With that in mind I found it interesting to fill out the rest of the colors with a multiplayer deck with controlling features. RWU offers us three generals, and in this I found mine, Numot the Devastator.
Playing with politics
Politics and defense are two separate styles of play. The defender type of player will interact minimally in a game, will stick to his own turns and not try to raise too many eyebrows. Political plays along those same lines but employs more instant speed interactions to back up threats. It is far more interesting to nuke the board on their turn then yours, thus the instant speed spells.
Card Choices
Artifacts
Coalition Relic - Mandatory level mana fixing. Cheap and reliable.
Coldsteel Heart - Decent mana fixing.
Crystal Ball - Library manipulation.
Crystal Shard - Annoying bounce for opponents, especially early game when mana is tight. Also good for my own ETB effects.
Darksteel Ingot - Resilient fixing.
Elixir of Immortality - A necessity for long haul games.
Erratic Portal - Same as crystal shard
Gilded Lotus - Mid game ramp
Lightning Greaves - I like having greaves out for the off chance I go on the offensive, mostly with Numot if I want to pop some lands or if I want something to have shroud for a while.
Mana Vault - Mandatory in all my EDH decks. 3 for 1 can get the game going quick.
Prismatic Lens - decent ramp
Sensei's Diving Top - More library manipulation, also very hard to remove from the game.
Sol Ring - another mandatory card IMO.
Venser's Journal - As a defensive, politics deck I normally sit on a few cards each turn, might as well turn those cards into life.
Creatures
Archaeomancer - Spell recursion is nice, also a good combo with a bouncer and time warp for infinite turns.
Bogardan Hellkite - Solid beater which also combos with oblivion ring and Worldfire to end games.
Consecrated Sphinx - Near broken levels of card draw. Being alive for 2 turns pays for himself.
Dominus of Fealty - Stealing creatures is fun, especially with goblin bombardment.
Fog Bank - Early defense
Grand Abolisher - Lets me do stuff on my turn without hindrance, plus a quality early game beater.
Grand Arbiter Augustin IV - An iffy play. Arbiter gets tons of hate so I play him rarely. Good for my spells but bad for yours.
Kiki Jiki, Mirror Breaker - One of the best red cards ever. Nice for making more of my own creatures or doubling up on creatures that I steal. A real banger with goblin bombardment.
Man-o-war - Main ETB effect for the deck, sick with bouncers like erratic portal and Venser, Sojourner.
Mother of Runes - Solid protection all game. Really a killer vs. Mono colored decks.
Niv-Mizzet, the Firemind - Solid beater plus combo piece with Curiosity.
Numot, the Devestator - Commander
Phyrexian Metamorph - Swiss army knife, copies key creature and artifacts. Also gets rid of pesky legends.
Tidespout Tyrant - Nice beater with evasion, plus infinite mana with Mana Vault and Sol Ring.
Venser, Shaper Savant - Bounce and removal, repeatable.
Wall of Denial - Standard shield. Comes out early and hard to get rid of.
Wall of Reverence - Nice life gain when I have a beater in play.
Windborn Muse - Taxer with wings. Decent swinger in a pinch.
Curiosity - Combo piece with Niv-Mizzet.
Equilibrium - Annoying bouncer.
Ghostly Prison - Combat Taxer
Goblin Bombardment - Creature removal when I steal them with Insurrection. Also nice in a pinch to get rid of something annoying.
Martyr's Bond - Nice karma piece.
Oblivion Ring - Solid removal and combo piece with hellkite and worldfire.
Propaganda - Combat Taxer
Rhystic Study - Card draw? Nice
War Tax
Instants
Arcane Denial - Cheap countering. Gives them cards but also gets rid of annoying spells.
Brainstorm - Card draw is usually good.
Comet Storm - Instant speed X damage with splitting.
Counterspell - The classic
Cryptic Command - Versatile removal and countering.
Firestorm - Decent sweeper, especially with loads of dead cards in hand.
Forbid - Reusable counters are nice.
Mystical Tutor - Gets me the stuff I need.
Path to Exile - Spot removal.
Stroke of Genius - Instant speed card draw.
Swords to Plowshares - Spot removal.
Sorceries
Austere Command Sorcery speed removal. Gets rid of certain annoyances.
Banefire - Finisher. No countering really hurts.
Insurrection - Finisher. Steal all the creatures, swing back for tons then sac them all through the Goblin Bombardment for the cherry on top.
Rout Quasi instant speed sweeper.
Time Warp Extra turn is nice, infinite turns with Archaeomancer and a bouncer is super nice.
Worldfire WTF? yeah, the true game over button. Nice with Oblivion ring and hellkite to kill off opponents. Also testing with Rift Bolt.
Planeswalkers
Ajani Vengeant - So annoying. Tapping down lands and killing them all on the ultimate gets him in a lot of trouble.
Venser, Sojourner - Bounce effects are nice, with man-o-war and his twin venser.
Chandra, the Firebrand - Doubling up on critical spells can really help out.
Tezzeret, the Seeker - Untapping artifact lands and sol rings can get me mana quick.
Ancient Den - Artifact lands, nice with Tezz.
Arid Mesa - Fetchland
Celestial Colonnade - Decent dual land with some pinch beatings.
Clifftop Retreat - Dual land
Command Tower - The required lands in multicolor decks.
Darksteel Citadel - Resilient manas.
Evolving Wilds - Gets me a basic.
Forgotten Cave - Cycler for late game.
Glacial Fortress - Dual Land
Great Furnace - Artifact land, nice with Tezz.
Halimar Depths - Library manipulation is always nice.
Lonely Sandbar - Cycler
Mystifying Maze - Stops annoying creatures, will be a Maze of Ith soon.
Sacred Foundry - Dual Land
Scalding Tarn - Fetch Land
Seat of the Synod - Artifact lands, nice with Tezz.
Secluded Steppe - Cycler
Skycloud Expanse - More fixing.
Steam Vents - Dual Land
Sulfur Falls - Dual Land
7 Island
6 Plains
5 Mountain
Possible cards for the future
Omniscience - Potentially free spells. 10 mana is big, but not huge.
Mana Drain - Nice ramp into X damage spells or draw, or fueling a potential Everflowing Chalice or something.
Rift Bolt - Mixing it up with Worldfire for suspended death if there is one other guy on the board.
Change log
- pithing needle
- armillary sphere
- slumbering dragon
- obliterate
- phyrexian rebirth
+ kiki jiki
+ forbid
+ overtaker
+ mystical tutor
+ venser journal
9/12
- overtaker
- mark of mutiny
+ tezzeret the seeker
+ path to exile
9/15
- 2 island
- mountain
- plains
- dissipate
- day of judgement
- fireball
- darksteel plate
- avalache riders
- blatant theivery
- azaorious guildmage
+ great furnace
+ ancint den
+ seat of the synod
+ cryptic command
+ rout
+ comet storm
+ darksteel citadel
+ chandra, firebrand
+ war tax
+ grand abolisher
+ halimar depths
9/16
- guard gamoza
+ firestorm
9/19
- Worldfire
+ Braid of Fire
Thanks to Heroes of the Plane Studios for the amazing sig!