Warning: Lots of large images.. I suggest zooming out twice on your screen to make it less cumbersome (Control + - key)
Original art is cool.
Hello all, this is my 2nd decklist on here. This is a new decktype for me. I'm more of a control player but after discovering this aggro combo deck that is extremely effective I realized it was a ton of fun. JundRBG is an unusual color combo for me, I'm used to a lot of U or W for counters or removal, but RBG really has the complete package, and Kresh is a great general.
B: Offers tutors, draw, sac outlets, recursion, and death. R: Offers haste, creature 'borrowing', and damage, lots of damage. G: Offers draw, creatures, ramp, and noncreature destruction.
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BRG, these colors all come together forming a perfectly aggressive trinity of sacrificing, stealing, and killing. But why Kresh over other JUND generals?
Sek'Kuar, Deathkeeper: Probably the general most like Kresh, and very good in his own way. He is better with decks that are focused around a lot of small sacrifice and tokens, whereas Kresh is all about saccing big creatures for value.
Karrthus, Tyrant of Jund: An awesome general... if you are playing tribal Dragons. Otherwise his uses are pretty limited, and let's get this straight.. we aren't playing tribal dragons :p.
Adun Oakenshield: Probably the most used JUND commander, and I have no idea why. His effect is pretty terrible considering there are cards that do it for cheaper, or easier. To each his own, I guess.
Many different win cons. This deck can win the game in all sorts of ways, even if its shut down by not being able to attack, it can win just by direct damage and life loss.
Removal. This deck runs a lot of different types of creature and noncreature removal. Though the primary goal is to ignore others and win by making OP combos, this deck definitely takes care of any roadblocks in the way.
Stealing creatures. If you like to steal other people's creatures and then sac them this deck is definitely for you. This is the most fun part of the deck in my opinion and is absolutely devastating.
Recursion/Resistance to Removal. It does not matter if our creatures die. In fact, we WANT them to die. That gives us a leg up on any strategy that tries to win by wiping the board or spot removing.
Weaknesses:
Graveyard Hate + Graveyard Recursion: Live by the grave, die by the grave. While other people killing off their creatures is cool for Kresh, by and large, graveyard recursion decks really screw with us. Not only do we give them targets for their reanimation, but we force them to put cards into their grave(which decks like The Mimeoplasm and Karador love). Plus, we don't run all that much graveyard hate within the deck. Beware of these decks, and try to take them out first.
Counterspells. Any deck that plays around with big and high cmc creatures and spells is going to be subject to weakness to counterspells. Afterall, when someone trades a UUCounterspell for your 7GG mana entwined Tooth and Nail, you're gonna have a bad time. But we do have recursion, so unless they are throwing Dissipates at us left and right, we should be okay.
Humility. This card hoses a lot of decks, ours especially. With around 30 creatures, most of our deck revolves around creatures and their utility/damage. This strips them of both of them. Luckily we do have SOME outs, but they are few and far between.
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Right now the goal of the deck is simple; sacrifice creatures for profit.. whether it is our own creatures or creatures we've stolen from the opponents(I prefer this one). When we sacrifice these creatures we can 1) Boost our creatures, particularly our general, 2) Draw cards, 3) Eliminate other creatures, 4) DEAL DAMAGE!
Please note: a lot of cards in this deck lend themselves to infinite combos, or are known for creating them, but I do not use infinite combos, on principle of the fact that I do not believe they belong in EDH.
The Breakdown
The Boss
Kresh The Bloodbraided: This guy has too many interactions with the deck to call him the sole win-con. He can either get buffed up huge and voltron, be flung or essence scattered for tons of damage, or be sacrificed for card draw beyond your dreams. Most actions that we do in this deck will make him grow ever-bigger. The fact is that everything in this deck works for him and with him, thus The Boss.
The Creatures
The Main Men:
Kiki-Jiki, Mirror breaker: Copies any (nonlegendary) creature, and causes it to gain HASTE and DIE at the end of the turn. He literally fulfills everything the deck wants to do with its creatures.
Jarad, Golgari Lich Lord: The power sacrificer, punishes every opponent for 1BG and serves as one of our many many win cons by saccing a chain of creatures, or just a huge Boss Man.
Mikaeus, the Unhallowed: Undying for every creature that is going to die in this deck, which is just about.. all of them (except humans)? Doesn't affect the general.. but doesn't matter, if this guy hits the board and we have sac outlets.. hell will break loose.
The Beaters:
Lord of Extinction: THE VANILLA BEAST. This guy's p/t can serve as a win-con in all sorts of ways. The only vanilla creature w/o utility in here just because he is so huge.
Thunderblust: Hasty beats with persist. Supa sexy and has a ton of power to work with.
Wurmcoil Engine: Such a champ of a card, sac this guy and he just splits himself up. Deathtouch lifelinker is too pro.
The Thieves
Puppeteer Clique: Steals any creature from the graveyard, giving it haste and your choice to do whatever you want with it. Persist is just a bonus on this guy.
Molten Primordial: Steals 1 creature per opponent, typically letting us sac them away after we're done with em.
The Punishers:
Kokusho, the Evening Star: +15 life, -5 for all of your opponents. Such a great sac target, can really swing the game in your favor.
Stalking Vengeance: Every time we sac a creature with this guy out, someone pays for it. This guy is another reason why we don't even need an attack phase to win with this deck.
The Schweepers:
Ryusei, the Falling Star: Sweeps all those groundies away causing all sorts of triggers for you.
Tornado Elemental: Comes in, wraths all the birds in the skies. Essentially the foil to Ryusei.
The Removers:
Shriekmaw: Creature removal that can be evoked... or not!
Duplicant: Exile is the keyword we're looking for here. Comes in handy a lot more than you expect. Could get pretty fat too, depending on what it hits.
Sylvan Primordial: The most hated creature in commander. Takes care of 3x noncreature perms and ramps us up. Huge body to sac too.
Woodfall Primus: Another noncreature bomber. Doesn't ramp us but he can be sacced and come back again. What a G.
The Killers:
Fleshbag Marauder: Forces your opponents to sac some creatures, more than likely causing Kresh to get huge.
[CARD]
Eternal Witness[/CARD]: The staple green recursion creature. Recurs whatever we need, gets skullclamped/podded, then do it all over again.
Phyrexian Reclamation: Cheap recursion at any time. 2 life does not matter- we have plenty of ways to gain that back. Good for if we can't get Genesis into the GY.
Genesis: Keeps those creatuers coming back. 2G is not much for us, and is no problem to get back any creature we want at any time so long as Gen is in the GY.
The Noncreature Support
Draw:
Skullclamp: Staple in any deck running creatures, especially when they will be dying left and right. This card provides so much card advantage it's ridiculous.
Greater Good: Sac a creature, draw too many cards to count, then toss some into the graveyard to recur. This card makes this deck run.
Momentous Fall: Instant speed card draw from saccing a creature works for me. Plus gains us more life. Absolutely everything we need!
Disciple of Bolas: Momentous Fall on a stick, that checks power. Yeah, he's a creature, but he plays more like a spell that is just easier to recur. One of the best ways to draw in the deck just because he's easy to find.
Sylvan Library: Most of the times this is card quality over card draw, but if we really need the cards, or we have excess health we can abuse this card as much as we need.
Tutors:
Birthing Pod: One of the best cards in the deck. Searches for any card and puts it straight onto the battlefield AND sacs the first creature. Just too good, and everyone knows it. Use it while you have the chance.
Survival of the Fittest: Another tutor that is just too good for the format. One G and you can trade any creature in your hand for whatever creature you need. So clutch.
Natural Order: A sacrifice outlet and one of the best tutors in the game all in one. Spits out any of our green creatures for a green creature. A nice trade.
[CARD]
Green Sun's Zenith[/CARD]: Another green creature only tutor, but that's fine. We have a lot of valuable green creatures to find at any time, and this can even be used to just ramp us with a creature.
Dimir House Guard: A tutor, a sac outlet, and an evasive sword carrier all in one. Mostly going to be used for a tutor for B. Pod, Greater Good, Disciple, or anything else, though. Awesome card, can't even believe he's a common.
Tooth and Nail: The win-con tutor. Get whatever two creatures you need to close out the game, and.. well.. close out the game sonny!
Demonic Tutor: The most basic and best tutor in the game. Find whatever you want. The world is your oyster.
Vampiric Tutor: Second best tutor in the game. Do the same this time, but put it on your top deck and lose 2 life.
Grim Tutor: The final catch-all tutor. Find what you need bro. Find it. And use it.
Removal
Krosan Grip: Some sorcery removal that hits problem artifacts. I have a lot of creature removal, but this is a spot I lack in.
Vandalblast: The best artifact sweeper in EDH right now. Can really hit a ton of targets for a good cost. Or just take out one target for cheap.
Nature's Claim: Same thing with Krosan Grip, but cheaper to cast.
Grave Pact: If this sticks, it will be our most reliable form of removal. Creatures are always dying on our side, so theirs will follow.
Darksteel Plate: Protection for Kresh or any other high-value creature that we don't want to sacrifice (right away).
[CARD]
Sword of Feast and Famine[/CARD]: Untapping lands is always good, plus some protections and boosts.
Swiftfoot Boots: Classic booties that still allow us to target the creature for sac/trample/etc.
Sneak Attack: Cheats out creatures with haste, causes us to sac them at the end. This is a super enchant.
Mimic Vat: Creatures will be dying, what better way to play them over and over than the vat? Works on enemy creatures too, bonus points.
Garruk, Caller of Beasts: Potential card advantage and the ability to cheat out green creatures makes this PW a good choice.
Fling: A sac outlet that can take out a creature or do mucho damage.
Berserk: Can be a game ender in one fell swoop if any creature has respectable power. We do't' even need to use it on our own creature if we don't want to.
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The Chopping Block
Cards that are underperforming and may be cut go here.
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CHANGELOG:
8.27.2013
Elvish Piper ===> Sneak AttackEssentially doing the same thing (in this deck) except that Sneak Attack can:
1. Do it multiple times a turn
2. Avoid creature sweepers
3. Give the creature haste
4. Force sacrifice of creature
It's just better on all fronts for this deck, besides the fact that it can't be clamped or podded.. but that's okay.
Forgotten Ancient ===> Puppeteer CliqueForgotten Ancient is a beast at doing one thing. Growing. And that really is not enough utility for this deck anymore. Yeah, big creatures are good for the deck, but utility is the most important factor in EDH. Ancient was not providing any utility, so it had to be cut.
Clique, on the other hand gives TONS of utility. Clique:
1. Exiles evil creatures from graveyard decks
2. Can be sacced twice.
3. Provides heavy aggression, and the ability to sac enemy creatures for value.
4. Block fliers!
5. Persists.
Lord of Extinction ===> Acidic SlimeIt seems like a sin to cut Lord of Extinction from a deck all about sacrificing fatties. But it's more of a sin to not be running Acidic Slime. Utility my friends.
Rakdos, Lord of Riots ===> Grave PactI just don't think Rakdos was the right fit for this deck. We have G so reducing costs is not that huge of a deal. Grave Pact is super synergistic with the deck. Hopefully it doesn't get removed too much.
Taurean Mauler ===> BloodghastAnother fatty with no utility that can't remain in the deck. Bloodghast provides a repeatable sackable body, and that is worth a LOT of value and utility.
Innocent Blood ===> Fleshbag Marauder
Trading a spell that I would never be able to reuse for a creature that provides infinitely more value out of the same effect.
Diabolic Tutor ===> ShriekmawToo many tutors, and this was the most expensive one. Nothing wrong with a little more creature removal in Kresh!
Miren, the Moaning Well ===> Diamond ValleyMiren is too expensive to activate 90% of the time. Valley doesn't tap for mana without Urborg out, but I think it'll still be worth it. I also might add Chromatic Lantern in here for some support.
Rootbound Crag ===> Bojuka Bog
Needed some grave hate, and forgot to add Bojuka Bog in the first place. Took out the weakest of the three non-fetchable dual lands(idk their technical term, nor do I care)
Cavern of Souls ===> Reflecting PoolToo many varied creature types for Cavern to be any good. Reflecting Pool could help smooth my mana base out as another 3 color land technically.
Boseiju, Who Shelters All ===> Windswept HeathWith the removal of Cavern, I've decided to find other ways to stop counterspells than through lands. Another fetchland would prove useful.
Other Changes:
Phyrexian Arena ===> Defense GridPhyrexian Arena was too much of a sluggish control card for an aggro combo deck. I love the card, but I have way more ways of producing card advantage in this deck. Defense Grid should help with one of the deck's main weaknesses; instant-speed disruption, which was really messing with the ebb and flow of the deck.
Consuming Vapors ===> Slum ReaperI hate this change because Vapors is one of my favorite pet removal cards. I love that it does it twice, but Slum Reaper will be hitting all my opponents, essentially creating the same amount of VCA, but is also more recurrable and abusable with the deck.
Grab the Reins ===> Zealous ConscriptsA creature replacement. Sure it doesn't have the added Fling effect, nor is it an instant but being a creature makes up for that. I hate that it goes infinite with kiki, but what can you do?
Kalonian Hydra ==> Lord of ExtinctionSure, Kalonian Hydra doubles the counters on Kresh, but you know what more than doubles them without having to attack? LoE! This will be my single vanilla fatty and I'm happy about it because it fits more with the theme. Hydra is more for counter decks.
Worldly Tutor ===> Tornado ElementalA huge jump in CMC but this card serves as an additional wrath that is right on the curve to go from Ryusei>Tornado Elemental. Ryusei has been so good for this deck so I know that its ground-to-flying counterpart will be just as good.
Burnt Offering ==> Vampiric TutorVampiric Tutor somehow got lost in the shuffle while changing cards around and I didn't even realize. Burnt Offering wasn't doing enough for me, and I need the extra tutor to find the engines that make this deck work.
Dragonskull Summit ==> Volrath's Stronghold
This deck needs to recur creatures pretty much every game to stay relevant, and while this is a weakish way to do it(putting it on the top deck), it still gets the job done.
Black Sun's Zenith ==> Vandalblast Subbing out the weakest wipe in the deck for the strongest artifact sweeper in EDH. A lot of my creatures already deal with creature problems, I have a bigger problem in noncreature permanents. BSZ, while good, is a bit too mana intensive to wipe the board with.
Acidic Slime ===> Krosan GripSlime just wasn't pulling his weight, and after I lost to Humility straight out, I needed some noncreature destruction.
Rancor ==> Nature's ClaimMore spot removal not attached to creatures since apparently that screwed me over pretty hard.
Zealous Conscripts ==> Duplicant
Conscripts always sputteringly did very little and Molten Prime was always way better for 1R more. Duplicant will give us some exile, which we really need.
Flametongue Kavu ===> Mikaeus, the UnhallowedKavu was really just turning out to be lackluster removal. Mikaeus should prove to be part of a serious recurring engine.
Defense Grid ===> Viridian EmissaryGrid, while a good card, got hated out wayyy too much. Since my curve seems to be ever-rising I added another ramp card that is also good for the pod chain/skullclamp
Bloodghast ===> Dawntreader ElkBloodghast is good with one card: Skullclamp. This entire deck is good with Skullclamp. The built in recursion is nice, but without skullclamp on board he doesn't do anything.. More ramp.
Essence Harvest ===> Dimir House GuardA card that a) I barely ever saw and b) was very win-more(... not really a win-con unless I already had enough power to win..) is being cut for a card that offers both a sac outlet, evasive sword carrier, and most importantly a tutor for some of the most important tutorable cards in the deck (Momentous Fall, Disciple of Bolas, Birthing Pod, Greater Good, Damnation) Yeah. He's in.
8.31.2013
[CARD]
Dawntreader Elk[/CARD] ===> Regrowth
More recursion. I didn't like the elk, and I needed more ways to bring back Birthing Pod from the graveyard when it gets blasted.
9.13.13
Decree of Pain ==> Garruk, Caller of Beasts
Decree of Pain has proven to be a very slow sweeper that does not net enough cards for its cost, so I've cut it from the list. The change was between Garruk PH, or Garruk CoB, decided on this one cause I've never used it before, but this could change to Primal Hunter very soon if CoB doesn't work out.
Please, comment with advice/critique or just your experience with a similar deck! :] And if you enjoyed this list, check out my DAMIA: Refueled Control deck or my CROSIS: Wheel and Deal deck!
It's funny that you mention that lol because if you look at my Changelog (at the very bottom of the post) I took out all the vanilla fatties that did nothing but be fatties. I know it's weird, but I wanted more utility creatures versus fat things. Kresh gets so fat by himself its almost unnecessary to have other fat guys.
With that being said I might add Lord of Extinction back just because he is so huge and can end the game with a number of cards.
BIG changes coming after some late night brainstorming.
I'm going to be taking out most of the removal that isn't attached to creatures and go for almost an all creature build besides tutors and wipes. This way I can play around counterspells and other instant-speed crap while having a toolbox of creatures to both empower my general and my deck itself. I want to be doing most of the work on my turn anyway, so instant speed spells are sort of obsolete, despite their cheapness. This type of deck begs for more creatures, so more creatures it shall receive.
While I will be giving up some cheap removal i.e. Terminate and Nature's Claim, it will be compensated by having more access to repeatable removal, which is probably more important in multiplayer EDH anyway.
LANDS:
Miren, the Moaning Well ===> Diamond ValleyMiren is too expensive to activate 90% of the time. Valley doesn't tap for mana without Urborg out, but I think it'll still be worth it. I also might add Chromatic Lantern in here for some support.
Rootbound Crag ===> Bojuka Bog
Needed some grave hate, and forgot to add Bojuka Bog in the first place. Took out the weakest of the three non-fetchable dual lands(idk their technical term, nor do I care)
Cavern of Souls ===> Reflecting PoolToo many varied creature types for Cavern to be any good. Reflecting Pool could help smooth my mana base out as another 3 color land technically.
Boseiju, Who Shelters All ===> Windswept HeathWith the removal of Cavern, I've decided to find other ways to stop counterspells than through lands. Another fetchland would prove useful.
Other Changes:
Phyrexian Arena ===> Defense GridPhyrexian Arena was too much of a sluggish control card for an aggro combo deck. I love the card, but I have way more ways of producing card advantage in this deck. Defense Grid should help with one of the deck's main weaknesses; instant-speed disruption, which was really messing with the ebb and flow of the deck.
Consuming Vapors ===> Slum ReaperI hate this change because Vapors is one of my favorite pet removal cards. I love that it does it twice, but Slum Reaper will be hitting all my opponents, essentially creating the same amount of VCA, but is also more recurrable and abusable with the deck.
Grab the Reins ===> Zealous ConscriptsA creature replacement. Sure it doesn't have the added Fling effect, nor is it an instant but being a creature makes up for that. I hate that it goes infinite with kiki, but what can you do?
Kalonian Hydra ==> Lord of ExtinctionSure, Kalonian Hydra doubles the counters on Kresh, but you know what more than doubles them without having to attack? LoE! This will be my single vanilla fatty and I'm happy about it because it fits more with the theme. Hydra is more for counter decks.
Worldly Tutor ===> Tornado ElementalA huge jump in CMC but this card serves as an additional wrath that is right on the curve to go from Ryusei>Tornado Elemental. Ryusei has been so good for this deck so I know that its ground-to-flying counterpart will be just as good.
I like the images and your organization. Very pretty deck. Kikki Jiki + Zealous Conscripts is brutal with Tooth and Nail
Haha thanks. I actually despise infinite combos and don't use them. Even though it was in the deck I wouldn't ever utilize it.
That said, Conscripts has been cut along with many others...
8.29.2013
Burnt Offering ==> Vampiric TutorVampiric Tutor somehow got lost in the shuffle while changing cards around and I didn't even realize. Burnt Offering wasn't doing enough for me, and I need the extra tutor to find the engines that make this deck work.
Dragonskull Summit ==> Volrath's Stronghold
This deck needs to recur creatures pretty much every game to stay relevant, and while this is a weakish way to do it(putting it on the top deck), it still gets the job done.
Black Sun's Zenith ==> Vandalblast Subbing out the weakest wipe in the deck for the strongest artifact sweeper in EDH. A lot of my creatures already deal with creature problems, I have a bigger problem in noncreature permanents. BSZ, while good, is a bit too mana intensive to wipe the board with.
Acidic Slime ===> Krosan GripSlime just wasn't pulling his weight, and after I lost to Humility straight out, I needed some noncreature destruction.
Rancor ==> Nature's ClaimMore spot removal not attached to creatures since apparently that screwed me over pretty hard.
Zealous Conscripts ==> Duplicant
Conscripts always sputteringly did very little and Molten Prime was always way better for 1R more. Duplicant will give us some exile, which we really need.
Flametongue Kavu ===> Mikaeus, the UnhallowedKavu was really just turning out to be lackluster removal. Mikaeus should prove to be part of a serious recurring engine.
Defense Grid ===> Viridian EmissaryGrid, while a good card, got hated out wayyy too much. Since my curve seems to be ever-rising I added another ramp card that is also good for the pod chain/skullclamp
Bloodghast ===> Dawntreader ElkBloodghast is good with one card: Skullclamp. This entire deck is good with Skullclamp. The built in recursion is nice, but without skullclamp on board he doesn't do anything.. More ramp.
Nice list. I'm in complete agreement with you on Kiki/Conscripts. Both appear in my deck, but I'd never combo out with them. Well... unless someone in the pod actually deserved it.
You have Fleshbag Marauder in the primer, but not in the decklist. Oversight, or missed change?
Nice list. I'm in complete agreement with you on Kiki/Conscripts. Both appear in my deck, but I'd never combo out with them. Well... unless someone in the pod actually deserved it.
You have Fleshbag Marauder in the primer, but not in the decklist. Oversight, or missed change?
One card you might try out instead of Defense Grid is Thorn of Amethyst. With about 30 creatures and most of the other stuff being cheap, it could be a huge timing gain for you, depending on your area. Also, there is Dosan the Falling Leaf if you really just don't want to get messed with on your turn. He's probably less likely to get hated on the same way as Defense Grid.
One card I've been liking a lot with Birthing Pod is Nim Deathmantle. Pay to get back the thing you lost and maybe trigger an ETB effect again. It also keeps Kresh from getting blocked by Sun Titan, white tokens, and random Blue Sphinxes and what not.
One card you might try out instead of Defense Grid is Thorn of Amethyst. With about 30 creatures and most of the other stuff being cheap, it could be a huge timing gain for you, depending on your area. Also, there is Dosan the Falling Leaf if you really just don't want to get messed with on your turn. He's probably less likely to get hated on the same way as Defense Grid.
One card I've been liking a lot with Birthing Pod is Nim Deathmantle. Pay to get back the thing you lost and maybe trigger an ETB effect again. It also keeps Kresh from getting blocked by Sun Titan, white tokens, and random Blue Sphinxes and what not.
Dosan the Falling Leaf is a really good idea to replace Defense Grid. I thought about City of Solitude, but that will face the same amount of hate. Thorn of Amethyst would probably work out, but tax effects always come back to bite me in the ass I think, and if anything that would get MORE hated out than D. grid. haha.
Nim Deathmantle is a card that a lot of people swear by, but I always found the 4 mana to be way too expensive to leave open. I use lands to give Kresh fear/trample, and as far as recursion I have Mike in there to give a similar effect (though I want to try out Cauldron of Souls in this role).
Thank you for your response, as usual.
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In other news, I'm really satisfied with where the decklist is at at the moment. It's still a bit weak to counterspell and graveyard decks though, so that may be an incoming change. Besides that it is an extremely strong deck considering that JUND is not the best color combo. All of the changes have been very effective.
Cool deck and article!
I haven't played any kresh deck, but i imagine Cauldron of Souls could work well here. Mindslicer is a cool card if you have Birthing Pod to tutor something that lets you draw after using it. Have you tested the black Primordial? It's pretty good in multiplayer.
Also, i'd suggest something to tuck generals, like Chaos Warp, it's always good.
Haha. Hi Beus. Mindslicer would hurt me too much in this deck I think. I need muh cards. I use that ***** in my Damia deck to great effect though ;).
The black primordial is always a consideration. I prefer the Red one in this deck, but Sepulchral could always be added. That actually sounds perfect, it'd be more about finding space for him in the curve. Thanks for the rfeedback broski.
Haven't touched this list in a while, but here's a change indicative of a similar change to my Damia list
9.13.13
[SPOILER]
[LIST] Decree of Pain ==> Garruk, Caller of Beasts
Decree of Pain has proven to be a very slow sweeper that does not net enough cards for its cost, so I've cut it from the list. The change was between Garruk PH, or Garruk CoB, decided on this one cause I've never used it before, but this could change to Primal Hunter very soon if CoB doesn't work out.
[/SPOILER]
List tags are malformed.
I really like this list, two things I would add so far:
First, I see you've got Mikaeus, perhaps you could also include Triskelion for the combo (Bonus with Tooth and Nail ) . You won't make many friends if you use it constantly but it can get you out of trouble.
Second, Inkmoth Nexus can be game-winning with the Kessig WolfRun you've got. It was good in Standard and I have seen it get just as good in EDH.
I definitely love what you've done with your deck! Looks very similar to my Prossh, Skyraider of Kher deck. If you'd like some reference, you can always check out my deck for ideas, or give some ideas of your own!
Kresh The Bloodbraided
Warning: Lots of large images.. I suggest zooming out twice on your screen to make it less cumbersome (Control + - key)
Hello all, this is my 2nd decklist on here. This is a new decktype for me. I'm more of a control player but after discovering this aggro combo deck that is extremely effective I realized it was a ton of fun. JundRBG is an unusual color combo for me, I'm used to a lot of U or W for counters or removal, but RBG really has the complete package, and Kresh is a great general.
B: Offers tutors, draw, sac outlets, recursion, and death.
R: Offers haste, creature 'borrowing', and damage, lots of damage.
G: Offers draw, creatures, ramp, and noncreature destruction.
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BRG, these colors all come together forming a perfectly aggressive trinity of sacrificing, stealing, and killing. But why Kresh over other JUND generals?
Sek'Kuar, Deathkeeper: Probably the general most like Kresh, and very good in his own way. He is better with decks that are focused around a lot of small sacrifice and tokens, whereas Kresh is all about saccing big creatures for value.
Karrthus, Tyrant of Jund: An awesome general... if you are playing tribal Dragons. Otherwise his uses are pretty limited, and let's get this straight.. we aren't playing tribal dragons :p.
Adun Oakenshield: Probably the most used JUND commander, and I have no idea why. His effect is pretty terrible considering there are cards that do it for cheaper, or easier. To each his own, I guess.
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The Decklist
5 Kresh the Bloodbraided
Artifact
0 Mana Crypt
1 Expedition Map
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
2 Swiftfoot Boots
3 Chromatic Lantern
3 Darksteel Plate
3 Mimic Vat
3 Sword of Feast and Famine
4 Birthing Pod
Creature
2 Sakura-Tribe Elder
2 Viridian Emissary
3 Eternal Witness
3 Farhaven Elf
3 Fleshbag Marauder
3 Yavimaya Dryad
3 Wood Elves
4 Dimir House Guard
4 Disciple of Bolas
4 Jarad, Golgari Lich Lord
4 Solemn Simulacrum
4 Slum Reaper
5 Genesis
5 Kiki-Jiki, Mirrorbreaker
5 Lord of Extinction
5 Puppeteer Clique
5 Shriekmaw
5 Thunderblust
6 Duplicant
6 Kokusho, the Evening Star
6 Mikaeus, the Unhallowed
6 Ryusei, the Rising Star
6 Wurmcoil Engine
7 Molten Primordial
7 Stalking Vengeance
7 Sylvan Primordial
7 Tornado Elemental
8 Woodfall Primus
1 Phyrexian Reclamation
1 Rancor
2 Survival of the Fittest
2 Sylvan Library
4 Greater Good
4 Sneak Attack
4 Grave Pact
Instant:
1 Berserk
1 Vampiric Tutor
1 Nature's Claim
2 Fling
3 Krosan Grip
4 Momentous Fall
Sorcery
1 Vandalblast
2 Nature's Lore
2 Demonic Tutor
2 Farseek
2 Regrowth
3 Cultivate
3 Grim Tutor
3 Kodama's Reach
4 Damnation
4 Natural Order
4 Skyshroud Claim
7 Tooth and Nail
Planeswalker
1 Garruk, Caller of Beasts
Utility Land
1 Bojuka Bog
1 Diamond Valley
1 High Market
1 Kessig Wolfrun
1 Phyrexian Tower
1 Reliquary Tower
1 Shizo, Death's Storehouse
1 Skarrg Rage Pits
1 Kessig Wolf Run
1 Volrath's Stronghold
1 Bayou
1 Badlands
1 Taiga
1 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
1 Verdant Catacombs
1 Bloodstained Mire
1 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 City Brass
1 Command Tower
4 Forest
3 Swamp
1 Urborg, Tomb of Yawgmoth
3 Mountain
=============================================
Strengths:
Many different win cons. This deck can win the game in all sorts of ways, even if its shut down by not being able to attack, it can win just by direct damage and life loss.
Removal. This deck runs a lot of different types of creature and noncreature removal. Though the primary goal is to ignore others and win by making OP combos, this deck definitely takes care of any roadblocks in the way.
Stealing creatures. If you like to steal other people's creatures and then sac them this deck is definitely for you. This is the most fun part of the deck in my opinion and is absolutely devastating.
Recursion/Resistance to Removal. It does not matter if our creatures die. In fact, we WANT them to die. That gives us a leg up on any strategy that tries to win by wiping the board or spot removing.
Weaknesses:
Graveyard Hate + Graveyard Recursion: Live by the grave, die by the grave. While other people killing off their creatures is cool for Kresh, by and large, graveyard recursion decks really screw with us. Not only do we give them targets for their reanimation, but we force them to put cards into their grave(which decks like The Mimeoplasm and Karador love). Plus, we don't run all that much graveyard hate within the deck. Beware of these decks, and try to take them out first.
Counterspells. Any deck that plays around with big and high cmc creatures and spells is going to be subject to weakness to counterspells. Afterall, when someone trades a UU Counterspell for your 7GG mana entwined Tooth and Nail, you're gonna have a bad time. But we do have recursion, so unless they are throwing Dissipates at us left and right, we should be okay.
Humility. This card hoses a lot of decks, ours especially. With around 30 creatures, most of our deck revolves around creatures and their utility/damage. This strips them of both of them. Luckily we do have SOME outs, but they are few and far between.
Right now the goal of the deck is simple; sacrifice creatures for profit.. whether it is our own creatures or creatures we've stolen from the opponents(I prefer this one). When we sacrifice these creatures we can 1) Boost our creatures, particularly our general, 2) Draw cards, 3) Eliminate other creatures, 4) DEAL DAMAGE!
Please note: a lot of cards in this deck lend themselves to infinite combos, or are known for creating them, but I do not use infinite combos, on principle of the fact that I do not believe they belong in EDH.
The Breakdown
Kresh The Bloodbraided: This guy has too many interactions with the deck to call him the sole win-con. He can either get buffed up huge and voltron, be flung or essence scattered for tons of damage, or be sacrificed for card draw beyond your dreams. Most actions that we do in this deck will make him grow ever-bigger. The fact is that everything in this deck works for him and with him, thus The Boss.
The Main Men:
Kiki-Jiki, Mirror breaker: Copies any (nonlegendary) creature, and causes it to gain HASTE and DIE at the end of the turn. He literally fulfills everything the deck wants to do with its creatures.
Jarad, Golgari Lich Lord: The power sacrificer, punishes every opponent for 1BG and serves as one of our many many win cons by saccing a chain of creatures, or just a huge Boss Man.
Mikaeus, the Unhallowed: Undying for every creature that is going to die in this deck, which is just about.. all of them (except humans)? Doesn't affect the general.. but doesn't matter, if this guy hits the board and we have sac outlets.. hell will break loose.
Lord of Extinction: THE VANILLA BEAST. This guy's p/t can serve as a win-con in all sorts of ways. The only vanilla creature w/o utility in here just because he is so huge.
Thunderblust: Hasty beats with persist. Supa sexy and has a ton of power to work with.
Wurmcoil Engine: Such a champ of a card, sac this guy and he just splits himself up. Deathtouch lifelinker is too pro.
Puppeteer Clique: Steals any creature from the graveyard, giving it haste and your choice to do whatever you want with it. Persist is just a bonus on this guy.
Molten Primordial: Steals 1 creature per opponent, typically letting us sac them away after we're done with em.
Kokusho, the Evening Star: +15 life, -5 for all of your opponents. Such a great sac target, can really swing the game in your favor.
Stalking Vengeance: Every time we sac a creature with this guy out, someone pays for it. This guy is another reason why we don't even need an attack phase to win with this deck.
Ryusei, the Falling Star: Sweeps all those groundies away causing all sorts of triggers for you.
Tornado Elemental: Comes in, wraths all the birds in the skies. Essentially the foil to Ryusei.
Shriekmaw: Creature removal that can be evoked... or not!
Duplicant: Exile is the keyword we're looking for here. Comes in handy a lot more than you expect. Could get pretty fat too, depending on what it hits.
Sylvan Primordial: The most hated creature in commander. Takes care of 3x noncreature perms and ramps us up. Huge body to sac too.
Woodfall Primus: Another noncreature bomber. Doesn't ramp us but he can be sacced and come back again. What a G.
The Killers:
Fleshbag Marauder: Forces your opponents to sac some creatures, more than likely causing Kresh to get huge.
Slum Reaper: Fleshbag got a makeover and +1/+1.
[CARD]
Eternal Witness[/CARD]: The staple green recursion creature. Recurs whatever we need, gets skullclamped/podded, then do it all over again.
Phyrexian Reclamation: Cheap recursion at any time. 2 life does not matter- we have plenty of ways to gain that back. Good for if we can't get Genesis into the GY.
Genesis: Keeps those creatuers coming back. 2G is not much for us, and is no problem to get back any creature we want at any time so long as Gen is in the GY.
The Noncreature Support
Skullclamp: Staple in any deck running creatures, especially when they will be dying left and right. This card provides so much card advantage it's ridiculous.
Greater Good: Sac a creature, draw too many cards to count, then toss some into the graveyard to recur. This card makes this deck run.
Momentous Fall: Instant speed card draw from saccing a creature works for me. Plus gains us more life. Absolutely everything we need!
Disciple of Bolas: Momentous Fall on a stick, that checks power. Yeah, he's a creature, but he plays more like a spell that is just easier to recur. One of the best ways to draw in the deck just because he's easy to find.
Sylvan Library: Most of the times this is card quality over card draw, but if we really need the cards, or we have excess health we can abuse this card as much as we need.
Birthing Pod: One of the best cards in the deck. Searches for any card and puts it straight onto the battlefield AND sacs the first creature. Just too good, and everyone knows it. Use it while you have the chance.
Survival of the Fittest: Another tutor that is just too good for the format. One G and you can trade any creature in your hand for whatever creature you need. So clutch.
Natural Order: A sacrifice outlet and one of the best tutors in the game all in one. Spits out any of our green creatures for a green creature. A nice trade.
[CARD]
Green Sun's Zenith[/CARD]: Another green creature only tutor, but that's fine. We have a lot of valuable green creatures to find at any time, and this can even be used to just ramp us with a creature.
Dimir House Guard: A tutor, a sac outlet, and an evasive sword carrier all in one. Mostly going to be used for a tutor for B. Pod, Greater Good, Disciple, or anything else, though. Awesome card, can't even believe he's a common.
Tooth and Nail: The win-con tutor. Get whatever two creatures you need to close out the game, and.. well.. close out the game sonny!
Demonic Tutor: The most basic and best tutor in the game. Find whatever you want. The world is your oyster.
Vampiric Tutor: Second best tutor in the game. Do the same this time, but put it on your top deck and lose 2 life.
Grim Tutor: The final catch-all tutor. Find what you need bro. Find it. And use it.
Krosan Grip: Some sorcery removal that hits problem artifacts. I have a lot of creature removal, but this is a spot I lack in.
Vandalblast: The best artifact sweeper in EDH right now. Can really hit a ton of targets for a good cost. Or just take out one target for cheap.
Nature's Claim: Same thing with Krosan Grip, but cheaper to cast.
Grave Pact: If this sticks, it will be our most reliable form of removal. Creatures are always dying on our side, so theirs will follow.
Damnation: Just a cheap effective sweeper.
Darksteel Plate: Protection for Kresh or any other high-value creature that we don't want to sacrifice (right away).
[CARD]
Sword of Feast and Famine[/CARD]: Untapping lands is always good, plus some protections and boosts.
Swiftfoot Boots: Classic booties that still allow us to target the creature for sac/trample/etc.
Sneak Attack: Cheats out creatures with haste, causes us to sac them at the end. This is a super enchant.
Mimic Vat: Creatures will be dying, what better way to play them over and over than the vat? Works on enemy creatures too, bonus points.
Garruk, Caller of Beasts: Potential card advantage and the ability to cheat out green creatures makes this PW a good choice.
Fling: A sac outlet that can take out a creature or do mucho damage.
Berserk: Can be a game ender in one fell swoop if any creature has respectable power. We do't' even need to use it on our own creature if we don't want to.
The Chopping Block
Cards that are underperforming and may be cut go here.
===========================================
CHANGELOG:
8.27.2013
Elvish Piper ===> Sneak AttackEssentially doing the same thing (in this deck) except that Sneak Attack can:
1. Do it multiple times a turn
2. Avoid creature sweepers
3. Give the creature haste
4. Force sacrifice of creature
It's just better on all fronts for this deck, besides the fact that it can't be clamped or podded.. but that's okay.
Forgotten Ancient ===> Puppeteer CliqueForgotten Ancient is a beast at doing one thing. Growing. And that really is not enough utility for this deck anymore. Yeah, big creatures are good for the deck, but utility is the most important factor in EDH. Ancient was not providing any utility, so it had to be cut.
Clique, on the other hand gives TONS of utility. Clique:
1. Exiles evil creatures from graveyard decks
2. Can be sacced twice.
3. Provides heavy aggression, and the ability to sac enemy creatures for value.
4. Block fliers!
5. Persists.
Lord of Extinction ===> Acidic SlimeIt seems like a sin to cut Lord of Extinction from a deck all about sacrificing fatties. But it's more of a sin to not be running Acidic Slime. Utility my friends.
Rakdos, Lord of Riots ===> Grave PactI just don't think Rakdos was the right fit for this deck. We have G so reducing costs is not that huge of a deal. Grave Pact is super synergistic with the deck. Hopefully it doesn't get removed too much.
Taurean Mauler ===> BloodghastAnother fatty with no utility that can't remain in the deck. Bloodghast provides a repeatable sackable body, and that is worth a LOT of value and utility.
Blasphemous Act ===> Flametongue KavuBlasphemous Act was the weakest creature wipe in the deck, so I decided to put another creature that helps with the deck's strategy in instead.
Innocent Blood ===> Fleshbag Marauder
Trading a spell that I would never be able to reuse for a creature that provides infinitely more value out of the same effect.
Diabolic Tutor ===> ShriekmawToo many tutors, and this was the most expensive one. Nothing wrong with a little more creature removal in Kresh!
Beast Within ==> Nature's ClaimBeast Within is too mana intensive(to kill one thing..) and I have tons of ways to kill creatures. Here we go.
8.28.2013
Miren, the Moaning Well ===> Diamond ValleyMiren is too expensive to activate 90% of the time. Valley doesn't tap for mana without Urborg out, but I think it'll still be worth it. I also might add Chromatic Lantern in here for some support.
Rootbound Crag ===> Bojuka Bog
Needed some grave hate, and forgot to add Bojuka Bog in the first place. Took out the weakest of the three non-fetchable dual lands(idk their technical term, nor do I care)
Cavern of Souls ===> Reflecting PoolToo many varied creature types for Cavern to be any good. Reflecting Pool could help smooth my mana base out as another 3 color land technically.
Boseiju, Who Shelters All ===> Windswept HeathWith the removal of Cavern, I've decided to find other ways to stop counterspells than through lands. Another fetchland would prove useful.
Other Changes:
Phyrexian Arena ===> Defense GridPhyrexian Arena was too much of a sluggish control card for an aggro combo deck. I love the card, but I have way more ways of producing card advantage in this deck.
Defense Grid should help with one of the deck's main weaknesses; instant-speed disruption, which was really messing with the ebb and flow of the deck.
Consuming Vapors ===> Slum ReaperI hate this change because Vapors is one of my favorite pet removal cards. I love that it does it twice, but Slum Reaper will be hitting all my opponents, essentially creating the same amount of VCA, but is also more recurrable and abusable with the deck.
Grab the Reins ===> Zealous ConscriptsA creature replacement. Sure it doesn't have the added Fling effect, nor is it an instant but being a creature makes up for that. I hate that it goes infinite with kiki, but what can you do?
Kalonian Hydra ==> Lord of ExtinctionSure, Kalonian Hydra doubles the counters on Kresh, but you know what more than doubles them without having to attack? LoE! This will be my single vanilla fatty and I'm happy about it because it fits more with the theme. Hydra is more for counter decks.
Worldly Tutor ===> Tornado ElementalA huge jump in CMC but this card serves as an additional wrath that is right on the curve to go from Ryusei>Tornado Elemental. Ryusei has been so good for this deck so I know that its ground-to-flying counterpart will be just as good.
Nature's Claim ===> ThunderblustI've been wanting to add this card in here forever.
Terminate ===> Sakura-Tribe ElderWith a higher mana curve we require more ramp. bazinga.
Garruk, Primal Hunter ===> Chromatic LanternTaking out the lonely planeswalker for some mana fixing.
8.29.2013
Burnt Offering ==> Vampiric TutorVampiric Tutor somehow got lost in the shuffle while changing cards around and I didn't even realize. Burnt Offering wasn't doing enough for me, and I need the extra tutor to find the engines that make this deck work.
Dragonskull Summit ==> Volrath's Stronghold
This deck needs to recur creatures pretty much every game to stay relevant, and while this is a weakish way to do it(putting it on the top deck), it still gets the job done.
Woodland Cemetery ===> Marsh Flats
Fetches are really coming in handy.
Black Sun's Zenith ==> Vandalblast Subbing out the weakest wipe in the deck for the strongest artifact sweeper in EDH. A lot of my creatures already deal with creature problems, I have a bigger problem in noncreature permanents. BSZ, while good, is a bit too mana intensive to wipe the board with.
Acidic Slime ===> Krosan GripSlime just wasn't pulling his weight, and after I lost to Humility straight out, I needed some noncreature destruction.
Rancor ==> Nature's ClaimMore spot removal not attached to creatures since apparently that screwed me over pretty hard.
Zealous Conscripts ==> Duplicant
Conscripts always sputteringly did very little and Molten Prime was always way better for 1R more. Duplicant will give us some exile, which we really need.
Flametongue Kavu ===> Mikaeus, the UnhallowedKavu was really just turning out to be lackluster removal. Mikaeus should prove to be part of a serious recurring engine.
Defense Grid ===> Viridian EmissaryGrid, while a good card, got hated out wayyy too much. Since my curve seems to be ever-rising I added another ramp card that is also good for the pod chain/skullclamp
Bloodghast ===> Dawntreader ElkBloodghast is good with one card: Skullclamp. This entire deck is good with Skullclamp. The built in recursion is nice, but without skullclamp on board he doesn't do anything.. More ramp.
Essence Harvest ===> Dimir House GuardA card that a) I barely ever saw and b) was very win-more(... not really a win-con unless I already had enough power to win..) is being cut for a card that offers both a sac outlet, evasive sword carrier, and most importantly a tutor for some of the most important tutorable cards in the deck (Momentous Fall, Disciple of Bolas, Birthing Pod, Greater Good, Damnation) Yeah. He's in.
8.31.2013
[CARD]
Dawntreader Elk[/CARD] ===> Regrowth
More recursion. I didn't like the elk, and I needed more ways to bring back Birthing Pod from the graveyard when it gets blasted.
9.13.13
Decree of Pain ==> Garruk, Caller of Beasts
Decree of Pain has proven to be a very slow sweeper that does not net enough cards for its cost, so I've cut it from the list. The change was between Garruk PH, or Garruk CoB, decided on this one cause I've never used it before, but this could change to Primal Hunter very soon if CoB doesn't work out.
Please, comment with advice/critique or just your experience with a similar deck! :] And if you enjoyed this list, check out my DAMIA: Refueled Control deck or my CROSIS: Wheel and Deal deck!
Username: Cabz
Malignus
Lord of Extinction
Phyrexian Dreadnought and
Mossbridge troll
Also Sewer Nemesis can be pretty large
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
It's funny that you mention that lol because if you look at my Changelog (at the very bottom of the post) I took out all the vanilla fatties that did nothing but be fatties. I know it's weird, but I wanted more utility creatures versus fat things. Kresh gets so fat by himself its almost unnecessary to have other fat guys.
With that being said I might add Lord of Extinction back just because he is so huge and can end the game with a number of cards.
Thanks for the tips! :]
Username: Cabz
I'm going to be taking out most of the removal that isn't attached to creatures and go for almost an all creature build besides tutors and wipes. This way I can play around counterspells and other instant-speed crap while having a toolbox of creatures to both empower my general and my deck itself. I want to be doing most of the work on my turn anyway, so instant speed spells are sort of obsolete, despite their cheapness. This type of deck begs for more creatures, so more creatures it shall receive.
While I will be giving up some cheap removal i.e. Terminate and Nature's Claim, it will be compensated by having more access to repeatable removal, which is probably more important in multiplayer EDH anyway.
Miren, the Moaning Well ===> Diamond ValleyMiren is too expensive to activate 90% of the time. Valley doesn't tap for mana without Urborg out, but I think it'll still be worth it. I also might add Chromatic Lantern in here for some support.
Rootbound Crag ===> Bojuka Bog
Needed some grave hate, and forgot to add Bojuka Bog in the first place. Took out the weakest of the three non-fetchable dual lands(idk their technical term, nor do I care)
Cavern of Souls ===> Reflecting PoolToo many varied creature types for Cavern to be any good. Reflecting Pool could help smooth my mana base out as another 3 color land technically.
Boseiju, Who Shelters All ===> Windswept HeathWith the removal of Cavern, I've decided to find other ways to stop counterspells than through lands. Another fetchland would prove useful.
Other Changes:
Phyrexian Arena ===> Defense GridPhyrexian Arena was too much of a sluggish control card for an aggro combo deck. I love the card, but I have way more ways of producing card advantage in this deck.
Defense Grid should help with one of the deck's main weaknesses; instant-speed disruption, which was really messing with the ebb and flow of the deck.
Consuming Vapors ===> Slum ReaperI hate this change because Vapors is one of my favorite pet removal cards. I love that it does it twice, but Slum Reaper will be hitting all my opponents, essentially creating the same amount of VCA, but is also more recurrable and abusable with the deck.
Grab the Reins ===> Zealous ConscriptsA creature replacement. Sure it doesn't have the added Fling effect, nor is it an instant but being a creature makes up for that. I hate that it goes infinite with kiki, but what can you do?
Kalonian Hydra ==> Lord of ExtinctionSure, Kalonian Hydra doubles the counters on Kresh, but you know what more than doubles them without having to attack? LoE! This will be my single vanilla fatty and I'm happy about it because it fits more with the theme. Hydra is more for counter decks.
Worldly Tutor ===> Tornado ElementalA huge jump in CMC but this card serves as an additional wrath that is right on the curve to go from Ryusei>Tornado Elemental. Ryusei has been so good for this deck so I know that its ground-to-flying counterpart will be just as good.
Nature's Claim ===> ThunderblustI've been wanting to add this card in here forever.
Terminate ===> Sakura-Tribe ElderWith a higher mana curve we require more ramp. bazinga.
Garruk, Primal Hunter ===> Chromatic LanternTaking out the lonely planeswalker for some mana fixing.
The op will be updated shortly to reflect these changes, including the card explanations, images, and decklist.
Username: Cabz
Haha thanks. I actually despise infinite combos and don't use them. Even though it was in the deck I wouldn't ever utilize it.
That said, Conscripts has been cut along with many others...
8.29.2013
Burnt Offering ==> Vampiric TutorVampiric Tutor somehow got lost in the shuffle while changing cards around and I didn't even realize. Burnt Offering wasn't doing enough for me, and I need the extra tutor to find the engines that make this deck work.
Dragonskull Summit ==> Volrath's Stronghold
This deck needs to recur creatures pretty much every game to stay relevant, and while this is a weakish way to do it(putting it on the top deck), it still gets the job done.
Woodland Cemetery ===> Marsh Flats
Fetches are really coming in handy.
Black Sun's Zenith ==> Vandalblast Subbing out the weakest wipe in the deck for the strongest artifact sweeper in EDH. A lot of my creatures already deal with creature problems, I have a bigger problem in noncreature permanents. BSZ, while good, is a bit too mana intensive to wipe the board with.
Acidic Slime ===> Krosan GripSlime just wasn't pulling his weight, and after I lost to Humility straight out, I needed some noncreature destruction.
Rancor ==> Nature's ClaimMore spot removal not attached to creatures since apparently that screwed me over pretty hard.
Zealous Conscripts ==> Duplicant
Conscripts always sputteringly did very little and Molten Prime was always way better for 1R more. Duplicant will give us some exile, which we really need.
Flametongue Kavu ===> Mikaeus, the UnhallowedKavu was really just turning out to be lackluster removal. Mikaeus should prove to be part of a serious recurring engine.
Defense Grid ===> Viridian EmissaryGrid, while a good card, got hated out wayyy too much. Since my curve seems to be ever-rising I added another ramp card that is also good for the pod chain/skullclamp
Bloodghast ===> Dawntreader ElkBloodghast is good with one card: Skullclamp. This entire deck is good with Skullclamp. The built in recursion is nice, but without skullclamp on board he doesn't do anything.. More ramp.
Username: Cabz
You have Fleshbag Marauder in the primer, but not in the decklist. Oversight, or missed change?
BR Sleeper Ascension - Casual
Oversight!!! Thank you
Username: Cabz
One card I've been liking a lot with Birthing Pod is Nim Deathmantle. Pay to get back the thing you lost and maybe trigger an ETB effect again. It also keeps Kresh from getting blocked by Sun Titan, white tokens, and random Blue Sphinxes and what not.
Dosan the Falling Leaf is a really good idea to replace Defense Grid. I thought about City of Solitude, but that will face the same amount of hate. Thorn of Amethyst would probably work out, but tax effects always come back to bite me in the ass I think, and if anything that would get MORE hated out than D. grid. haha.
Nim Deathmantle is a card that a lot of people swear by, but I always found the 4 mana to be way too expensive to leave open. I use lands to give Kresh fear/trample, and as far as recursion I have Mike in there to give a similar effect (though I want to try out Cauldron of Souls in this role).
Thank you for your response, as usual.
In other news, I'm really satisfied with where the decklist is at at the moment. It's still a bit weak to counterspell and graveyard decks though, so that may be an incoming change. Besides that it is an extremely strong deck considering that JUND is not the best color combo. All of the changes have been very effective.
Username: Cabz
Haha. Hi Beus. Mindslicer would hurt me too much in this deck I think. I need muh cards. I use that ***** in my Damia deck to great effect though ;).
The black primordial is always a consideration. I prefer the Red one in this deck, but Sepulchral could always be added. That actually sounds perfect, it'd be more about finding space for him in the curve. Thanks for the rfeedback broski.
Username: Cabz
9.13.13
[SPOILER]
[LIST]
Decree of Pain ==> Garruk, Caller of Beasts
Decree of Pain has proven to be a very slow sweeper that does not net enough cards for its cost, so I've cut it from the list. The change was between Garruk PH, or Garruk CoB, decided on this one cause I've never used it before, but this could change to Primal Hunter very soon if CoB doesn't work out.
[/SPOILER]
List tags are malformed.
Username: Cabz
First, I see you've got Mikaeus, perhaps you could also include Triskelion for the combo (Bonus with Tooth and Nail ) . You won't make many friends if you use it constantly but it can get you out of trouble.
Second, Inkmoth Nexus can be game-winning with the Kessig WolfRun you've got. It was good in Standard and I have seen it get just as good in EDH.
Special thanks to Heroes of the Plane Studios for the avatar and Inkfox Aesthetics for the sig.
Vaevictus Asmadi, Creator of [The Spirit of EDH]
EDH Decks
BRGProssh, the Chump-Block DragonBRG
BRGVaevictis Asmadi-Hoarder of ManaBRG