Showing posts with label EDH. Show all posts
Showing posts with label EDH. Show all posts

Tuesday, August 18, 2015

Magic Monday - Zombie Tribal EDH

Yeah, it's Tuesday morning.  I know.  I just didn't get this done in time to make Monday, and I didn't want to wait nearly a full week to post it.  Hopefully future Magic posts will fall on Mondays so that the title doesn't lose all meaning...

Until recently, I hobbled all of my commander decks together with cards already in my collection.  Doing so is a fun, challenging exercise, and it keeps me from getting overwhelmed by the entire catalog of Magic's history, but it also limits my decks' overall power level.  For my first "built from scratch" EDH deck, I decided to expand a casual constructed deck I'd played off and on for years - zombie tribal.

The basic idea is simple: stuff the deck full of as many quality zombies and zombie-related cards as possible.  There are lots of zombie lords in Magic's history, so it is pretty easy (and fun!) to assemble a massive zombie horde to overwhelm your opponents.

Choosing a Leader for the Horde
Before getting to all those juicy zombie lords, we need to decide on a commander.  With the amount of zombie support in Magic, it's a little surprising that there are only 17 eligible zombie commanders.  Most of those creatures don't support a tribal theme very well (though many are obviously strong commanders), so I think we're really down to 6:

Balthor the Defiled - awesome if you can consistently fill your graveyard with zombies.
Geth, Lord of the Vault - fits nicely into a reanimation-themed zombie deck.
Grimgrin, Corpse-Born - a scary dude with nice synergy with both dying and reanimating zombies.
Jarad, Golgari Lich Lord - another dude with good synergy with dying zombies and filling your yard.
Mikaeus, the Unhallowed - makes the rest of your team really frightening.
Sedris, the Traitor King - yet more synergy with graveyard shenanigans and reanimation.

 A zombie tribal deck is undoubtedly going to be heavily black, so what can blue, red, and green get me?

Green is a pretty weak addition to the tribal theme.  Jarad gives us 13 more zombies, though only a couple of those are exciting (Ghoultree and Lotleth Troll are the only ones that really impress me).  It also gives access to enchantment and artifact hate that you can't get in black.  Is it really worth watering down the zombie theme to play Back to Nature?  Pssh, of course not.  Jarad's out.

Sedris brings a few more friends to the game (18, in fact), but I'm even less impressed with these, and his unearthing ability probably doesn't play terribly well with all the zombie lords.  He does fill one of the holes in black's gameplan with artifact destruction, but I'm not convinced that widening the mana base is really worth all that.

Blue comes with the normal suite of counterspells and bounce effects (Cyclonic Rift is an excellent board wipe), which is nice.  Plus there are 29 more zombies to accompany Grimgrin, and many of those fit the tribal theme well - Diregraf Captain is almost enough to make me want to run blue by itself.

However, there are two big features that push blue over the top - Rooftop Storm is just stupid in a zombie deck, and clones to copy your lords (or your opponents' scariest creatures) seem like excellent value in this sort of deck.

There are obviously good arguments for each of the other commander candidates, but Grimgrin is going to allow me to accomplish my goals (armies of huge zombies) more effectively than the others.

Looks like I've settled on Grimgrin, Corpse-Born.  Now to fill out the deck.


Flesh to Fuel the Apocalypse - Creature Selection
I keep ranting about zombie lords, so let's start with those.

Anything that buffs zombie power and toughness is an easy pick:


While not specifically zombie lords, Adaptive Automaton, Coat of Arms, and Mikaeus, the Unhallowed slot quite nicely into this deck as well.

(As a side note, Risen Executioner fills this role very well, too, I just don't have a copy of it yet).

There are some other cards that synergize with an army of the undead.  Things like:

We're already committed to blue, so why not add some clone effects to double some of those lords' effects?  There's always the potential upside of copying one of your opponents' problem creatures, so a handful of clones can give us some extra reach:


  • Clever Impersonator - copying a planeswalker or Coat of Arms gives this one even greater upside
  • Clone - the classic
  • Evil Twin - copy a lord or use it as removal against an opponent's problematic creature
  • Phantasmal Image - a cheap, albeit not very resilient, clone effect
  • Phyrexian Metamorph - like Clever Impersonator, cloning an artifact could be a serious gain
  • Rite of Replication - the big daddy of clone effects, target Undead Warchief to give your team 10 extra power, or hit a Vengeful Dead and start saccing zombies to your commander


Filling out the rest of the creature suite comes down to getting strong effects on decent bodies.  This goal is doubly important because we may have some trouble dealing with certain types of opposition if we stick to the theme, so getting removal along with our creatures is important.  Also remember that effects that hit all opponents are amplified in multiplayer commander games, so those may be worth a bit more than they otherwise would.

Here are the "filler" zombies I've chosen to include in my deck:

  • Coffin Queen - reanimation on a stick; it's slow, but it can be a big deal once it gets going
  • Eastern Paladin - the textbox is blank against some decks, but a 3/3 for 4 isn't the worst thing in the world (especially with some lords in play); repeatable removal is worth the downside, I think
  • Empty the Pits - not a creature exactly, but it makes them, and it can make a ton of them late in the game; great for sealing the deal or recovering from a wrath
  • Entrails Feaster - also a bit slow, but this little kitty can help purge troublesome creatures from your opponents' graveyards
  • Fleshbag Marauder - an edict effect that is occasionally a powerful creature and is a zombie for all your cards that care; yep, this goes right in the deck
  • Forlorn Pseudamma - one of the weaker choices, this one can (slowly) let you build up an army from nothing, so I think it's worth a card slot just as extra wrath insurance
  • Ghoulraiser - recur a zombie card from your graveyard; the fact that you don't choose it kind of stinks, but the upside is still there
  • Gloomdrifter - if you have Threshold, this guy could clear some nonsense off the board; it won't kill anything truly terrifying (unless you hit it with Rite of Replication), but it's a great answer to token decks
  • Gravecrawler - pure, aggressive value; the added bonus of an infinite combo with Grimgrin and Rooftop Storm can sometimes end games you had no business winning
  • Gravedigger - digging a lord out of the yard is easily worth the slot
  • Gray Merchant of Asphodel - did you know this guy's a zombie? An amazing win condition on his own, clone effects make him truly miserable for your opponents
  • Gurmag Angler - a 5/5 is worth almost any cost in this deck, and casting him on the cheap with Delve seems downright rude
  • Lifebane Zombie - a 3/1 ain't bad, but his ETB effect can strip a vital card from an opponent's hand
  • Liliana's Reaver - if you can connect, that effect can ravage your opponents' hands and build an army at the same time; pure value
  • Moan of the Unhallowed - making a couple zombies is already nice, but flashback makes it that much sweeter
  • Plaguebearer - it gets prohibitively expensive fast, but repeatable removal is always valuable in Commander
  • Possessed Skaab - it's Eternal Witness for zombies! a solid addition all around
  • Servant of Tymaret - this little guy's Inspired ability drains all opponents, and natural regeneration can hold the fort if needed; he's probably one of the weakest cards in the deck, but he certainly plays a role
  • Siren of the Silent Song - this Inspired ability also hits all opponents, and it's a lot easier to trigger this one; landing this siren on turn 3 can quickly leave everyone else at the table Hellbent
  • Skaab Ruinator - you can't always cast this monstrosity, but when you can, it's immediately a serious threat
  • Skinrender - another source of removal, and sometimes weakening a problematic creature can mean the difference between winning and losing
  • Vengeful Pharaoh - conditional removal, but when he's in your yard, other players are dissuaded from attacking you
  • Western Paladin - like his Eastern counterpart, a vanilla 3/3 in some matchups, but a serious threat in others

Growing a Healthy Horde - Support Cards and Manabase
Given our creatures, we're playing a pretty aggressive game, and we have a few ways to deal with roadblocks as they arise.  However, we could use some more ways of dealing with the most problematic threats our opponents could present.  Let's start with some removal:

  • Call to the Grave - a repeated edict for everyone not playing mono-zombies; definitely one of the most powerful cards in this deck
  • Cruel Revival - I'm not usually a fan of targeted once-off removal in EDH, but getting a key creature back to your hand seems worth the more limited effect
  • Cyclonic Rift - aside from clones, this is the only card that isn't death or zombie themed, but it's important to have another safety valve to keep other decks in check
  • Dictate of Erebos - Grimgin lets you sacrifice creatures at will, so paired with your commander, you can usually clean up a lot of the problems on the table
  • Life's Finale - the added upside of pulling scary creatures from someone's deck (and lower relative real-world cost) make this my preferred black wrath for EDH over Damnation
  • Necromantic Selection - kill everything but choose one creature to come back as a zombie on your side of the battlefield; stellar in this deck
  • Syphon Flesh - another edict effect, but this one grows the horde, so I like it here

At this point, one thing we're missing is card advantage.  We have a couple of useful effects between Gravedigger and Grave Defiler, but it could be easy to run out of gas in the face of repeated board wipes or otherwise powerful removal.  There aren't a whole lot of options on-theme, by trying my best to stick to the flavor of death and decay, here are my card advantage choices:
  • Grave Betrayal - come out way ahead in the face of traditional board wipes, and make any creature's death terrifying for your opponents
  • Necromancer's Stockpile - ditch a zombie that's not too useful for current circumstances (like one of the Paladins, for example), get a creature, and draw a card? Sign me up!
  • Reprocess - turn late-game lands or useless creatures into more cards, or use it as a sac outlet to ping opponents with Diregraf Captain or Vengeful Dead
Finally, we need to be able to cast all our spells.  This is a particularly rough task, as we are primarily black, but we want to be able to cast our commander consistently, and we have a few double-blue costing spells.  As such, I've gone pretty hard on the fixing (maybe too hard, so it's definitely worth tweaking).  Here's the manabase of my current iteration of this deck.

First, lands (and an artifact) that generate both colors:
Then, I looked into utility lands, but I only found three that were really compelling:
  • Bojuka Bog - emptying someone's graveyard can be important in many Commander games
  • Unholy Grotto - while this one doesn't tap for colored mana, the ability to recur creatures is a massive boon
  • Urborg, Tomb of Yawgmoth - making all lands tap for black isn't all that important, as we're black-heavy anyway; the real benefit of Urborg is the occasional upside of making your opponents' lands swamps, so Zombie Master makes all your dudes unblockable

Finally, we need to fill in the rest with basics:
  • 5 Islands
  • 20 Swamps
And there you have it, the most entertaining Commander deck I've ever built and/or played.  It often ends up playing like an aggro deck, looking to land early creatures and attack often.

Thoughts on Optimization
There were three important decision points in the process of building this deck that are worth briefly discussing.

First, I tried to keep the deck relatively cheap - that's why things like Damnation aren't included.  The manabase is easily the most costly part, but I built it mostly out of lands I already owned, so it didn't cost me anything extra.  If you're looking to build the deck, though, you can certainly skimp on some of the more expensive lands in favor of more basics; I've never had serious color issues with this deck, so I was probably too careful with it anyway.

Second, I opted to stay away from the Innistrad zombie theme of self-mill because there is a good deal of graveyard hate in my playgroup.  It scares me to go too heavily in the direction of using my yard as a resource because things like Rest in Peace completely shut that gameplan down.  If you're not worried about that sort of thing in your playgroup, you may be able to get a more powerful deck by throwing in a Skaab Goliath and an Armored Skaab or other things to stock your graveyard.

Third, I avoided tutor effects entirely.  Demonic Tutor and Sidisi, Undead Vizier would both be terrifying additions to this deck.  This decision is a result of my philosophy on EDH - one of the reasons I like the format is that each game feels totally different (as opposed to competitive formats, where decks are designed to be consistent).  Tutor effects make Commander games feel the same, as players often search for the same two or three cards each game.  As a result, I like to stay away from those kinds of things unless absolutely necessary, and I think this deck has enough punch to not need any tutor effects.  If you're looking to build the most powerful, consistent deck you can, you should definitely add some, though.

Take this list, customize it, and crush your friends under the rotting flesh of a zombie apocalypse.  I hope my thoughts can inspire someone out there to think about building a crazy tribal EDH deck!

Monday, September 2, 2013

Monday Magic - Bruna the Aura Collector (EDH)

As I have gotten more experience with the EDH format, I've wanted to start using a somewhat less standard deck.  The two decks I've used to the point (Varolz, the Scar-Striped and Niv-Mizzet, Dracogenius) follow a relatively simple formula: play big nasty creatures and try to capitalize on the commander's gimmick.

Instead of building a deck that emphasizes beefy creatures, I decided that I wanted to use Bruna, Light of Alabaster as my commander.  The game plan is thus very different - buff Bruna enough to get one-hit kills on my opponents.  Running an aura-heavy deck should make Bruna a significant threat the moment she hits the field, and removal isn't a problem, as she's able to grab auras from my graveyard.

This strategy is significantly more technical than the other decks I've built, so it's going to require a lot of tweaking to get right.  (It doesn't help that I don't have too many excellent blue or white auras...)

When choosing cards for this deck, I tried to keep three basic things in mind:

First, and most obviously, I need to run a bunch of things that pump Bruna.  Along with auras, I've included some other enchantments (like True Conviction) and a few creatures that synergize with enchantments (like Mesa Enchantress).  Since I'm expecting Bruna to draw a lot of hate, I've also included a couple ways to give her haste or hexproof (Swiftfoot Boots does both) to help mitigate the damage.

Second, Bruna's converted mana cost of 6 makes her a rather late addition to the battlefield, so I need to make sure I survive long enough to get her into play.  To keep with the enchantment theme, I've tried to include passive deterrents to attack (Sphere of Safety fits well, but other effects like Dissipation Field and the much less enchanted Norn's Annex seem good, too) in lieu of powerful blockers.  I figure this is the biggest hole in my current gameplan, but we'll have to see how it works out.

Third, I need to cycle through my deck to grab as many auras as possible, and I need to make sure I hit land drops (because I expect to be spending a lot of mana to revive Bruna repeatedly).  Tossing auras into my graveyard isn't a problem, as Bruna can fetch them from there, so I've included a number of ways to cycle cards out of my hand to run through my deck (I think Merfolk Looter is the most efficient), plus some general deck stacking (like Petals of Insight).

I think the whole thing comes together reasonably well, leading to a deck that is pretty cohesive.  I have a couple ways to deal with some of my biggest threats (exiling my graveyard totally castrates me, so I'm running things like Stony Silence to block some common graveyard hate).

Here's the current build:

Commander:
Bruna, Light of Alabaster

Creatures:
Auramancer
Avacyn, Angel of Hope
Elgaud Shieldmate
Isperia, Supreme Judge
Kor Sanctifiers
Luminate Primordial
Merfolk Looter
Mesa Enchantress
Murder of Crows
Spectral Gateguards
Stoneforge Mystic
Urbis Protector

Instants:
Banishing Stroke
Sphinx's Revelation
Think Twice

Sorceries:
Divine Reckoning
Flux
Heed the Mists
Petals of Insight

Artifacts:
Azorius Cluestone
Azorius Keyrune
Fieldmist Borderpost
Mask of Avacyn
Necropouncer
Norn's Annex
Swiftfoot Boots

Enchantments:
Angelic Destiny
Cloak of Mists
Dissipation Field
Divine Favor
Drake Umbra
Eel Umbra
Eldrazi Conscription
Ethereal Armor
Ghostly Touch
Green Scarab
Holy Mantle
Honden of Seeing Winds
Indomitable Will
Insight
Knightly Valor
Lifelink
Mind Control
Murder Investigation
Oblivion Ring
Orim's Prayer
Psychic Surgery
Righteous Authority
Sigil of Sleep
Spectral Flight
Sphere of Safety
Spirit Mantle
Stony Silence
Traveler's Cloak
Tricks of the Trade
True Conviction
Volition Reins
Way of the Thief

Planeswalkers:
Venser, the Sojourner

Lands:
Azorius Guildgate
17 Island
22 Plains

Assuming I can survive the first several turns, this deck seems like it'll be a solid threat, and I think it'll be a lot of fun to play.  There's still some fat that could be trimmed, as I've included some cards that don't fit with the above considerations or deal with direct threats (or at least, they don't deal with threats very well), but I don't think I own any cards that would fit into the theme more comfortably.   I also need to get some more powerful auras (I'd definitely like to replace things like Divine Favor).  Maybe some other changes will become clear as I test the deck a bit.

Monday, June 17, 2013

Monday Magic - EDH with the Dracogenius - Niv-Mizzet as Commander

Following my last EDH blog, I was excited to start concocting another deck.  I wanted to avoid any color overlap with my existing deck (Varolz, the Scar-Striped, black and green), as it already had most of my good EDH-worthy cards in those colors and I don't want to have to switch cards between decks if I can help it.  Those restrictions ultimately brought my choice down to two creatures: Niv-Mizzet, Dracogenius and Isperia, Supreme Judge.  I ultimately chose the Dragon over the Sphinx because he gives a more reliable (and safer) way of asserting card dominance.

The deckbuilding proceeded essentially as before: I included all the big nasty rares that likely would never see regular constructed play, and I tried to maximize the use of spells that affect "opponents" or "opponents' creatures" to get the best possible results.  I tried to stick to the card drawing theme by including a bunch of spells to give me tons of options (Mind Unbound and Enter the Infinite being the biggest ones), some spells to restrict my foes (Jin-Gitaxias, Core Augur), and a few things to help me abuse those powers (Beacon of Tomorrows for extra turns, Elixir of Immortality to keep from milling myself to death).  Throw in the most annoying counterspell in Magic (Time Stop), and you have a pretty reasonable EDH deck.

Here's the setup:

Commander:
Niv-Mizzet, Dracogenius

Creatures:
Aetherling
Diluvian Primordial
Djinn of Wishes
Flameborn Viron
Flayer of the Hatebound
Harbor Serpent
Hellrider
Hypersonic Dragon
Invader Parasite
Jin-Gitaxias, Core Augur
Keiga, the Tide Star
Kuldotha Ringleader
Mindclaw Shaman
Mindshrieker
Molten Primordial
Myojin of the Seeing Winds
Nivix Guildmage
Rage Nimbus
Ripscale Predator
Scourge of Geier Reach
Slumbering Dragon
Sphinx of Uthuun
Stormtide Leviathan
Tyrant of Discord
Valakut Fireboar
Voidwielder

Instants:
Counterlash
Cyclonic Rift
Essence Backlash
Magmaquake
Mindstatic
Redirect
Reverberate
Rock Slide
Street Spasm
Time Stop

Sorceries:
Alpha Brawl
Beacon of Tomorrows
Cerebral Eruption
Cone of Flame
Devastation Tide
Enter the Infinite
Fire Tempest
Fireball
Into the Maw of Hell
Lava Burst
Meteor Shower
Rolling Temblor

Artifacts:
Dreamstone Hedron
Elixir of Immortality
Feldon's Cane
Izzet Cluestone
Izzet Keyrune
Izzet Signet

Enchantments:
Curse of Echoes
Mind Control
Mind Unbound
Numbing Dose
Volition Reins
Warstorm Surge

Planeswalkers:
Ral Zarek

Lands:
18 Island
Izzet Guildgate
19 Mountain

I was able to play one game with this deck a couple weeks ago, and although I think it ended up a bit weaker than my Varolz deck, I like it a lot more.  Instead of just being built out of a solid mechanic (Scavenge), this deck makes sillier plays throughout the game, making it more fun to use.  That's based on only one test run, though, so I'll need to play with it a few more times before I really settle on an opinion of it.

Monday, May 27, 2013

Monday Magic - Varolz as EDH Commander

Despite playing tons of Magic over the last few years, I have never gotten into EDH.  EDH (Elder Dragon Highlander, so-named after a set of "Elder Dragon" cards printed way back when; also known as Commander) is primarily a multiplayer game format where each player's deck revolves around a single legendary creature (their "commander").  The basic gameplay is the same as a normal constructed free-for-all, with the one exception being the commander.

Instead of shuffling your commander into your deck, you keep it separate in what's called the "command zone."   You can cast your commander from the command zone as normal, and whenever it is killed or exiled, you can opt to throw it back into the command zone (if it goes into your hand or library, you don't get the choice).  From there, you can recast your commander, except that it costs an additional two colorless mana for each time it's died.

Other than that, the gameplay proceeds as normal.

The only other difference from standard constructed is that your deck must be built around your commander.    To enforce this restriction, you can only use cards that contain mana symbols corresponding to one of your commander's colors; no other mana symbols can appear anywhere in your deck, even in the text box.  For further craziness, your deck must be exactly 100 cards (including your commander), and you're only allowed to run one copy of each card that's not a basic land.

This format gets pretty insane, with super-powerful commanders granting nasty combos.  It's also a pretty slow format, as most commanders are rather expensive, so it gives players a chance to play those big brutal mythics that wouldn't ordinarily get a chance to hit the board.

It's a totally different Magic experience, and it makes use of parts of your collection that probably won't get much play otherwise, so it can be a ton of fun.

Anyway, in the last week I built my first-ever EDH deck.  My collection is rather lacking in epic legendary creatures with absurd abilities, so Varolz, the Scar-Striped stood out as the most appealing choice.  The deck evolved pretty naturally from there, including all the big green and black beasts I could find, as well as some board wipes and a little mana ramping.

Here's my Varolz deck:

Commander:
Varolz, the Scar-Striped

Creatures:
Birds of Paradise
Boneyard Wurm
Chancellor of the Dross
Chancellor of the Tangle
Corpsejack Menace
Deathrite Shaman
Desecration Demon
Dungrove Elder
Engulfing Slagwurm
Fyndhorn Elves
Groundbreaker
Llanowar Elves
Lotleth Troll
Mikaeus, the Unhallowed
Myojin of Night's Reach
Pontiff of Blight
Predator Ooze
Reaper from the Abyss
Reassembling Skeleton
Renegade Krasis
Sepulchral Primordial
Skarrg Goliath
Skylasher
Slitherhead
Sylvan Primordial
Thought Gorger
Thragtusk
Vengeful Pharaoh
Vorinclex, Voice of Hunger
Wight of Precinct Six
Wurmcoil Engine

Instants:
Dark Banishing
Dark Ritual
Doom Blade
Go for the Throat
Grisly Salvage
Harrow
Murder
Putrefy
Ultimate Price

Sorceries:
Diabolic Tutor
Exsanguinate
Farseek
Gaze of Granite
Grim Flowering
Increasing Ambition
Life's Finale
Mulch
Nature's Lore
Rampant Growth
Untamed Wilds
Virtue's Ruin

Artifacts:
Elbrus, the Binding Blade
Golgari Cluestone
Golgari Signet
Nevinyrral's Disk
Strata Scythe

Enchantments:
Deadbridge Chant
Rancor
Sadistic Glee
Wild Growth

Lands:
17 Forest
Golgari Guildgate
Grim Backwoods
19 Swamp

The basic strategy is to play some of these big creatures, sacrifice them to regenerate Varolz when needed, and then scavenge them back onto Varolz to make him even scarier.  Varolz can always survive my board wipes (Gaze of Granite and Life's Finale), as long as I can sacrifice a creature before the wipe resolves, making him a very resilient commander.  Give him Rancor and some allies that can defend against flying creatures, and he can be a really brutal presence on the board.

As for building the deck, I tried to focus primarily on choosing sexy creatures that generally had power equal to or greater than their converted mana cost for maximal Scavenging potential.  There are a few exceptions to that rule, but only in the case of some really powerful effect.  Following that, I included a number of spells that affect "each opponent," as those effects will be amplified in big multiplayer games.

I got a chance to play with a slightly different version yesterday.  In three full five-player games, Varolz only died on me twice, even though he was among the cheapest commanders being used (and thus would've been a valid target for more aggression).  I was also able to remain rather stable, winning one of the games, and coming in second and third in the others, so I'd say this deck archetype works pretty well.

The biggest problem I noticed was a little bit of mana flooding - despite having a third of the deck be creatures, I had only drawn four creatures after about ten turns, but I had twelve lands in play (which led to my third place finish).  In an attempt to remedy that problem, I took out a couple lands (both Swamps) and included Mulch and Grisly Salvage.  I figure Mulch works as mana acceleration if needed, but can also give me additional Scavenge targets, and Grisly Salvage could be used to grab a land if needed, but gives other options, too.

I have another idea for an EDH deck, if I ever get around to constructing it.  Either way, I hope to play some more EDH soon.  It really is a ton of fun, assuming you have the collection necessary to build a decent deck. I highly recommend it.