avenger of zendikar

Samut's Anti-Bolas Army

Commander: Samut, Voice Of Dissent

Creatures:
Doomed Traveler
Mogg War Marshal
Sakura-Tribe Elder
Hanweir Militia Captain
Zhur-Taa Druid
Jade Mage
Mentor Of The Meek
Knotvine Mystic
Hanweir Garrison
Sidar Kondo Of Jamuraa
Oracle Of Mul Daya
Nylea, God Of The Hunt
Heliod, God Of The Sun
Adriana, Captain Of The Guard
Splitting Slime
Hellkite Charger
Requiem Angel
Boldwyr Intimidator
Elesh Norn, Grand Cenobite
Avenger Of Zendikar
Omnath, Locus Of Rage
Archetype Of Endurance
Avacyn, Angel Of Hope

Planeswalker
Garruk Wildspeaker

Artifacts
Sol Ring
Thought Vessel
Trailblazer’s Boots
Sword Of War And Peace
Sword Of Feast And Famine
Sword Of Body And Mind

Enchantments
Evolutionary Leap
Cryptolith Rite
Intangible Virtue
Saproling Cluster
Lifeforce
Stony Silence
Trace Of Abundance
Spidersilk Armor
Aura Shards
Bear Umbra
Growing Ranks
Mirari’s Wake
Zendikar’s Roil
Mana Reflection
Zendikar Resurgent

Sorceries
Tempt With Vengeance
Raise The Alarm
Rampant Growth
Gaea’s Blessing
Martial Coup
Kodama’s Reach
Growth Spasm
Council’s Judgement
Tempt With Discovery
Titanic Ultimatum

Instants
Enlightened Tutor
Secure The Wastes
Path To Exile
Swords To Plowshares
Signal The Clans
Deflecting Palm
Natural Connection
Krosan Grip

Lands
Hanweir Battlements
Rogue’s Passage
Homeward Path
Evolving Wilds
Terramorphic Expanse
Blighted Woodland
Grove Of The Guardian
Reliquary Tower
Command Tower
Rupture Spire
Transguild Promenade
Inspiring Vantage
Canopy Vista
Graypelt Refuge
Blossoming Sands
Rugged Highlands
Mosswort Bridge
Vivid Grove
Vivid Crag
Vivid Meadow
Forest x6
Mountain x5
Plains x5

@actualborossoldier that’s the list

Derevi, Empyrial Tactician

So, you’ve built decks for Rubinia and Roon, but what kind of cards would you suggest as some awesome win conditions for Derevi? I’m hoping to build a deck based around tapping and untapping my way to victory and I’m curious as to what might be best for that kind of stuff. 

When Derevi first got spoiled, I was unimpressed; tapping and untapping stuff just didn’t seem very easy to abuse. Later on, I gave it some more thought and now I have the skeleton of a deck that uses Derevi triggers to break symmetry on some gnarly prison cards.

Derevi triggers for each creature you control, so it’s probably a good idea to lean towards tokens in order to best take advantage of her ability. I haven’t tested this deck yet, so I have no idea what the right number of token generators is/how important evasion is/how efficient the token generation needs to be. You’ll probably have to prune this list a little bit.

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EDH Deck Tech: Gitrog Monster

[you can see every deck tech here]

 I just want to start by saying that Gitrog Monster is one of the most “outside of the box” deck out there. Most decks rely on creatures, spells & such to win; this deck relies on lands. You WANT to draw lands and then sac those lands or discard them to get full value out of it. It’s a fun & very unique deck that plays so differently than any other deck. If it wasn’t of my very strict rule of “only 1 deck/format” I would for sure play this as a commander.

Now, the deck, while pretty centralized around lands, still has a lot of angles it’s coming from. First of all, you need Swiftfoot Boots & Lightning Greaves since you NEED your commander to stay alive, I can’t stress this enough. The deck relies on using the Gitrog Monster’s ability to draw you tons of cards and if it’s dead you’re screwed. There’s a lot to talk about so let’s dive right into it.

Ramping 

First things first; you need to ramp. The deck wants as many lands as possible, as fast as possible. You need cards like Sakura-Tribe Elder, Rampant Growth, Cultivate, Kodama’s Reach, Realms Uncharted, Crop Rotation, you name it. You also need a few mana dorks like Elvish Mystic, Birds of Paradise & stuff. You don’t need as many mana dorks as you need ramp, but it’s still nice to have that extra acceleration in the first couple of turns. Getting lands is VERY important!

Going the Extra Mile

Now that you’ve ramped, you still need to get some more lands out there quickly. Bourgeoning is amazing for that since it lets you play out all the lands you’re drawing very quickly. Exploration is also a very good option that let’s you play even more lands; Azusa, Lost but Seeking & Oracle of Mul Daya are also amazing cards, as well as Courser of Kruphix, that have a home in this deck. You want to get those lands out there.

Getting that Extra Value

By playing tons of lands you’re going to draw tons of cards, that’s what you need to remember. The deck wants to draw as many card and lands as possible, as quickly as possible; the rest isn’t too important. Also you’re getting to draw a card when a lands goes to the graveyard from ANYWHERE, like cycling some lands to net you 2 cards each time for example, or using Zombie Infestation to swarm out some with some 2/2s. You want to take advantage of these effects and there’s 2 big ways to go about that.

Dredging those Lands

Self-Mill is an amazing way to get some lands in the graveyard, even though the Gitrog Monster’s ability will only trigger once per mill effect, not once per land milled. Cards that have Dredge are usually pretty good, Grisly Salvage, Sudden Reclamation, Grapple with the Past, etc. This is not the MOST important part of the deck but it gets you that extra value that’s more than welcome.

Sacrificing those Lands

Another way to get those triggers going is by sacrificing your lands. You can have access to a bunch of good sacrifice outlets to let you draw tons of cards on top of getting the effects going. You NEED to play as many fetches as possible; Evolving Wilds, Myriad Landscape, Blighted Woodlands, Terramorphic Expanse, on-colour fetches & all you can get, those lands generate free value you can’t pass up on that! Sylvan Safekeeper lets you protect your commander, Reprocess lets you draw A LOT of cards and Scapeshift let’s you draw TONS of cards AND get a WHOLE LOT of lands from your deck and put them into play. Constant Mists lets you protect yourself for a while since your lands are pretty expandableAll of those cards are HUGE gamechangers. You don’t need a lot of sacrifice effects, but the few that you will play will most likely end the game very quickly. Oh, and Zuran Orb is a great way to gain life while sacrificing lands!

Recursion

Now that your lands are getting in your graveyard, you need a way to bring them back! Life from the Loam is an amazing way to do that! You also have some amazing options such as Creeping Renaissance, Tilling Treefolk and you also need to bring back nonland cards that you’ve lost along the way like Eternal Witness, Greenwarden of Murasa, Skullwinder, Reclaim, Noxious Revival, Regrowth.

Now that we’ve talked about how to take advantage of all that value your commander is providing; what about ways to use that value. You’ve drawn tons of cards, played a bunch of lands, you keep bringing back lands, but what do you do with all of that?

Attrition

Since you keep generating value and have ways to bring back your lands, you need to take advantage of that, by attacking other peoples resources. Smallpox, Pox, Desolation, Deathcloud & such. Making sure other peoples mana base is unstable or weak is how you take advantage of your deck. You need to play all the destroy lands like Wasteland, Strip Mine, Ghost Quarter, Encroaching Waste, Tectonic Edge; you’ll be able to keep bringing them back so you’ll be able to be very aggressive towards your opponents’ mana base WHILE drawing some cards in the meantime. You also need to manage the board with stuff like Pernicious Deed and other effects that let you wrath the board from everything besides your commander. Oh, you also NEED Krosan Grip, since you’re playing green, as well as Beast Within; you don’t really have a choice.

Landfall 

There’s no way around it, you will play a lot of lands, so why not take advantage of that? I’d say that just running Avenger of Zendikar & Rampaging Baloths is fine as far as landfall goes. You will get insane value out of those and if not dealt with, they will win you the game very quickly. Playing some cards like Ghost Town also guaranties you to never miss land drops! Also, Titania Protector of Argot lets you pop some tokens when you’re sacrificing some of those lands that you’ve just played, so that’s also a good direction to take. Boduka Gardner & Nissa, Vastwood Seer are also amazing win conditions, being really in their element here and being able to flip very easily; creating huge tokens & generating card advantage.

Using that Fat Graveyard

So, by now, your graveyard will be pretty full. There’s a bunch of cards that let you use that to your advantage. Stuff like Lord of Extinction, Terravore, Centaur Vinecrasher are HUGE creatures that will for sure put the pressure onto your opponent. You can also play a Creakwood Liege to make your Wurm tokens VERY big! Be careful about graveyard hate though since that can shut down the deck fairly easily, so you need to play around that and not put all your strategy into going full-graveyard style.

Going Infinite

There’s a little combo using Skirge, Dakmor Salvage & Exsanguinate that can be played as a last case plan. I’m not a huge fan of combos but having one in a deck is almost mandatory because other people often play combos and if you sense that they will go off soon, you need to be faster than them. I wouldn’t recommend always going for it, use it more as a backup plan. You also need cards like the old eldrazis or Gaea’s Blessing to be able to do the combo efficiently.

Wrapping-Up

That’s pretty much it. The deck is VERY unique and to be honest, is VERY fun to play. It’s somewhat fragile though since graveyard hate can really slow you down and if your commander gets killed too many times that really hits you hard too (though with Command Beacon now being a thing that’s less of a problem). If I ever go about making another commander deck this would probably be it as it’s so different than any other deck, it comes from such a different place and plays out so weirdly & fun. Hope you enjoyed it, if I missed anything let me know, and I’ll see you guys next week for another deck tech!

lyla-lycoris  asked:

Challenge: Your deck is a collection of rare and powerful items and creatures you have gained over the years. It must be flavorful, and can only contain rare or mythic rare artifacts and creatures (besides lands, which can be any rarity)

The eldest daughter of Fiora nobility, Selvala inherited a sprawling estate outside the high city of Paliano when she came of age. Although her land and titles carry with them the responsibility of rule, Selvala has largely forsaken her duties in favor of traveling the multiverse in search of monsters to populate her private hunting grounds.

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10

Ezuri, Claw of Progress (another Blue Green combo deck! (sigh, I’m waiting for  blue black)

First of all, do I need to even mention Conjurer’s Closet?’

Let’s start then with Avenger of Zendikar! Don’t seem to be able to get 30 experience counters at once? See this guy and try again! not only will you get an armada of plants, but those plants will get bigger with time! This is one of the first obvious choices. 

Next in line we have orochi hatchery! Now I know it’s a bit of a knock of if they’ve put it in the deck already, but guess what, I’ve been playing Kamigawa (please give us a RTK) since before anything hatched out of that damned thing. This is a must have for the deck because it fits quite well with our next things

Inexorable Tides is a good. Card. Put it in the deck. That stupid Hatchery will get more and more charge counters. You will get more and more experience counters. It’s a solid card to have no matter what and the deck really exemplifies that. 

Meishin, the Mind Cage is where we continue to do the shenanigans. Because in a blue green deck *cough Zegana* you ought to have plenty of cards in your hand. This means a few things. One: Your opponents will have a difficult time dealing with you by attacking. Two: same, but vice versa (duh) Three: almost all of your creatures will gain you cards I mean experience counters. This is a must have.

Gyre Sage and Ant Queen really go hand in hand. You can put quite a few counters on Gyre Sage with Ezuri’s ability alone, but add the proliferate and you should easily get to a few hundred. Then, you can use that mana produced by Gyre Sage to put a lot of ants on the battlefield. Then when they enter; MORE EXPERIENCE then… you get the idea. 

Fable of Wolf and Owl really just get you free experience counters and Sage of Hours is just a win con (a really stupid win con)

This is really looking to be a powerful deck so only use it on the people you hate playing magic with because they almost certainly won’t ever want to play with you again. 

That’s all for now! Have fun?

Abusing myriad in monoblack builds (EDH-Multiplayer)

Yesterday’s C15 spoilers brought us glimpses of planes like Theros, Ravnica, Alara, New Phyrexia and Kamigawa. I’m not sure about Arjun’s homeplane, but I’d risk he’s from Regatha or Kaladesh (Mahabharata’s Arjuna came to in my mind when I read his name for the first time). 

We could taste Daxos’ melancholic return after being accidentally killed by his beloved Elspeth while she dreamt about fighting an obliterator; Snake tribal finally got it’s general after so many requests; and with a compleated Ezuri we got the first true infect-flavoured general in blue-green (maybe even replacing Varolz as the multicolor infect prime commander, something players also asked a lot), and he’s flexible enough to be used in several other strategies (Animar, I’m looking to you).

We could also see one of the coolest uses of modal spells in Fiery Confluence, which I hope it’s part of a five-colored cycle of flexible and playable spells.

There’s a lot for us to analyse, it’s true, but I guess no other card occupied my mind as Blade of Selves, a myriad enabler that deserves attention. Think about Avenger of Zendikar, Craterhoof Behemoth or Hydra Omnivore and you may figure how impactful this simple equipment may be. 

In a four-player game, it means you’ll get two clone tokens when you declare the equiped creature as an attacker. Note, however, that while this may be extremely powerful in the mid game, when you still have most opponents still on the game, it’ll be a dead card when the game is down to two players.

In the mid game, you’ll be able to attach it to more relevant creatures that trigger abilities when they enter the battlefield or deal combat damage to a player, but you may want to make sure the damage is done before blockers are declared, and this is the reason why myriad makes utility creatures with ETB effects even better. (Death triggers won’t help, as the clones must be exiled instead of sacrificed.)

Black has a variety of strong creatures with relevant ETB effects, and I picked ten of them (there’s much more, I know) to illustrate what repeatable cloning could accomplish.

The Ten Plagues (assuming a four player table)

If you manage to clone it twice, each one of your opponents creatures will get -4/-4 until end of turn and each opponent will receive six points of damage for each creature they lose this way, and there’s still a six power creature attacking each one.

How about putting three times X +1/+1 counters on your creatures that dealt damage to players?

Repeatable and multiple Gruesome Encore effects each turn? Yes, please!

It’s not unusual to see from five to twelve or more harpies being created with this demon, but producing two times more and being able to keep them after the clones’ exile is something to be considered. 

How about a repeatable reanimation effect that steals up to two creatures for each opponent each time the equiped avatar attacks?

Depending on the board state, Gary and his friends might easily end games in the first swing,

Unconditional creature targeted removal and token creation at the same time make this demon a fine candidate for carrying the blade.

This is a creature that is currently avoided because of it’s hate-drawing potential, but if you may multiply it’s effect, well, the drawback may be acceptable.

How about extra zombie tokens that will remain in the board and extra attacks that will destroy blockers or deal considerable damage?

Unconditional, multiple and repeatable “library to hand” tutoring. What else would you want?

How about you?

Will you test the blade in your brews? Which creatures you’ll try to equip?


Monoblack in EDH (related articles)

You may also want to check my Table of Contents

(suggested by @conflictedcontradiction)

Aggravation Rating: 9/10

I won’t lie, I have a personal hatred of this card. Craterhoof Behemoth is, in my opinion, one of the easiest and least interesting ways to win with a green deck in EDH, which is frustrating because so often that’s what he does.

Green likes creatures, and big ones at that. It also likes mana dorks and other small utility creatures like Fauna Shaman and Reclamation Sage. Long story short, Green likes to have a big board full of creatures. Add in cards like Avenger of Zendikar which make a wide board all by themselves, and you have a very likely situation where Craterhoof just outright wins the game. And that’s where the issue in the card lies.

Every card in Magic is working towards one goal: to get their player to win. My issue arises with cards that do this much too quickly and efficiently, leaving no chance for an actual game to be played. What’s fun about slowly establishing a board back and forth, and suddenly your opponent plays Craterhoof and kills you? It’s not a real game and it doesn’t take some absurd effort. It doesn’t have the feeling of a hard fought game, of a well earned victory or a glorious defeat. It’s the kind of game that you shrug off and say “yep, Craterhoof again. maybe next game.” You don’t think fondly on games lost to Craterhoof because the card is so individually powerful without any sort of real setup that it’s not interesting to lose to after the first time.

In addition to the unfun game aspects of Craterhoof, there’s also the deck building aspects that make it aggravating. A deck that runs Craterhoof almost certainly also runs Avenger of Zendikar, a one-two punch that’s sure to win most games. And these decks always, ALWAYS have some way to find Craterhoof. Worldly Tutor, Tooth and Nail, Primal Command. Green has no shortage of creature tutors, and that’s perfectly fine. But Craterhoof is the type of card that makes tutors boring. I see tutors as a way to find a good answer that gets you out of a tight situation; too often you can just find Craterhoof and kill your opponent. So many decks that include the behemoth devolve to have a plan of essentially “play random creatures and then eventually find Craterhoof and win.” It’s boring. You could have an extremely interesting tokens deck, maybe Hazezon Tamar with Epic Struggle and Warrior Tribal. But if you decide to run Craterhoof, you’ll a lot of the time find that you could just cast it and win, which prompts you to make boring games that end the same way.

Finally, Craterhoof is hard to deal with because only a counterspell stops the actual game-ending effect. On a board of five creatures, killing the Craterhoof does practically nothing. You have to be able to deal with most of the creatures or else you die, and if you’re in a position to do that then the creatures should be dead already. And seriously, did it have to have haste? Craterhoof utterly demolishes board stalls, can only be effectively dealt with by counterspells or instant speed board wipes, and in most cases may as well be an eight mana card that just says “if you control five or more creatures, you win the game.” Its only saving grace is that it requires that threshold; when the board is repeatedly wiped and contained, it’s not as big of an issue. But that’s a small comfort.

Craterhoof is a too-often used card that promotes lazy deck building and boring games; it ends games the same way much too often and doesn’t create an enjoyable experience. The most fun way to lose to Craterhoof is spectacularly; see how low your life total can get. All in all this card is a monster that doesn’t promote good gameplay both before and after a game starts, and has become a scourge of EDH.

10copper  asked:

Could you do at a Hazezon Tamar build? With his multicolor tokens and trigger timing shenanigans it seems like you could make a pretty cool deck around him.

I’ve made a Naya token list before, but Hazezon is a very different animal from Gahiji. Most obviously, Hazezon is really dependent on land ramp cards, and since his tokens come down a full turn after he does, haste-granting effects are even more important here than they are in most Red token decks. Another major distinction between the two is that Gahiji provided an anthem effect but was dependent on the cards in his 99 to generate tokens; with Hazezon, it’s the reverse, and anthem effects are a larger priority than redundant token makers in a Hazezon list. Now that I’ve illustrated the major differences in these two decks, let’s talk about card choices.

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