thanks for checking out my first tappedout Commander list! i appreciate all feedback, comments, criticism (in good taste) and suggestions!
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- The deck=-
_**- This is a creature based EDH deck I constructed with th release of Battle for Zendikar. Originally planning to run Omnath as the commander, as I dove further into the tribe itself it became apparent to me that black was a color I just didnt want to leave out of this deck, thus we moved to our smaller POOL OF Jund EDH commanders and ended on a high note with Kresh, The Bloodbraided. Now I chose Kresh for a few reasons, first seeing as we are a creature based deck he will have a light synergy with virtually any deck following a creature based strategy, however I have always had a certain interest in the commander and as of yet have not drafted a list superficially around him. For those seeking inspiration to your own lists, for this deck Kresh is fine but easily subbed with other leaders at your discretion.
- The Core =-
- This deck ideally wants to accelerate early into a swarm of nasty elementals really shoot for board dominance and close out mid to late game. The following is broken down into categories listed above to explain our tools and help you understand exactly why we want them in this list.
- Creatures =-
- There are a bunch! We will start with notable mentions as well as creatures that interact with other cards in the deck particularly well.
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- These creatures will help us establish early on as well as set up for our later turns, look for them in opening hands
- Flamekin Harbinger Our wildcard, this card in my opinion is a great play turn 3-4. Allowing us to gauge our opponents and find an appropriate challenge, continue our curve, or catch up when behind on land. Great card all around easy keep.
- Vexing Shusher As of Yet this card has not found it official spot in this deck as for what to cut more testing will be needed, but as previously stated this card acts as a second Cavern of Souls with a huge upside especially helpful in 1v1 and control match ups.
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Wilderness Elemental
Pretty straight forward, most of the time a keep, definitely scales based off the number of opponents in your game.
- Undergrowth Champion Again a pretty easy pick, a strong resilient creature, however more times than not I find this creature to be a much stronger play when your able to activate landfall as he is played.
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Spawnwrithe
and Skullbriar, the Walking Grave These are all around great elementals that will shine especially well the early turns of the game, as both interact with combat damage triggers we really want to play these guys on curve giving us the best chance for early activation. Both cards are perfectly viable at later stages of the game, Skullbriar scaling immensely based on how early he is played and the amount of recursion we use to continue him.
- Necroskitter and Stigma Lasher These are great early game cards Necroskitter especially scary in creature based decks, these are still situational cards, Stigma Lasher by itself a fine card on curve if only to shut down life gain decks but not always necessary. Necroskitter may be a little harder to keep strictly based off other cards you open with. Consider keeping when paired with cards like Languish and Kulrath Knight or with things like Greenwarden of Murasa and Mikaeus, the Unhallowed to help him stick.
- Melira, Sylvok Outcast good ol Melira! This is going to be more of a tactical or technically card in your opening hand and while most of the time it wont always be needed I believe its special interaction with some of our other card choices is noteworthy. First and foremost we have a small wither subtheme to the deck, Melira is going to be a great tech card for decks looking to grab our stuff, and almost acts as an extra line of defense against such strategies, however with this in mind note she is also susceptible to this same strategy and can really interfere with other cards in the list if taken, play cautiously and at the right moment. Second this deck runs its mass removal with Melira in mind, this card pairs wonderfully with Black Sun's Zenith and Languish in this deck.
- Yavimaya Elder draw - filter - acceleration, Pick three.
- Omnath, Locus of Mana great acceleration card, all too happy to see it with a high curve we will more times than not have.
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- Now were moving into the meat of the deck and as such have several ways to go from here look for these key creatures in relation with your opponents actions. To make your move from here
- Vigor In itself a solid creature, an amazing follow up to Undergrowth Champion when working to solidify your board state. Cards like Greenwarden of Murasa Flamekin Harbinger and Vampiric Tutor make him especially annoying to deal with.
- Dread Fantastic card against creature heavy decks, but still all around solid card with fear to help him get through for that extra damage. Not to be taken lightly and a pest to deal with.
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Malignus
bringin down the house! Malignus is just value in this list and the format in general. Bottom line is he comes out big, baits removal and just goes nuts when unanswered.
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Woodwraith Corrupter
exploit this card with Titania, Protector of Argoth.
- Whisperwood Elemental Great tempo in this list allows us to dig quickly into our deck establish and maintain board presence, and late game throw around a few tricks!
- Greenwarden of Murasa Eternal Witness. Eternal Witness.
- Titania, Protector of Argoth Eternal Witness. Great synergy in this deck with Fetch lands especially when paired with Life from the Loam or dead/dying Nissa lands
- Mikaeus, the Unhallowed Mainly there to make your creatures more resilient, intimidate is nice bonus to help get through damages, and every now and then we might get a nice removal spell out of him. Not an elemental but serves his purpose well
- Creakwood Liege Great card, at any stage of the game. We run a fair amount of multi colored creatures, gaining bonuses from its anthem effects, and who doesnt love free 3/3s every turn. Pairs well with Avenger of Zendikar and
Woodwraith Corrupter
- Kulrath Knight Situational, this is a great card, it potential scales well with the other wither cards we control, strongest when played with Black Sun's Zenith for 1.
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- Now its Time to drop bombs, close out your games with a relentless pursuit from these powerhouse elementals.
- Avenger of Zendikar this guy is annoying to deal with say the least, but cards like -
Woodwraith Corrupter
Mikeus, The Unhallowed or Conjurer's Closet this card can win games very quickly
- Hateflayer this card made the list for a few reasons first the wither helps us push through with other cards such as Necroskitter and Kulwrath Knight however, its ability to throw around damage late game makes it a great creature balanced well with offense and defensive edge.
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Ignition Team
play him to be a monster and we have another malignus-esque threat that pumps elementals. Again this card combos well with Titania, Protector of Argoth.
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Thornling
A Very versatile and difficult to deal with creature, runs over creatures to close out games!
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Thorn Elemental
Tornado Elemental these cards are nice in their own right as you have a more versatile trample effect to play with and place damage where needed. Tornado Elemental also has a unique tech role for dealing with decks that run heavy on flying creatures.
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Tyrant of Discord
a solid 7/7 for 7 exile a random permanent and possibly repeat. Just fine, chances to clear board space when in a pinch. Can really be devastating especially if hit with an unanswered Conjurer's Closet
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- Ob Nixilis Reignited I chose to play Ob nix partially because he is new and I just opened one eager to use him. He however works rather well in this list providing us with both removal and draw he is a great card to stall out a turn or two when looking for the last piece of the puzzle
- Nissa, Worldwaker & Nissa, Sage Animist
these are both strong ramp cards we look for early game and are both fantastic on curve, in addition each produces elementals from lands that in turn can play into strategies utilizing Titania, Protector of Argoth
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Black Sun's Zenith & Languish - For our mass removal I went with a -1/-1 strategy for a few reasons, in our creature line up Black Sun's Zenith pairs quite nicely with Kulrath Knight allowing us to cast the card for fewer counters and still incapacitate our opponents. Languish on the other hand can make for some large one sided plays when combined with Melira, Sylvok Outcast. These combined with Black Sun's Zeniths ability to be replayed as well as our copy of Sudden Spoiling. These allow us to at least have the option to make for one sided Plays
Life from the Loam Probably one of the most interesting picks of the deck, I chose this card because we run cards with Landfall these cards have a strong synergy with fetch lands that provide two triggers. We also have cards that can animate lands into creatures, when removed from play we have several ways of returning creatures to the field but no way to really pull back lands, finally because of Titania, Protector of Argoth this card pairs nicely when we are able to fetch lands into the GY, get triggers and loam them back to our hands. And the ability to dredge it back to our hands really removes the downside of only having the one copy. While this isnt normally a list I would consider it is particularly strong in, I still feel its interaction valid and deserving of a spot.
- Again nothing else too out of the ordinary here. Acceleration, some removal, tutors and a See the Unwritten For Giggles.
Notable Mention
In Garruk's Wake- this is a recent recommendation to me by a friend in following the same suit while its casting cost is high, its not by any means unachievable in our deck. I have thought of testing it and have yet to place it into the deck however it is definitely worth mentioning
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- Sylvan Library and Underworld Connections to add draw power to the deck
- From Beyond - Card Im testing currently as an accelerant, also allows us to pull out our oblivion sower again which can again help with acceleration. Overall more testing needed but I like it.
Survival of the Fittest great card for lining up our combos and synergies fantastic card easy pick.
For the Land Base ill only mention Cavern of Souls Kessig Wolf Run and
Primal Beyond
as they have the most direct interaction with the cards in our list. The rest can really be run with what you have. Fetch lands are huge in this list as they are easily abused with nissa, Titania, woodwraith corrupter, landfall triggers etc
Notes:* this deck is currently being playtested and may not accurately reflect the final list, your comments and suggestions are appreciated!
Cards in maybe board represent undecided choices, cards that may scale in value/power with additional cards and combinations, cards chosen specifically with my personal playgroup in mind (tech cards, replacements, and variations to counter expected cards in my playgroup) or approved suggestions made by other players that may not yet have been moved into the mainboard they should all be treated as such and are intended as suggestions and placeholders.
This list is formulated utilizing existing cards in MY collection, but are meant as relatively cost friendly for others. As such while cards like Imperial Seal or dual lands may be valid and improve aspects of the deck they are not listed or accepted as suggestions. (this helps to reinforce as these cards are great! they are not mandatory to make your deck work, be creative! if you do have them, use them)
*As previously stated this list was made with my personal playgroup in mind, in which we generally do not play using the infect mechanic, infinite combo's, etc. This is a personal choice and any suggestions/discussions are always appreciated and encouraged, however these cards and combo's will not be accepted. NOTE: If this list reaches required +20 and a guide written, aforementioned cards and combo's will be listed with credit to anyone who contributed the information to the comments.