Abzan Attrition

Commander / EDH jaymc1130

SCORE: 4 | 9 COMMENTS | 386 VIEWS


Testing cycle 3 —Aug. 7, 2020

Some nice progress and improvements with testing cycle 2, performance is getting better. Some notes on what was learned from this cycle follow.

The additional tutor pieces did make finding the appropriate cards in a timely fashion more consistent and helped the deck engage it's game plan more quickly. The land tutors to less of an extent, but the extra creature tutors were instrumental more than once. There's some merit to considering Realms Uncharted as a one stop shop line to find all the utility lands at once in situations where the deck has already landed Excavator or Crucible to make use of the ones that get sent to the grave.

Drana, Liberator of Malakir was an interesting idea, but I didn't feel like it was quite up to the task of competitive level play. The games where it can perform it's function as an outright win condition happen, but it's a slow approach. Gavony Township felt much the same and also decreases deck consistency so these two will be coming out for the time being.

The deck is feeling interactive enough at this point to regularly have answers to problems posed by opposing decks, but interactivity isn't ever going to be the deck's strong suit. There's some merit to considering some protection pieces for future test cycles such as Grand Abolisher or Ranger-Captain of Eos, perhaps even hate pieces like Rule of Law or Deafening Silence.

Heliod, Sun-Crowned and Walking Ballista are moving into the combo win condition role for testing cycle 3 and are very likely to stay. They always seemed like the right fit for a combo win condition in this deck and with a fair number of options already tested it's time for this combo to move into the starting line up.

jaymc1130 says... #1

jvitag

In the mono black variants Tinybones was definitely more consistent about generating value since it was always accessible from the command zone, and it's definitely more of a cog in the machine in an Abzan shell like this as you alluded to. Much more difficult for that specific card to maximize it's potential, but most of what I think I was looking for from Tinybones in this list is to function in a capacity as a complementary piece to the discard axis of play. Trying to get out some of the more capable discard elements in combination with one of the "reward for opposing discard" elements such as Tinybones is enough to generate a relatively reliable and consistent play pattern that tries to let the deck "loot" or draw ouright while strangling opposing hands. The concept isn't quite where I'd want it to be for competitive purposes yet, in either mono black or Bx shells, so there's still work to do. I got the chance to do some testing today and checked out a couple of options, but it'll be a while before everything that has potential to be an option has had a chance to get a look.

August 5, 2020 12:09 a.m.

jvitag says... #2

jaymc1130: You know, come to think of it, now that I have had time to sleep and I'm not overly tired and amped from a VERY long day's work, lol, I think I have some better suggestions to give you! Not in the form of specific cards, necessarily, but more overall strategy. So Tinybones, the only thing he/she cares about at all is discard. Discard and an empty hand. An opponent's discard generates value for you, and a empty hand (mid to late game assuming you have hit all your land drops) is your win-con or at least an alt-win-con. What cards are legal in cEDH that care about those two states: empty hand and discard? Also, your opponent in response to hand-hate is going to try to refuel with card advantage. Can you punish your opponent for that? Now, can you do those things in mono-black? If so, you might be able to construct a Tinybones deck using him as a commander. If not, then you will need to at least splash other colors and use Tinybones as a wrench. As it turns out, there are some artifacts that I think can help you: Cursed Rack forces your opponent to discard down to at least 4 cards potentially triggering Tinybones. The Rack on the other hand, deals damage to your opponent for casting out (or discarding the last card). So if you want to use Tinybones as a commander, you need to look at synergizing what he cares about with other card choices as much as possible. Simply triggering a discard isn't bad, but if you can manipulate your opponent into choosing between 2 bad options that is what makes for a difficult game and satisfying victory.

August 5, 2020 9:57 a.m.

jvitag says... #3

Underworld Dreams is a card I have been monkeying around with lately that you might find some value in, as is the uncommon Ob Nixilis Planeswalker from War of the Spark (whose full card name presently eludes me) that could help you generate value in a mono-black version of this deck. Davriel, Rogue Shadowmage might also be an option as well. Small stings like those from Underworld Dreams don't seem like a lot, but if it causes your opponent to do something other than what they want to do on their turn, then you get value even greater than the benefit of the card. If you throw down Underworld Dreams and force your opponent to draw 2 using Ob Nixilis they have taken 3 damage and drawn you a card at end step. If they are forced to play around your strategy then your plays become stronger. If they are forced to kill your Planeswalker lest they suffer more damage or a lose a valued creature of their own rather than play a creature or advance their own strategy then you have essentially owned their turn, or at least, a part of their turn, and that is what control is all about.

August 5, 2020 10:18 a.m.

jvitag says... #4

Yup that dude! Lol. If you end up needing to gas up you can even blow up one of your own creatures to draw 2 cards of your own! I have done that in a pinch once or twice to keep up tempo.

August 5, 2020 12:36 p.m.

jaymc1130 says... #5

Some interesting options there, probably a couple of cards that do the things they do better, but ideas that certainly fit within the concept here and might have applications.

One of the game states I've been reaching pretty consistently in a couple of build variations now is the emptied hand mid game state, where no one has any cards left in hand and the games are often coming down to top decking. A lot of times the quality of opposing top decks can just be better than what this deck is doing, so I'm focusing today's efforts on capitalizing on that particular game state better.

August 5, 2020 3:22 p.m.