Ad Nauseam Doomsday Zur

Commander / EDH Skuloth

SCORE: 264 | 389 COMMENTS | 172019 VIEWS | IN 135 FOLDERS


grasshopper021 says... #1

Ive play tested this deck against dozens of other commander decks, and I can honestly say that this is the most competitive edh deck on this site.

November 25, 2015 11:26 a.m.

Skuloth says... #2

Thanks :D

Glad to hear you're enjoying the deck.

November 25, 2015 1:46 p.m.

Megalomania says... #3

I like this deck a lot more now that i've had a second chance to look at it. I'm still puzzled about the Candelabra though. I'm guessing you're using it with High Tide? It seems like one of those cards that sometimes ends up as a dead card. Am I missing something?

November 25, 2015 6:56 p.m.

EndStepTop says... #4

It can turn colorless mana into colored mana. Skuloth has said(i might be paraphrasing) candle isn't great, but it isn't awful.

November 25, 2015 7:28 p.m.

Skuloth says... #5

Candle is great, it just isn't necessary.

November 25, 2015 11:13 p.m.

PlattBonnay says... #6

Have you ever considered Seat of the Synod? Dont get me wrong, its not amazing, but its a land that taps for blue, ETBs untapped, ups your artifact count for Mox Opal, pitches to Thirst for Knowledge, and you can Trinket Mage for it if you really need to. Its all about the little edges right? I dont think that the other artifact lands are worth it, but Seat of the Synod might be.

December 7, 2015 6:12 p.m.

Skuloth says... #7

I had considered seat and vault however my mox opal better before ad nauseam isn't a priority. It's the worst accelerant in the early game and incredible in the late game, when I need it.

The primary issue I had with them is that they are not islands. High tide is a powerhouse and the more power I can put into it the better.

December 7, 2015 6:31 p.m.

papaglock19 says... #8

I love this deck...however when playing it, it seems to come out of the gate really slow. I don't know maybe could just be bad draws and I need to mulligan more aggressively, I am missing like three of the mana rocks (crypt,opal,and diamond) so maybe that has something to do with it. In test I can run through the deck just fine it seems like but inside the games the Zur target is just to much sometimes Need to speed this thing up Or am I just playing it wrong I have almost 100% the sameList minus (Grimm-T, candelabra, and some fetch lands. Are these cards really making that big of a difference?Thanks And I'm going to keep playing it until I get it right

December 17, 2015 1:54 p.m.

Skuloth says... #9

The mana base is probably the most important set of cards in the deck. It's designed to make high tide a powerhouse, but without fetches and duals it becomes much more difficult to hit your colors and still have all islands.

The fast mana is also very important. They help you speed out of the gate, as well as net the necessary mana to win the game post ad nauseam or necro.

The big expensive cards like Grim Tutor and Candle aren't overly necessary, but the mana engines and mana base are.

Zur is plan B unless you can power him out turn 2. Using zur is much more time intense than the other strategies available, however activating necropotence for ~20 will basically guarantee a win.

Take some time and read through the various reddit posts I've made about the deck. Specifically the primer itself and the goldfished games I wrote about. Both are linked in the description. Aggresively mulliganning is important, but you need to balance that around the cards you are seeing. Compare your lines to the lines describe taking and see what is different.

December 17, 2015 4:34 p.m.

papaglock19 says... #10

If you necro Is it assumed that you should be winning the following turnAnd also when getting the necro'd cards at the beginning of the discard step and then having to discard to hand size How am I supposed to protect myself or is it just hoping to that

December 19, 2015 2:35 a.m.

Skuloth says... #11

You need to craft a hand that can protect itself and win.

It's not always easy.

December 19, 2015 12:57 p.m.

ibTRUE says... #12

Deck is nuts and so much fun! Any recent updates?

December 30, 2015 9:13 p.m.

Skuloth says... #13

I got a grasp of fate finally, however I have not yet decided on the card to cut for it.

Leaning towards trinket mage.

However, I keep my tappedout list up to date with the paper version so it should always match what I currently have together.

December 31, 2015 11:16 a.m.

papaglock19 says... #14

What do you think about thought vessel the new commander 2015 artifact?2 colorless to play taps for 1 colorless and you have no maximum hand size.Not to bad if you necropotence while its in play, but do you think it's decent at all?

January 5, 2016 7:20 a.m.

Skuloth says... #15

It's a solid card, and is towards the top of rocks I would add if I needed more.

However I prefer rocks that tap for colored mana.

January 5, 2016 11:15 a.m.

4zuresky says... #16

Yep, you can respond to your own yawg's and crack LED naming blue and use that mana to cast lab maniac once yawg resolves. You can cast anything with mana from grave such as gitaxian probe and win after.

January 10, 2016 4:08 p.m.

ibTRUE says... #17

Skuloth, you think you'll ever record a Deck Tech on this? That would be sweet!

January 11, 2016 8:48 p.m.

Skuloth says... #18

I've written both a primer and a handful of play lines while goldfishing.

I likely won't ever put together a true deck tech since the card decisions are much less important than understanding the lines available.

January 12, 2016 1:33 a.m.

My recent testing has been calling for a lot more acceleration (if I'm having to cast Ad Nauseam during my main-phase, especially).

What do you think of Hurkyl's Recall?

January 12, 2016 5:51 a.m.

Skuloth says... #20

I've considered it, but haven't gotten around to testing it yet.

AN during your main phase is a tad greedy however. Just due to the format's consistency issues, you can get really screwed over by not seeing what you need to continue.

And I unfortunately do not think that hurkyl's recall solves that problem. I'm playing every(?) reasonable ritual effect in the format already, and finding more has always been a priority.

January 12, 2016 11:41 a.m.

Werekill says... #21

What are your thoughts of a similar build but tuned to be slower with more control elements? Basically eschewing the fast mana engines (high tide in particular) for more counters, removal, and card draw. I ask here because you seem to be quite the expert on this deck.

January 20, 2016 4:34 p.m.

Skuloth says... #22

I think it's a losing proposition.

Trying to play traditional control is very difficult in multiplayer due to the mana and card quantity limitations in doing so.

Beyond that, high tide is easily the most powerful ritual package in the format.

January 20, 2016 5:26 p.m.

Werekill says... #23

I think Zur fetching up Necropotence would help with the quantity issue, but focusing on that aspect probably makes the deck worse overall since you add haste enablers and such. Hmm.

Yeah my only issue is that I am missing all non-khans fetches and the blue duals (got a scrubland). Got every other card basically minus Candelabra though.

January 20, 2016 8:54 p.m.

Werekill says... #24

So you were right, the faster build is far better. I just have a few questions while I'm finalizing my build.

I've seen the power artifact/monolith combo suggested a few times. Is it safe to assume that Doomsday is just faster? At a glance, it seems more fragile than the monolith plan.

I have also seen some builds run more infinite hand size enablers to make Necropotence an even more viable backup plan. Thoughts? A Spellbook would fit in the Tormod's Crypt or Nihil Spellbomb slot nicely.

My mana base is nowhere near as secure as yours, missing the blue duals and non-khans fetches. Should I even bother with high tide? I'm also looking for any excuse to cut Time Spiral; that 6 hurts with ad nauseam. I considered putting Day's Undoing in that slot since doing it at the end of turn is just as brutal as a Timetwister, although it loses the utility of doing it mid-turn.

How is the land count working out for you with the Vancouver?

January 26, 2016 5:50 p.m.

Skuloth says... #25

Doomsday is indeed just faster than monolith combo. I tried to make monoliths work, but they were always averaging about a turn slower than DD.

I don't like the infinite hand size cards. Reliquary tower first of all is not an island and does not tap for colored mana. Spellbook on the other hand is just a dead draw more often than not. The only time you really want them is post Necro, when you can't play them any way. And cutting gravehate for them is a risk not worth taking.

High tide is a little harder without the optimal manabase but probably still worth playing. On the other hand time spiral is straight amazing. While it hurts off ad nauseam, the card just does so many things and it does them all well. Day's undoing on the other hand, does very little well and has only one advantage which is a low cmc. Being forced to end your turn post DU is a huge pain point which cannot be solved.

I'm liking 29 lands quite a bit, but I've only played about 10 games since the mulligan change.

January 26, 2016 9:52 p.m.

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