EDH Deck Damia

Commander / EDH saltyk

SCORE: 3 | 26 COMMENTS | 1949 VIEWS


Epochalyptik says... #1

What is your budget?

How much experience do you have with EDH?

What is the goal of the deck? How do you want your games to play out?

Do you have any restrictions on what can or can't be included in the deck?

December 6, 2012 2:49 p.m.

saltyk says... #2

i've been playing EDH for about a year and a half a budget would prob be around $600. The goal of the deck is the goal of any deck, to win. i want to be able to do things without people stopping me i understand the manabase needs a little bit of work but i was looking to see what people would do if this was their deck.

December 6, 2012 2:55 p.m.

Demarge says... #3

You'll want your land count to be in the 36-40 range

December 6, 2012 3:08 p.m.

Epochalyptik says... #4

My Damia deck is Dominus - Dreamcrusher Edition. It's optimized to win at any cost, which sounds like what you're aiming to do. However, it's a bit on the pricey side (mostly due to the land base).

If you want to build a deck of similar power, you'll want to go with combo-control. These two approaches pair well and lead to strong interactions from strong cards. The primary components of such a deck are ramp, control, combo, and draw.

Ramp focuses on building up and stabilizing your mana production in the early game. You want consistent access to all the colors you need and a superior quantity of mana than other decks can generate on the same turn. This allows you to set up your combos while maintaining resources for countermagic.

Control is the classic blue way to play. Counterspells are the primary line of defense, and powerful removal should be used as a backup. You want to be able to deal with the most relevant threats as they surface.

Combo is the most consistent and powerful wincon in EDH. BUG has plenty of combos available, and many of them revolve around infinite mana generation. A staple card in such a strategy is Palinchron .

Draw power is important. You should include plenty of draw engines besides Damia herself because you will need constant access to card advantage throughout the game. Enchantments like Mystic Remora and Necropotence shine in this department.

For the land base, try to include as many dual lands as possible. The core (Drowned Catacomb , Hinterland Harbor , Woodland Cemetery ), pain (Underground River , Yavimaya Coast , Llanowar Wastes ), and filter (Sunken Ruins , Flooded Grove , Twilight Mire ) lands are all great ways to improve the consistency of your mana production.

December 6, 2012 3:21 p.m.

saltyk says... #5

i don't think i need too many more lands with all of the fetchs and duels and shocks i don't normally have mana issues but i could add some if they were good do you have any in mind that you would add?

December 6, 2012 3:30 p.m.

saltyk says... #6

i do like the idea of palinchron i was actually thinking of adding that to my deck along with mana bond. manabond will help me get draws with damia and dump all of my lands onto the battlefield

December 6, 2012 3:34 p.m.

Epochalyptik says... #7

The ones at the end of my previous post would be a start. You want to get as much consistency from your land base as possible, and basic lands are ultimately not as effective as nonbasic duals.

I would also try to stay away from combat-oriented strategies. They tend to be slow, resource-intensive (you need mana and the draw power to build a board state), and vulnerable (sweepers and targeted removal can ruin your board).

December 6, 2012 3:35 p.m.

Epochalyptik says... #8

If you want to go with the combo-control strategy (which I recommend), then Manabond is less than ideal. You want to keep the support cards your draw, so I wouldn't advise discarding them to get some minor ramp. Instead, consider Oracle of Mul Daya , Azusa, Lost but Seeking , Exploration , and Burgeoning .

December 6, 2012 3:37 p.m.

saltyk says... #9

ive decided to take out Cabal Coffers for Yavimaya Coast based on my mana curve and how useless coffers is in the deck.

December 6, 2012 5:33 p.m.

Cabal Coffers is quite good if you have Urborg, Tomb of Yawgmoth , but on its own it isn't good. I would try to include the other lands I listed as well. The more (complete) cycles of duals you have, the better.

December 6, 2012 6:18 p.m.

saltyk says... #11

so i added a couple cards let me know what you guys think of the new listArcanis the Omnipotent , card:Alchemist's Refuge, Mana Reflection always a good choice Palinchron , Teferi, Mage of Zhalfir , Exsanguinate

December 6, 2012 9:40 p.m.

saltyk says... #12

Strip Mine + Crucible of Worlds + Azusa, Lost but Seeking thinking of throwing this in just in case i need to be a jerk back

what do you guys think?

December 30, 2012 11:34 p.m.

I run all three because they're individually good. Crucible of Worlds doesn't seem as useful to you, though. It really shines with the fetch lands, but you don't have any of those in this deck.

December 31, 2012 8:48 a.m.

Demarge says... #14

my comment from almost a year ago still stands...

October 6, 2013 6:07 a.m.

Ultimaodin says... #15

Lord of Extinction is great fun, but I can't help but feel Consuming Aberration would like to make friends. You're running Enter the Infinite but no Laboratory Maniac ?

Either way the deck looks pretty powerful. More Land than I'd normally run but then again you have a pretty heavy manacurve.

October 17, 2013 11:27 a.m.

Have you taken a look at my BUG deck, Dominus - Dreamcrusher Edition? It's a high-level combo-control deck, and it might give you some ideas.

What's your budget?

January 19, 2014 1:36 p.m.

saltyk says... #17

im pretty much at my budget for this deck. unless i can trade for stuff at my card shop. i was just trying to get peoples opinion on if they liked the deck or not

Yeah, ive looked at your deck. i do like it but it is wayyy out of the amount of money i am willing to spend on a single deck atm. i know i still gotta get Watery Grave but other than that not too many planned changes

January 19, 2014 3:57 p.m.

It's a good start, but there are always improvements you can make.

If you're going for infinite combo, you should strip the deck down and remove everything that doesn't support your combo. For example, Avenger of Zendikar is a goodstuff beater, but it doesn't do anything in a combo shell. Sheoldred, Whispering One is a strong utility creature, but unnecessary in combo.

Your main strategy will always perform best when there aren't any other strategies sapping its deck space and resources. For a more in-depth explanation, check out the Pandora's Deckbox article on cohesiveness (it's currently featured on the home page, and there's a link on my profile page).

January 19, 2014 4:01 p.m.

maidenman987 says... #19

I would take out most of your roundabout card draw because that is exactly what your commander is meant for. That deck space could be used for some better utility if you let your commander carry her weight.

January 22, 2014 4:26 a.m.

@maidenman987: Actually, it depends on what the main goal is. If the deck is meant to combo out, then card draw is important. You may not even cast Damia, so having the extra sources can help you maintain advantage for long enough to win.

In more casual games, it's likelier that Damia will stick around as a utility engine. However, combo is an unusual strategy for casual decks.

January 22, 2014 4:31 a.m.

saltyk says... #21

haha yeah people aren't a fan of combo in casual games which is why i took this deck into the direction of being able to win with out comboing as well as comboing if im in a tight spot

January 22, 2014 4:33 a.m.

The problem with that approach is it just feels like you're holding back. The deck has a win button, and everyone knows you can press it, so it takes some of the tension and reward out of the experience when you play casual games with it.

I'm a proponent of building focused decks that are suited to their players and playgroups. Damia is a great goodstuff general, so you can go that route if you feel guilty about combo (or if you feel combo just isn't right for the meta).

January 22, 2014 4:58 a.m.

saltyk says... #23

yeah i've lost games because i refused to combo certain games. mostly because my combos are typically done in a single turn at some point in the game and nobody has answers. they all complain when i combo. everyone in my play group knows i can beat them which is why i had to pick up the play style of just laying back until i can win and letting everyone else go at it lol

January 22, 2014 5:02 a.m.

That's a strong indication that you're playing a deck that's outside your playgroup's level. I suggest cutting the combos altogether. Build two decks: one that has combos (this one will be your more competitive deck) and one that wins some other way (this will be your casual deck). You'll then be able to choose which deck is most appropriate to use in a given game, and you'll eliminate some of the resentment and distance that seem to be forming in your playgroup.

January 22, 2014 5:17 a.m.

saltyk says... #25

UPDATE: cut: Trinket Mage added: Demonic Tutor Im making changes slowly but surely

February 3, 2014 3:28 a.m.

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