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Alpha 1.2 Ink-Treader Nephilim Deck

So this is a heavily tweaked version of my previous Ink-Treader Nephilim commander deck (Tread ALL the Ink!). I felt that the previous version was a one-trick pony, relying far too heavily on cantrips into acts and stealing the board. It got boring only winning in one way and I wanted to make it into a more unique experience, less reliant on other people's creatures and more on my own. Essentially, it's now a Narset commander deck but without extra turn or combat phases (I think they're frightfully rude and a good way to ensure people never play with you ever again) and with a splash of green. To that end, I've made some rather significant changes:

  • I've stripped out all but two of the Act effects (Word of Seizing and Catch//Release) because they're versatile and can be used for other things than just saying "Ha, I win!"

  • I've limited the number of one- and two-mana cantrips to only ones that function as protection or combat tricks. However, I've added more cards to help me keep my hand stocked such as Jori En, Hunter's Prowess, Intet and Ephara

  • I've increased the number of lands and mana rocks to keep it performing more consistently. I might decide later on to strip some of the basics out, or to replace them with nonbasics, or even some more functional card. But for testing, I feel it's important to ensure consistency.

  • I've focused on adding my own creatures, either offensive or utility (sometimes a bit of both). In particular, I'm fond of Shu Yun and Soulblade Djinn .

  • I've added more cards that help me make tokens or more bodies, Anthousa, Launch the Fleet and Talrand

I've made sure to maintain some of my favourite cards from the original deck but now, hopefully, games involving it will be a bit more diverse and interesting.

Cards I'd like to get at some point for this deck

  • Monastery Mentor: I don't think this needs explaining really. Lots of extra doods to throw spells at.

  • Docent of Perfection  : Makes lots of guys and makes those guys into threats. With all the spells I throw around, it doesn't seem dfficult to get this guy to flip.

  • Soulfire Grand Master: A reasonably cheap creature I can throw down early on and keep hold of my instants and sorceries.

  • Noyan Dar: Just like Anthousa, lets me make bodies out of my lands, more likely for attacking than blocking. As a lot of my instants and sorceries are reasonably cheap, it makes sense for me to turn some of my lands sideways for another reason.

  • Prophetic Flamespeaker , Abbot of Keral Keep and Chandra, Pyromaster are all useful for their red pseudo-draw ability.

  • Myth Realized, just like Scroll of the Masters lets me gradually "charge up" or "bank" my instants and sorceries and turn them into attack power.

  • Kaho, Minamo Historian: This just seems like a fun card. Maybe not especially useful, but I like it and I want to play with it!

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Date added 8 years
Last updated 8 years
Exclude colors B
Splash colors G
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

42 - 0 Rares

16 - 0 Uncommons

11 - 0 Commons

Cards 95
Avg. CMC 3.40
Tokens 1/1 WU Token Creature Bird, Beast 3/3 G, Copy Clone, Devil 1/1 R, Drake 2/2 U, Eldrazi Spawn 0/1 C, Elemental 1/1 R, Emblem Narset Transcendent, Energy Reserve, Human 2/2 G, Knight 2/2 W w/ Vigilance, Monk 1/1 W, Soldier 1/1 W, Spirit 1/1 C, Wolf 2/2 G
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