The Bloodhall Season 13 - Medomai the Ageless

Commander / EDH MagicalHacker

SCORE: 82 | 95 COMMENTS | 13872 VIEWS | IN 13 FOLDERS


MagicalHacker says... #1

From tests, Chasm Skulker was very easily gotten rid of, especially with all my board wipes in the deck. However, I noticed a lot of games that were lost because of the fact that my lands were dealing a lot of damage to me, so I have replaced Hall of the Bandit Lord with Winding Canyons , Aurification with Blind Obedience , Leyline of Sanctity with Serra Ascendant , and Aven Mindcensor with Felidar Sovereign .

October 20, 2014 9:37 p.m.

themindxyz says... #2

I love the flavor you put in it. good job.

January 13, 2015 9:26 p.m.

FatherLiir says... #3

Arcane Denial should become Sensei's Divining Top. It's IMO your worst counter because of the opponent card draw. If you want to draw cards, take the top.

Curse of the Swine I feel you could lose Wrath of God for, one will target those pesky indestructibles that get in your way, because you have 0 boardwipe spells that exile. In my Daretti EDH deck, I'd always rather have Decree of Annihilation as a last resort than Starstorm just because exiling permanents is a sound piece of mind.

Gilded Drake would probably be a better version of Sakashima the Impostor, why make a clone when you can take it for yourself?

Last, I love how much effort you put into this. I'm really impressed :) Hope my comments helped

February 17, 2015 6:53 p.m.

MagicalHacker says... #4

FatherLiir, thanks for the kind words and for the input! Depending on what others say, I may do those substitutions except for the one with Arcane Denial. It's actually one of my favorite counterspells because it's not only a Counterspell at an easier cost, but it also cantrips AND its a political card that doesn't make enemies. Also, I'm already thinking about adding another counterspell or two, so I need all the counterspells I can get lol. Is there any other card you would suggest instead?

February 17, 2015 7:22 p.m.

FatherLiir says... #5

Oh gosh no MagicalHacker, I firmly believe that you are the better deck builder between the two of us, the only advantage I have over your deck compared to you I that I have no emotional attachments so can look at it more objectively but you have a better idea of strategy and when to play each and everything. I mean just LOOK at that organization!

February 18, 2015 7:55 a.m.

Deckologist says... #6

I feel like the chancery is your weakest land. Maybe that could be the land you cut for venser

February 23, 2015 12:38 p.m.

Kryzis says... #7

What are you going to do about the new rule on tucking?

March 28, 2015 12:33 p.m.

Kryzis says... #8

Also, is Farsight Mask better than Mind's Eye or Consecrated Sphinx?

March 28, 2015 12:36 p.m.

MagicalHacker says... #9

MagicalHacker - List of All "Tuck" Spells and yeah, I have too many board wipes to rely on Consecrated Sphinx and Mind's Eye eats up my Counterspell mana :(

I do get a lot of aggro most of the time, so Farsight Mask is generally really good, but I'm hoping to replace it at some point.

March 29, 2015 12:32 a.m.

"Snapcaster Mage isn't technically getting instants/sorceries back into your hand, but he's still really powerful. One nice interaction is being able to play Ancestral Vision for , so there's that"

Ancestral Vision is not able to be cast once given flashback by Snappy. Casting that for 0 is not possible. Check the rules if you want, you've been cheatin bro lol :POtherwise I love the deck, I'm gonna introduce some of the legal card combos into my Medomai deck :)

April 25, 2016 2:09 a.m.

MagicalHacker says... #11

I actually never got the chance to cast it for zero, and yeah I was sad when I found out you can't cast it for zero lol

I also found out about some infinite combos involving Medomai that you may like:

(Humility or Darksteel Mutation) + (Capsize or Obelisk of Undoing) + Medomai: Playing the first enchantment can make Medomai lose all abilities, so after attacking with him this way, the second card can return that first card and give him his abilities back, which means you can get an extra turn and hit again.

Chronomantic Escape + a way to give Medomai double strike, like Fireshrieker or Silverblade Paladin or True Conviction + Medomai: right before you pass turn to an opponent on your last extra turn with Medomai, cast the Escape. No one can attack you until your next turn, and on your next turn, you will be getting two extra turns, which means you will cast it again and prevent anyone from ever attacking you.

April 25, 2016 6:41 a.m.

TheJudge42 says... #12

I noticed you have some lands such as arid mesa, marsh flats, misty rainforest, polluted delta, scalding tarn and windswept heath. tbh those are out of your colors so you would only be finding one kind of land which just wastes the use. Id suggest some of the filter lands like mystic gate or skycloud expanse. also you could add nimbus maze. theres all kinds of other lands you could add.

May 11, 2017 1:14 p.m.

MagicalHacker says... #13

Jeffjames, since each one of them can find Hallowed Fountain, Irrigated Farmland, and Prairie Stream, they each work as dual lands. Even after all those are gone, they can still get basics, but you might be wondering why the lifeloss could be worth it. Each of them can be used to have or on turn one (with Hallowed Fountain). Mystic Gate, Skycloud Expanse, and Nimbus Maze, the three lands you suggested as replacements, all lack that important ability. That is the main reason, but there are other reasons, such as being able to shuffle cards that I don't want on top of my library after activating Sensei's Divining Top or making Weathered Wayfarer see one less land.

I hope this clarifies why I wholeheartedly believe that fetchlands are the second best type of colorfixing land, especially in a deck like this one.

May 11, 2017 1:24 p.m.

Identity Thief is a combo with your commander. You'll be able to attack with it on your extra turns and turn it into your commander for infinite turns. Sorry if you've already considered this you have a lot of comments to read through lol

August 18, 2017 5:59 a.m.

Also Dismantling Blow might be an upgrade to disenchant. More mana but more flexibility. Also is dream fracture good enough? I understand arcane denial because cheap is good but for three mana you could Void Shatter or Disallow. Just wondering about your opinion

August 18, 2017 6:06 a.m.

MagicalHacker says... #16

Horde of Notions, thank you for the comment! I did add Identity Thief, but just wanted to let you know that it still needs another piece to go infinite, since Medomai enters the battlefield before Identity Thief stops being Medomai. This means that the legend rule will force you to get rid of one. Luckily, we have Capsize and Obelisk of Undoing to make the combo infinite.

Dismantling Blow is good, but I still like Disenchant more since I'm not really worried about card advantage when I play it. However, saving mana each time is worth playing Disenchant over it.

The only three drop counterspells I play are ones that also cantrip so that spending a lot of counterspells in one round does not completely empty my hand of all my answers.

September 9, 2017 8:45 p.m.

magicevan11 says... #17

Is it a meta call that you're not running Mystic Remora?

September 10, 2017 7:49 a.m.

MagicalHacker says... #18

In a way, yes. My playgroup usually waits for it to die before casting noncreatures, but the hardest part of the card is that the cumulative upkeep eats so much mana that I need to save for instants, especially during the extra turns from my commander.

That said, I will be thinking about adding it anyways, because it seems very useful to have in the deck.

September 10, 2017 8:21 a.m.

Managem says... #19

I really like what you did with this deck, and Medomai, the Ageless. Powerful and suitable, especially giving him double strike haha, two extra turns of more card advantage, and preparation. I really like your choice of cards, fast and cheap. I would like to make recommendations with the counters.

Render Silent It's within 3 CMC range and completely locks your opponent out for the remainder of their turn, super annoying and advantageous, they essentially lost a turn when it resolves, so to speak.

Hindering Light This is another low cost counter. It does require your opponent to target you, or a permanent you control. But it has that potential to save you from something bad, Medomai, or your other goodies such as the enchantments, or artifacts etc. Plus this does exactly what you're looking for, more card advantage.

If you're looking to upgrade, or add to the pillow fort shenanigans, you may want to look into the following;

Authority of the Consuls Slows down your opponents, nets you life, and can create a sense of political stratagem, may force your opponents into attacking one another taking advantage of tapped down creatures.

Board wipes; Not sure if it's too expensive, and I'm not sure if lifegain is a priority, but if so Fumigate

Not sure if you considered these, but figured they might help?

+1 :)

September 30, 2017 8:09 p.m.

MagicalHacker says... #20

Managem, Render Silent is a good counterspell, but I really want to avoid counters that cost 3 or more mana. In fact, the only two that are more than two mana are 3-drops that gain me a card. I won't say that I won't play Render Silent, but with three colored symbols on one counterspell, it will be hard to be able to pair this with other counterspells to keep tabs on multiple opponents simultaneously.

Hindering Light is something I can reconsider. I don't know if lots of situations will come up that it can be really good in, but I can keep an eye out for it. What I do know is that I really don't mind Medomai getting removed, because the late game is where this deck flourishes, so just recasting my commander is better than using resources to prevent it from leaving the battlefield.

With regards to Authority of the Consuls, haste isn't typically something used too much from what I've seen, so it wouldn't be too effective in slowing my opponents down that much. Lifegain is not really something the deck needs too much more of.

Fumigate is a sorcery speed card that costs 5, and the only card that fits that description (besides the commander) is Gilded Lotus which produces three mana right away, giving it a net cost of 2. Basically, I don't think I want to have any cards that cost more than 4 unless they can be cast on my opponents turn. This deck is basically the textbook example of a draw-go deck.

I appreciate the comment! It's good to hear about cards to think about. I will be considering the two counterspells you mentioned especially and watching my games to see if they would be good additions :D

October 1, 2017 10:48 p.m.

Could Into the Roil be worth it? Under a ishochron scepter it's another infinite combo piece and you can choose to play the kicker to draw cards. Maybe over unsubstantiate? It also gives you another way to deal with cards you creature kill doesn't without over taxing cyclonic rift.

October 2, 2017 9:41 a.m.

MagicalHacker says... #22

hoardofnotions, I currently have 11 cards that serve the purpose of removing a troublesome permanent, but only 2 do so by returning it to the hand. The only reason I'm playing Capsize is because it is also an infinite combo piece by itself, and the only reason I'm playing Cyclonic Rift is because it functions as a fantastic board wipe. While Into the Roil would be really good under Isochron Scepter, I don't think it would be very good in other situations since I would be paying 4 mana to not lose card advantage from it whereas the other 9 cards in that category cost 2 or less.

Thank you for the suggestion though!

October 2, 2017 noon

Managem says... #23

Yeah I completely understand the stringent decisions of having low CMC cards. Glad I could suggest some counters that are notable.

So let me get this right; (According to a hypothetical scenario)

You play Medomai the Ageless then attach - say Swiftfoot Boots. Swing in on an opponent, you deal damage, triggering Medomai's "Take an extra turn after this one." ability

THEN you follow up with say - Vedalken Mastermind ability, bouncing Medomai the Ageless back to your hand which technically fails to recognize his limiting ability of not being able to attack on extra turns. Rinse and repeat, correct?

Haha, stoooooopid broken. He really should be banned lmfao!

October 2, 2017 1:23 p.m.

MagicalHacker says... #24

Close, but not exactly. Here's the two ways it can be used:

  1. Play Humility or Darksteel Mutation on Medomai the Ageless while Vedalken Mastermind is out. Since Humility/Darksteel Mutation makes Medomai the Ageless able to attack on extra turns by removing all abilities, attack with Medomai the Ageless. After attacking, but before blocking is declared, activate Vedalken Mastermind or cast Capsize with buyback targeting the Darksteel Mutation or the Humility. Then blocks are declared (flying is nice), and damage is dealt, giving me an extra turn. The last step is to recast the Humility or Darksteel Mutation on Medomai the Ageless and do it all again the next turn.

  2. If I attack with Identity Thief while Medomai the Ageless is on the battlefield, I exile Medomai the Ageless until end of turn and Identity Thief becomes a copy of Medomai the Ageless until end of turn. This let's it become a copy after it attacks, so it can attack on extra turns too. After dealing damage with Identity Thief, I activate Vedalken Mastermind or cast Capsize with buyback targeting the Identity Thief so that when Medomai the Ageless returns to the battlefield at the end of the turn, I won't have to get rid of one of the creatures due to the legend rule.

October 3, 2017 2:35 a.m.

Managem says... #25

Ahh okay, thank you for explaining that more in depth! Helped me grasp what is going on better, and at what phases things are being triggered, and being activated. Cheers! I'm not the biggest on net decking but I really want to build this deck seems like a blast to pilot!

October 3, 2017 5:56 p.m.

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