Slobad - Self-Mill/Eggs (Competitive)
Commander / EDH
SCORE: 55 | 29 COMMENTS | 10848 VIEWS | IN 18 FOLDERS
you get a plus 1 from me cause i like unique/rare generals. How does the low count help you? do you ever get mana skrewed and cant draw into it or do you normally not have an issue with the mana?
December 2, 2015 6 a.m.
- 1 from me. I really like Slobad as your general. My main question would be exactly as the one phrased above.
December 2, 2015 6:01 a.m.
First time I've ever seen a Slobad deck on here and it's the morning after I learn about the card Slobad. Coincidence? I think not!
Anyways you have this combo listed for infinite mana: "Krark-Clan Ironworks + Salvaging Station + Voltaic Key = infinite mana". You could also use Flayer Husk though I'm not sure if it's worth it in EDH.
December 2, 2015 6:05 a.m.
well i am know the infinite mana combos. but what i mean is like, have you had to aggressively mulled to get a opening hand with a good amount of lands? how many lands do you draw into in a normal game? How many lands do you want to see in a game? i ask because 27 lands seems low to me but it can be compensated with a cheap general and the artifact mana you have. Normally i build decks with 37 lands or more sometime i have gone under but it was because it had ramp in it with out the rocks.
December 2, 2015 6:11 a.m.
The deck's low land count means that as I am comboing off, I am more likely to draw into the gas I need. There are several reasons that the deck can function on so few lands. Most importantly, the deck has a low mana curve (currently the average CMC of non-land cards is 2.38). Second, I run an abundance of both mana rocks and cost reducers. Many of these mana rocks cost zero, so they are an effective replacement for lands, and additionally allow me to play multiple mana sources per turn. Finally, a number of the lands in the deck tap for more than one mana. When mulliganing with this deck, you never want to keep more than two lands. Having wheel effects and cheap mana rocks is the most important thing. Remember that we're aiming to kill our opponents around turn four - we don't need a lot of lands.
That is true, I am aware of and could use Flayer Husk. I have chosen not to, because it is a dead card for the most part, outside of that particular combo. I have made an effort to minimize the number of cards in the deck that have a singular use as a combo piece. Too often they will do nothing, if they don't have the other pieces to support them. Currently the only card that falls into this category is Goblin Cannon, but having a way to actually kill my opponents is necessary.
December 2, 2015 7:10 a.m. Edited.
oh ok, thank you was just curious, a mistake people make is undervaluing lands. i didnt know if you went with a low land count because of the curve or because you wanted more gas. i see its a combination of both, most combo decks want as little land as possible.
December 2, 2015 1:38 p.m.
Get your lands to at least 32. I know you have mana rocks, but the opening hand must have at least 2.
December 8, 2015 11:17 a.m.
No, the opening hand does not need at least two. One is fine. I keep on zero sometimes. And you do not ever want to have three lands or more, though sometimes you'll end up there. This deck (and competitive combo decks in general) needs gas, not lands. If you are struggling for mana, it means you need to mulligan more aggressively.
December 8, 2015 2:30 p.m. Edited.
I had it for a while, but cut it as a meta call. My meta is just too fast for me to get this down when it matters without tempoing myself out of the game. If there were more stax or combo-control (as opposed to more all-in style combo) decks in my meta, I would absolutely be playing it.
December 12, 2015 12:35 p.m.
SomeDipshit says... #13
Haha right on. I have a friend who plays an oloro deck that is a scourge
December 12, 2015 1:27 p.m.
SomeDipshit says... #14
You must have had Kurkesh, Onakke Ancient in here at some point. I could see him being vulnerable, but an extra rings of brighthearth really helps resilience, especially when other players have Return to Dust
December 12, 2015 1:33 p.m.
Kurkesh doesn't go infinite nearly as easily, due to the colored mana requirement. That, combined with costing four and being easier to remove makes him too slow for the deck.
December 12, 2015 1:43 p.m.
oblivion234 says... #17
how about Voltaic Construct goes infinite with Metalworker with only 2 artifacts in hand.
December 22, 2015 10:25 p.m.
It doesn't do anything without Metalworker, and I try to restrict my combo pieces to cards that are useful outside of just the combo potential. Four mana is also quite expensive for a card with such little impact.
December 23, 2015 11:40 a.m. Edited.
Do you still get much use out of skullclamp these days?
January 8, 2016 12:25 p.m.
Skullclamp doesn't get to do as much work as it would do in a token deck obviously, but it's still fine. Red needs all the draw it can get, and only clamping one thing over the course of a game is still a two mana draw two, which is better than anything else red gets. With thirteen creatures (counting artifact manlands), I usually am able to clamp at least one thing whenever I find Skullclamp. It also loops nicely with Junk Diver and Myr Retriever.
January 8, 2016 12:41 p.m.
TheDracogenius says... #21
I really like you deck, especially the use of one of my favourite MTG heros, Slobad. But the question I have is if this deck is still competetive If I was to build a more budget friendly version without Imperial Recruiter, Workshop and Bazaar.Do you still think that it is consistant or are these cards absolutey necessary?What would you recommend as possible replacements?
January 17, 2016 2:25 p.m.
Bazaar can pretty easily be replaced, it's not all that important. Workshop is an amazing card without any real replacement, but the deck doesn't fold without it, and the same goes for Recruiter. Things like Mana Crypt and the other rocks are pretty important, but the three cards you named can be replaced. I'd swap the lands for mountains, and Recruiter for whatever you feel like. A card I've been considering is Rite of Flame, simply because it plays well with Past in Flames and being able to go from one to two mana is quite useful.
January 17, 2016 2:50 p.m.
Tyrosoldier says... #23
In addition to what Dracogenuis said, Is Lions Eye Diamond required? If not, what woould be a good swap?
October 28, 2016 11:36 a.m.
It's not strictly required, I would probably just play another mana rock or ritual in its place.
October 30, 2016 8:17 a.m.
thegigibeast says... #25
Ok, I see long time no update, but if by any chance you still come here from time to time to look at things and maybe an update...
Scrap Trawlerwas printed and I think it can be awesome with 0 mana artifacts that sacrifice themselves to give mana (like Lotus Petal) or any low cost mana rock with a sac outlet. You could just crack the Lotus Petalfor mana, crack another artifact, return the Lotus Petal to your hands then on the battlefield, then start over again, never needing any more mana to crack your eggs. You could even possibly generate mana with this loop, depending on the artifact you use to produce mana (let's say Krark-Clan Ironworks+ Mana Crypt, this I think would be pretty good with Scrap Trawler).
I would also add in Rite of Flame and Pyretic Ritual, that way you would also have a winning line from the graveyard. Self mill with Basalt Monolith+ Mesmeric Orb, flashback Past in Flames to be able to cast from the graveyard Rite of Flame, Pyretic Ritual and Seething Song into Scrap Mastery, then you get infinite mana from one of the combo included in the deck and you can win from Goblin Cannon. All you need in addition to this combo is to start everything.
king-saproling says... #1
What are the combos?
November 29, 2015 10:44 p.m.