CanadianShinobi says... #2
@ awesomeguy37 an extremely valid suggestion, but in Commander it would also be highly dickish to run that. See I start with 40 life and unless there's a combined effort to take me down then I rarely fall below 40. Might try Blazing Archon though.
July 7, 2014 5:45 p.m.
After helping another friend with his Zur the Enchanter deck, I have a few more new suggestion for you since I never paid much attention to your mana base.
I'd suggest switching Rupture Spire with Dromar's Cavern and Transguild Promenade with Arcane Sanctum . Transguild Promenade and Rupture Spire requires you to spend a mana just to play the land which can put you behind early game. Even the various borderposts artifacts would be a better option since they could potentially accelerate your mana.
City of Brass is a card that can be used against you since it deals a damage each time it taps no matter the source. A better option to City of Brass would be Mana Confluence since you only have to pay life when you tap it for mana
I would aslo recommend exchanging Darksteel Ingot with either Coalition Relic or Chromatic Lantern . Sure Indestructible is nice to have but Coalition Relic gives you an extra mana to play around with and Chromatic Lantern allows you to get around certain backdraws with some lands like Mana Confluence . It also makes your fetch lands to mana producing lands.
Depending on your playgroup, I'd argue that Austere Command would be better than Merciless Eviction , but it all depends on how heavy your playgroup are on indestructible cards. If I were to replace any of your mass removials it would be Nevinyrral's Disk since it just lies on the board for a whole round before you can use it.
And one last thing. Consecrated Sphinx is a double edged sword. It's such a good creature to copy that if a player can he will. Once you have two Consecrated Sphinx on the field you'll both either draw as many cards you dare without drawing yourself to death or not draw any cards to keep the opponent from drawing cards.
July 8, 2014 4:41 a.m.
CanadianShinobi says... #4
@ Ulvhedner I don't actually like Dromar's Cavern very much since it puts you behind tempo wise. I'll probably slot in Coalition Relic and Austere Command though. What are you thoughts on Medomai the Ageless instead of Consecrated Sphinx ? Especially if I slot in Lightning Greaves somewhere?
Oh and please stop checking off EVERY suggestion box when prompted.
July 8, 2014 5:32 p.m.
@CanadianShinobi There's absolutely nothing wrong in using Consecrated Sphinx it's just a card that quickly escalates into something incredible silly in EDH. However Medomai the Ageless is a card I haven't even thought of. It's a great card for EDH and is extremely difficult to abuse for infinite turns (it would require infinite with combat steps which would most likely result in you winning anyway) making it ideal for the format.
As for making a spot for your Lightning Greaves can prove a bit difficult though. You currently have 38 lands and 3 mana producing artifacts, could possibly consider throwing a land out.
While Dromar's Cavern will put you behind tempo wise you'll be able to reuse some of the lands ETB effects such as the graveyard exile from Bojuka Bog or the pseudo scry from Halimar Depths . Compared to Rupture Spire and Transguild Promenade you'll be able to tap it right away which can allow you to keep up mana for a counterspell. This is highly situational of course and in the end you're the one who knows how your deck plays best.
And for ticking the suggestion box, I'm sorry, I've been noobing about. Always thought it was a fail proof for cards linked in the comment, but now that you mention it, it doesn't make much sense.
I'd love to hear how your deck is doing now as well. I am to be outright honest a bit jealous of your deck now.
July 8, 2014 6:34 p.m.
CanadianShinobi says... #6
@ Ulvhedner barring the implementation of the latest suggestions and reworking of the deck I am rather pleased with how it runs. People become discouraged quickly when they realize breaking through my defenses will cost them resources better spent elsewhere. I do get a lot of early pressure, but stabilizing is never difficult, unless it turns into a 3v1. My biggest issue is closing. Maybe it'll take time for me to adjust to the longer games, but I find that closing out games is sometimes a lengthy struggle.
July 8, 2014 6:49 p.m.
FancyTuesday says... #7
The longer a game goes on the more likely it is someone is just going to go off and win. When everyone has 10+ mana and a handful of combo pieces on the board it's just you and 6 counter spells in a 99 card deck between a Tooth and Nail , Rite of Replication , or an Insurrection blowing out the game. Longer games also favor decks that are heavily into reanimation, and right now you're a little light on both reanimation and graveyard hate.
Geth, Lord of the Vault springs to mind. The potential is easy to see in a format where everyone is running such bomby creatures. His ability can be activated as an instant so you can fizzle pests like Karmic Guide and any other targeted reanimation, and don't forget he can grab artifacts. Everything from mana rocks to Birthing Pod is yours for the taking. On top of all that he's a 5/5 with evasion.
I dunno what the meta is like online, but if you find you're facing a lot of recursion there's also things like Nihil Spellbomb and Relic of Progenitus that cycle while wiping out graveyards. Puppeteer Clique can be a lot of fun too.
Since your deck is geared around bleeding people slowly I wouldn't build towards knocking them out, just put on more pressure; Subversion , Sword of War and Peace , Polluted Bonds , and Kokusho, the Evening Star are all in theme with the deck and give you a bit more aggro. You can also completely neuter someone with a well timed Identity Crisis , which is as good as knocking them out in most cases.
I wouldn't cut any land, I have 38+ lands with 10+ ramp cards in every EDH deck I have and they still stall out early sometimes. If anything I'd run way more ramp here, but if you're getting by I guess I wouldn't fix what isn't broken.
July 8, 2014 9:06 p.m.
FancyTuesday says... #8
My league has me trained not to use the card so I've almost forgotten about it: Time Stretch is basically "I win" the card and it has flavor in your deck. In Oloro it's 6 life, 4 cards, 3 combats and two untaps at a minimum. Who needs haste when you can just take another turn?
Furthermore, I'd run Medomai over Plea for Power any day of the week. Plea for Power is never going to give you an extra turn, so it's just 3 cards for 4 mana--2 cards after it replaces itself--which gives it all the terrifying potency of Harmonize in a color with options like Fact or Fiction . In Medomai you get a threat that synergizes with your commander and theme. Even if he's an easy target he's a big enough threat that he can win you the game if the board can't come up with an answer for him in 1 turn.
Other thoughts: Maybe Maze of Ith and Kor Haven .
July 8, 2014 10:27 p.m.
if you're a fan of infinite combos. Medomai the Ageless and Sakashima the Impostor make infinite turns. Sakashima is a great clone and he keeps his name so you can clone other legends.
July 12, 2014 1:58 p.m.
FancyTuesday says... #10
Cloning Medomai doesn't give you infinite turns, see:
201.4b If an ability of an object refers to that object by name, and an object with a different name gains that ability, each instance of the first name in the gained ability that refers to the first object by name should be treated as the second name.
Medomai's rules text effectively says "[this card] cannot attack during extra turns" and any clone of Medomai would have the same restriction. Consider Morphling ; its abilities all specify "Morphling" but in fact are saying "[this card]" and thus clones and mimics (see: Experiment Kraj ) can use those abilities. The same is true of triggered abilities like that of Eternal Witness and, indeed, Medomai.
July 12, 2014 6:13 p.m.
But Sakashima keeps his name. He's a seperate entity so would you be able to swing in the off turns and loop infinity?
July 12, 2014 9:52 p.m.
FancyTuesday says... #12
The restriction is on "extra turns," not "turns given to you by [this card]." If it's an extra turn then neither Medomai or any card cloning it can attack. They can both swing on your normal turn and give you two extra turns, but that's as good as you can do.
500.7 Some effects can give a player extra turns. They do this by adding the turns directly after the current turn. If a player gets multiple extra turns or if multiple players get extra turns during a single turn, the extra turns are added one at a time. The most recently created turn will be taken first.
July 12, 2014 10:04 p.m.
Tingettley says... #13
If you don't mind me asking, why Plague Wind instead of In Garruk's Wake ? Same CMC, but adds Planeswalkers to the kill list, which can be very beneficial. Duely noted though, I do know that PW says that the creatures can't be regenerated, vs IGW gives them that option.
Just wondering. +1 for Esper love!
August 20, 2014 12:05 a.m.
Umm maybe instead of Propaganda you use Solitary Confinement ? With Oloro, you should never run out of cards to discard to it.
August 27, 2014 11:31 p.m.
Tingettley says... #15
with Solitary Confinement you can combo that with Library of Leng or Tamiyo, the Moon Sage 's Emblem to never run out of cards!
August 28, 2014 1:28 a.m.
Tingettley says... #16
So found out some really interesting information. Shahrazad is not banned in commander... As you said before, people are going to hate you, they are going to want you dead... why not toy with them if you are going down? Down to your last little bit of health, happen to have a Wound Reflection in play? Perhaps a Hive Mind as well? Well then, you win the game! So long as the same player does not win the game for each instance of Shahrazad.
Basically the combo is, you play the sub-game. You lose the sub game, along with 2 other people. Go back to the main game, and each player loses life due to Shahrazad. With Wound Reflection out, those players lose the game no matter what. If you happened to have an Exquisite Blood out, you just reset your life and then some. Then the fun begins if you happened to have a Hive Mind out. You play another sub-game. If you win, you win the game.
Just food for thought... Still love the deck, and I'm going to be working on an Oloro deck myself.
August 28, 2014 1:37 a.m.
FancyTuesday says... #17
Shahrazad is banned in EDH. EDH is played with "vintage legal" cards minus those named in the EDH banlist (see point 7 under the deck construction rules) and Shahrazad is banned in Vintage (Vintage banlist).
August 28, 2014 2:35 a.m.
Hjaltrohir says... #18
Maybe add in Exquisite Blood to go infinite with Sanguine Bond ?
August 28, 2014 2:43 a.m.
Tingettley says... #19
Well that's lame. Why don't they just add it to the list of banned cards then? Instead of making people go to a completely different website? Would it be that hard to put that on the Commander Ban list?
Hjaltrohir says... #1
How about Felidar Sovereign
July 7, 2014 1:59 a.m.