pokken wrote: ↑4 years ago
I like a lot of stuff about this build. I feel like you might benefit from the new purphoros
purphoros, bronze-blooded as he's a way to cheat your expensive guys in hasted and vomit out tokens and get triggers.
Lots of times spending 3 mana to drop an
aurelia the warleader out and get 2 triggers is going to just win the game, and it's much grosser if you do it with aurelia and hero of bladehold, for example.
I do think the deck could probably benefit from both recruiters.
Lookin good man
purphoros, bronze-blooded - Keep in mind his cheat only puts red creatures and artifacts to play. I went through my list and that got it down to like, 5 targets I really felt like I would maybe want to do that with. Its still a robust haste outlet so..... maybe I cut
Anger for him in that I don't really have a way to kill anger but still, like its anger. Also just attacking with
Anger seems good for this deck so if they don't want to kill him I guess I am still hitting for value off my commander. I contemplated a few different haste enablers but most of them didn't seem like I could justify them. I did squeeze in two haste outlet lands and one flash land option though. Lots of my token makers either make hastey tokens or can do tokens at instant speed.
Recruiters - I had them in but most of the time I just felt like I wasn't reliant enough on any specific thing to tutor. Tutoring for the non humans was generally a process that was like 5-6 mana and it didn't seem that great. I guess I was having trouble looking at my list and saying, I really want to recruiter into X or Y. I am not opposed to running them I just didn't feel like I could find anything in my list that I could add 3 mana to the casting cost of and feel great about them. Its true that it bolsters my human count but at the cost of what card? Most of my humans I don't really even want to go in my hand anyways so I guess the best case scenario for me right now seems like hitting my commander's ability into a recruiter into
Selfless Spirit. Beyond that, I just don't really know what I want to maybe have to spend three mana tutoring for this deck.
If you ask me where Recruiters really shine tends to be if there is a card you really want to be tutoring or when you plan to abuse the recruiters by flickering, rezing,
equipping,
skullclamping,
birthing poding, etc. I don't really plan to abuse them and I couldn't come up with anything I really wanted to add three mana to the cost of having.
I don't think its wrong to run them, but I felt like if I were to run them here it was just to inflate my human count and not because I actually wanted any one specific thing.
I think we have a lot of things going on already. They can be really cool but I had to tie up a lot of space between the human package and making tokens. Don't get me wrong, they can be great effects, I just tend to like them more when having a little less complicated of a plan. When my commander directly creates tokens for instance I tend to like them more or when having more focus soley on token production for a deck. I have a lot of elements already and these cards slow those plans down to get started.
Our commander costs four mana and does nothing on her own. So then we need some non humans to pair with her. If you add this in on top of the fact that the enchantments you mentioned don't do anything themselves... you are looking at like, T4 cast commander, T5 cast one of these, T6 hopefully have some tokens. Its just damn slow.
Essentially it feels like about double the overhead and slows us down in my mind. I went with a lot of 1-3 mana token generation so I can hopefully curve tokens into commander and swing the same turn. Those enchantments curve poorly with curving tokens.
EDIT: I need to squeeze in
Mirror Entity. I had meant to do that while building then I forgot... Well I guess I will figure out where that goes.
EDIT 2: Deck Change:
- Hate Mirage → Mirror Entity I always hope to see someone with goodstuff when it comes to these red clones. People have been running a lot more odd strategies that are hard to clone value from though for me. Being a 4 mana sorcery speed token producer who kills its tokens at end of turn..... well I think maybe its not that great.
EDIT 3: Oops, was running some fetchlands that couldn't find my lands lol. I fixed my landbase mostly just shifting those to basics.