Tryno wrote: ↑1 month ago
I've made this guy previously, more as a token win-con via planeswalkers for non-evil win cons. It ended up degenerating into infinite turns, or using extra untap phases to use
Venser, Shaper Savant or
Capsize a billion times and bounce everyone's lands to hand.
With the new ruling on mana abilities though. I like all the cantrip draw. I do think you need more mana rocks though. Gogo is a mana hungry nerd, and 4 mana is his sweet spot.
Otherwise, I don't see how you win consistently using mill. You don't have very many sources to do so.
I realized more and more that I wasn't going to be super happy if I tapped out on my turn to do most things which is part of why I pushed more towards baubles and fetches. It lets me interact as needed on my opponents and shifted it to a more... draw go style which I love. There are some very powerful planeswalkers though so I will admit that there is power in just having a bunch of planeswalker triggers but I also felt like a lot of them still had issues defending from flyers and it would leave me tapped out.
I felt like a lot of my mill outlets have potential of by themselves killing opponents and I thought that might be good enough. Its possible I might want or need more tutors for some of the better ones though but I am unsure if its worth adding more mill rather than getting better access to the good ones.
GAME REPORTS:
Ok, I kind of hodge podged this concept together on the fly then made my OP post where I tried adjusting it a little towards where I thought it should be. I posted this list after the first game but before games 2 & 3. I am writing this up after all three games, a bunch of stuff is in the mail for this deck and I might have to make more adjustments yet but this is my feedback to date for this deck.
Game 1: 3 player FFA game against
Rootha, Mastering the Moment and a stock
Mister Fantastic list.
I got my commander out on turn 3 and then played a fetchland on 4 but left it uncracked to play
Kefnet the Mindful. Did Turn 5 I cracked and 2x copied the fetch for some more mana.
I managed to flip
Thaumatic Compass // Spires of Orazca and got
Crawlspace which between it all I was fairly well defended. I got out
Tezzeret the Seeker and tripple tutored 3 drops putting into play
Simulacrum Synthesizer,
Orazca Relic, and
Commander's Sphere getting me 3x golems. Somewhere in here I also discard to hand size and bin
Wonder. I am feeling REALLY safe right now.... briefly lol.
Unfortunately
Rootha has some artifact removal and decides
Crawlspace should go.
Mister Fantastic then phases all but one creature out then plays
Ultimate Nullification.
After this I manage a
Fog Bank and find my
Maze of Ith. Somewhere in here I fetchland and like 8x copy it putting almost all of my basics into play. This is unfortunately before I get set up with
Field of the Dead so no zombies.
At some point late in the game I also crack a
Orazca Relic with 11x copies so gaining 36 life and drawing 12 cards at instant speed before my turn..... thats like everything I ever want to do in a game of magic lol.
The game goes for a bit longer with some back and forth, I threaten to
Court of Cunning mill everyone out but it gets 2x answered through my counter magic defense.
Mesmeric Orb ends up putting in some work but I realize a bit unfortunately that I mill a lot off of that and I can't really utilize my commander to make it better. Still though, it probably mills 30-50 cards from each of my opponents and 25 or so cards on me.
On the last turn I milled into
Cityscape Leveler which I unarth and use
Altar of Dementia with commander to send 8x mill copies to finish my opponents off.
G1 Conclusion:
I realized a lot of things after this game and some of that was that I kind of leaned away from the artificer and creature strategy some after this game. I had thought I was going to get better and more value out of things like
Simulacrum Synthesizer but then I realized I only had like 5 or so things that could trigger it in my whole deck and I decided to scrap it and the
Altar of Dementia / big dudes concept I started on just because it really required too much setup and all of it was a little concerning that there was too much setup and it was all not so great without the whole setup to it.
I also had more of the big artifact token stuff in the list before this point with stuff like
Karn, Scion of Urza but I realized that they were sort of sorcery speed tapout effects that I wasn't as keen on and so I reduced a lot of that sort of thing. I go back and forth a little on
Urza's Saga in part due to its timing potential and how many different abilities our commander can use off of it. I am not sold either way on saga so testing will need to happen.
I loved my defensive setup this game though the mix of defensive creatures, mazes, and crawlspace with potentially a draw / go playstyle was something I was really all about. I have to figure out what interactions I want though and when to utilize them.
Game 2: 3 player FFA against
Ulasht, the Hate Seed and
Breya, Etherium Shaper (currently sort of a casual early build he is building up but its still combo just probably not very tuned)
I am going last and on my T2 Ulasht plays a
Ouroboroid off an earlier mana dork. Ooooooo boy thats a start. My hand has a little interaction but its a
Echoing Truth and an
Aetherize so I have to just sort of keep playing and stall my concerns.
I play my commander on T3 and Breya plays an
Austere Command for creatures before my T4.
I replay my commander on T5, I am just kind of slow to the gates this game. I can't recall if I had a play on T4 but Ulash is just doing horrible things in his corner. He came back from the wrath with the following 3 turns in a row:
Doubling Season,
Caged Sun,
Genesis Wave for like 10. I have gotten my commander out and maybe done a little ramp by then. I also have a
Ruin Crab which I use with a fetch to put some mill into action but the early wrath hurt a lot.
Breya puts some big voltron thing on his commander and starts attacking. I use
Vedalken Shackles and my commander to steal 4 of his creatures so I can block him if he swings on me.
Ulash then starts doing horrible things with his commander. I see his commander in play with a bunch of mana and counters and he goes to play
Ashnod's Altar. I am up such a damn creak I don't know what to do. I can't bounce his tokens out because Ulash can ping them to death so I bounce his commander in response to the Altar. He replays it and threatens lethal with like a 40 powered commander.
It gets back to my turn and I cast the
Cyclonic Rift overloaded I draw off my commander drawing the turn before. I die to Ulash before it resolves but I buy Breya like.... one more turn. It doesn't matter and Ulash slams him fairly good maybe a turn after.
G2 Conclusion:
I could be a little faster getting set up I guess. Getting whacked on the first cast is also brutal as this is a slower getting off the ground concept. I don't really know how much I have here other than more ramp or different interaction maybe could have salvaged this. Ulash had a heck of a game with a good curve and he put a bunch of must answer things into play repeatedly and this isn't neccessarily an "answer" based deck.
Game 3: Same group / players as before we added a
Oona, Queen of the Fae player but everyone else played their decks back.
I got a T2
PuPu UFO in play, T3 commander, T4
Teferi, Master of Time. I think I did activate Pupo once on T3 but then missed my land drops moving forward so it wasn't really very impressive. Teferi looted me through a bunch of stuff hoping to find me lands which I kept missing on.
This game was weird. I don't know if people didn't realize what I was doing or didn't notice when I kept saying Teferi and then drawing cards on each turn. They kind of overlooked him or weren't paying that much attention to him. There was some light attacking but Pupo stopped several attacks where he could block them and then there were a few attacks made to get triggers where pupo would have stopped their triggers so I didn't get attacked.
I will confess there was some concern because the Oona player played a
Visara the Dreadful which just casually sat there without being answered. I noticed my teferi was going to race that though so I pushed on ignoring her.
Well....... I got Teferi over 10 loyalty and then took 22 turns with him. Then realized the fact that he lived meant I had infinite turns as he would get to ult again before I was out of turns. They scooped to that.
G3 Conclusion:
Ok, it was infinite turns but it was a planeswalker ult copied. Its not like I can just execute that without interaction on players they ignored a threat and it executed. I thought briefly if I needed to cut Teferi but he does everything I want him to do and the commander can copy his phase out as a defensive manuver so really I have no intention to cut Teferi even though it was a little cheeze people need to not ignore planeswalker ults.
So, overall I am not really sold that my instants are what I need them to be. I felt like I could use more draw that wasn't just my commander committing all of my mana to something as well. I could probably use another counterspell or two, I could probably use a little more upfront fast mana early in the games. I also wouldn't hate to have another mana double effect or two in here possibly something like a
Gauntlet of Power.
Field of the Dead was a big bummer all three games I never got it to work. Too often I blew all of my ramp before I was set up and could execute it. I am not going to bail on it yet..... but its something I have to assess further on. I didn't have
Moonring Island for these games and I am curious if I can't reliably get set up soon enough. I might also need to run
Expedition Map /
Tolaria West if I want to push this. I don't actually know if I am going to double down to try to make it happen or run away from it entirely. Being that I am a mill deck and I went away from
Altar of Dementia I don't actually know how useful this setup is for this deck. As it stands I have a feeling that I will probably bail on the concept in the long run just because on average I set up my fetchlands into basics before I would have the 7 unique names set up. I haven't completely bailed yet but it might still happen.
Draw - I think I could use a little more draw that isn't just my commander full sending on effects. I still like doing that stuff but I have a lot of things I have to do with my commander sometimes its even defensive maneuvers so I can't just have him for draw.
Mill count - its something I am still working on as to what mill cards I run and how much I need. Its not something I am sold I have enough or too much of I want more playtesting to really say.