PrimevalCommander wrote: ↑1 year ago
With 16 wipes and 24 targeted removal is anyone going to have any fun playing against this deck? Honest question.
I built this for 2 possible metas - either my casual meta but it's a literal archenemy game (with no schemes), or I finally go down to Takapuna to play, where Jon is always talking about how people play "cEDH" but then describes their deck archetypes as, for example,
Vial Smasher the Fierce goblin tribal. Not that this deck would likely hold up to a true cEDH meta, but I highly doubt they're at that level. And if they're going to call themselves cEDH I'm sure as %$#% not holding back, especially not when I'm playing a RW combat-focused commander.
I know you are purposefully limiting permanent count, but that is not a weakness when you are backing it up with a board wipe every other turn for the entire game. I just feel bad for anyone trying to do combat damage things in your meta.
Not sure what you mean by the first sentence. Limiting my permanent count isn't a weakness? I agree of course, that's why I did it?
"Every other turn for the entire game" is a bit of an exaggeration. 16 wipes is 1 out of every 6 cards roughly. Even with some draw it's probably closer to every 3-4 turns. And of course I'm playing a combat-based deck myself so most of the wipes don't fully clear the board. The ones that do are more of a last resort since I'd probably be forced to CZ Otharri (unless I have mutavault).
Actually maybe I should prioritize some instant-speed wipes like
Fated Retribution and
Starstorm since I can fire them off in response to the Otharri trigger and then keep rebels on board, without allowing any enemy creatures to survive. I don't think there are any full wipes at instant speed though.
Act I decided against because I don't want many wipes that kill Otharri and all my rebels at the same time - if I'm going to pull that pin I'd rather destroy all nonland permanents entirely. Faithless looting doesn't really do anything here. Swat should probably be in. Pyroblast...I just don't really do color hate.
I intend to run sac outlets in my lands for that purpose. That said lightning bolt is a fine card that maybe makes sense.
I think I'd give some thought to a few extra combat step spells that are efficient, e.g.
Seize the Day, since getting a few experience counters at once can dramatically up your clock speed.
I did consider those, but then it wouldn't be "solo".
Anyway I suspect he doesn't need it. This is a pretty hard control deck. I'm not in a hurry.
That said I have to echo PC, which is that this deck feels like 1) a rehash of a concept you have done a million times (wipe tribal with the commander to win), and 2) ungodly tedious to play against
Oh yeah, but I think for the metas that I plan to play it in it's fair.
Mutavault is 100% in, and it's the only rebel I really like. I was considering playing some of them, but then realized I may as well just play a reanimation spell instead.
I love brought back, but is it really going to be reliable with only 7 fetches? I guess 9 or 10 altogether, but that still doesn't seem reliable enough to justify it to me, considering it doesn't have too much late-game utility, what with our low permanent count.