Ulka wrote: ↑4 years ago
Thoughts on my favorite package of all time
Wild Research? I know you are trying to keep it as a Bant deck but to be able to try to tutor
spell crumple up for the control lock.
Keranos, god of storm is also a fun card in this style of deck in my opinion.
Wild Research - I don't think its wrong to include but its still like a 5 mana investment to get started on what ultimately is sort of a
Gamble effect. It does look sort of fun but I have a hard time given the mana to spin it up as well as the still very random outcome of the card. It would be fun over time but in a lot of cases I have a decent bit of redundancy which makes me question how much I would use it. In the end, I think I would probably prefer to just hit the cards I want with some certainty and for less mana. I could even probably run Wargate if I wanted assuming I was more focused on the enchantment part of it. I just think it competes with a lot of things and while its sort of fun and chaotic, I don't know that is really something I would include it for.
Keranos, God of Storms I think he is fine. I think that most gods could be fine in here really. I did give some consideration to Xenegos given how the commander here can buff himself up and give trample but in the end I didn't feel it was something really in line with what I needed. Back on topic of Keranos though, I think he is fine and anyone who wants him I think he is fine, I just think his value is also incredibly slow and he feels a little clunky to me. He is sticky though and if you curve him I find him to be quite good. My issue is more with how if you draw him on like turn 10 it feels like a 5 mana do nothing card. I don't think its wrong to include him but I also am not really amazed by him. I have options to draw cards with my commander and his removal isn't actually that impressive.
Tryno wrote: ↑4 years ago
Have you considered the following?
Sanguine Bond
Tainted Remedy
Demonic Tutor
I only think the last two are worth considering because Sanguine is a little bit more black mana intensive but I think the other two help with redundancy and are a win condition.
Edit
Skyshroud Claim: Also, have you considered this?
Sanguine Bond /
Tainted Remedy both are cool effects. My issue though is that they don't contribute to any board control. They do help pressure people down but I think the focus for this commander is staying hard to attack and staying in the game rather than focusing on closing potential. Essentially what I am saying is that these cards would be cool if you played them late in the game with a bunch of mana up but the commander already kind of has that inevitability on his own. Assuming you make it to late in the game he can pass out a bunch of counters and threaten players that way. Its true that these effects are more efficient in a lot of cases but the later the game goes the stronger this commander probably is so it pushes me to think that focusing on ramping mana and keeping the deck from dying is how you ultimately win rather than trying to push to kill people sooner.
Demonic Tutor - I am just being stubborn. I should have it in here but I am doing my best to keep it to mostly being a bant list. Perhaps after some testing I might circle back and reassess.
Skyshroud Claim - Oversight in my searching given I was looking for cards that searched for lands rather than specific types of lands. It does have the unfortunate side effect of wanting fetchable duels in order to fix but I think its still probably ok given I did plan to run shocks for bant at least.
xeroxedfool wrote: ↑4 years ago
This deck is fairly unique and therefore it isn't easy to make suggestions. I think, emphasis on think,
Teferi, Time Raveler would be quite useful here. Teferi can be quite disruptive on its own, you have a good amount of sorcery to flash in, and a fair amount of cards you can bounce and reuse. In my mental goldfishing, flashing in some ramp so it can be untapped with Muse + etc seems fun.
This is crazy I know but you could even cut
Survival of the Fittest. This would make your deck more "75%" and it isn't like Survival is doing anything insane is this build anyway. If you cut it, you can also run a few more powerful creatures if you like. Karmic Guide or Lark are not so oppressive and boring if you exclude one of them and the best tutor.
I know what you mean. I did kind of go on an odd direction with this one.
Teferi, Time Raveler - My issue is sort of that I view him as a value over time walker which is very hard to defend in this format. I have always felt that planeswalkers who focus on immediately paying for themselves such as
Tezzeret the Seeker to be far more reasonable inclusions in your average commander deck because they can pay for themselves the turn you play them. If you play against a lot of combo or control decks I think Teferi can become more reasonable but I still have some issues with any walker in a deck that isn't dedicated to walkers / defending said walkers. The idea of flashing in ramp effects while keeping options up does sound fun but I think its probably like, a LOT easier to bank off of the back of
Alchemist's Refuge which has a lot more ways to get into play and doesn't have the challenges of defending.
Survival of the Fittest - I felt like survival was ok here given I don't think I have any combo outs with it. My plan was more or less to use it like a green
Entomb that lets me move my creatures around as needed. Turning any creature into
Mystic Snake sounds like something I might want. I haven't actually played Survival in any decks I can think of in some time mostly because it hasn't seemed like it fit into a lot of my decks in a while. Letting me dump creatures at instant speed and possibly resurect them to play via my commander sounds like a really good effect in a lot of cases. Do you think its a problem card or not doing enough? I am not currently running Karmic or Lark in here, just planning to use Kenrith to rez stuffs.