Combat damage tribal - Brainstorming
Posted: Sun Aug 02, 2020 10:50 pm
I've had this brew idea percolating in my head for months now and figured I'd share some of it and see if anyone has any good ideas.
I am fairly sure this deck is going to need to be 5c with Najeela as the commander but it might be 4c with tymna/someone.
The gist of the concept is saboteur tribal (mostly) - dudes who draw cards or do some useful effect when they connect. Here's the partial list of dudes I'm thinking of:
Ramp package ideas (probably some more I am missing there, thought there was one that makes treasures on combat damage)
I could also try to shave a bunch of colors and do Marchesa, but I think the green ramp spells that benefit from attacking are absolutely hugely good.
I do think having a raft of counterspells and removal and generally interactive stuff like Eerie Interlude and Heroic Intervention and Teferi's Protection would really benefit this deck, especially if I were to want to toss in something like Eternal Witness and Skullwinder for possible Cryptic Command soft-locks.
And any other card ideas?
I am fairly sure this deck is going to need to be 5c with Najeela as the commander but it might be 4c with tymna/someone.
The gist of the concept is saboteur tribal (mostly) - dudes who draw cards or do some useful effect when they connect. Here's the partial list of dudes I'm thinking of:
- Dreadhorde arcanist
- prophetic flamespeaker
- robber of the rich
- trygon predator
- mindblade render
- oakhame adversary
- goblin engineer
- stoneforge mystic
- stonehewer giant
- cold-eyed selkie
- tandem lookout
- rankle, master of pranks
- edric, spymaster of trest
- yuriko, the tiger's shadow
- champion of lambholdt
- nightveil specter
- augury adept
- drana, liberator of malakir
- sygg, river cutthroat
- grim flayer
Anyone have commander thoughts? I could probably just go tymna+tana with no blue I guess, as that'd make really maximal use of the combat damage stuff.
I could also try to shave a bunch of colors and do Marchesa, but I think the green ramp spells that benefit from attacking are absolutely hugely good.
I do think having a raft of counterspells and removal and generally interactive stuff like Eerie Interlude and Heroic Intervention and Teferi's Protection would really benefit this deck, especially if I were to want to toss in something like Eternal Witness and Skullwinder for possible Cryptic Command soft-locks.
And any other card ideas?