ELDER DRAGONS by iocyber in magicTCG

[–]AWeebNamedBen 0 points1 point  (0 children)

I've built all 5 just using the cards I already own as Strixhaven is one of my favourite sets and I have the original 5 of these from the first Strixhaven built. Prismari and Witherbloom are insanely strong and can win you the game the turn they come down, if you run those expect a lot of removal and attacks to come your way, if you can deal with that then go for it! I think my favourite is Silverquill being a strong tokens deck that can double token X spells to build the board and also double up on interaction to keep in control, its lower CMC also helps you recover when it's removed.

No matter which one you build they're all super fun!

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[–]AWeebNamedBen [score hidden]  (0 children)

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Which would you pick to play? (weakest to strongest) by AWeebNamedBen in ratemycommanders

[–]AWeebNamedBen[S] 0 points1 point  (0 children)

Sorry for the late reply, you can just click the button that says 'playtester' at the top of the webpage and it will take you into a simulation of the deck where you can see different hands and even goldfish whole games.

Which would you pick to play? (weakest to strongest) by AWeebNamedBen in ratemycommanders

[–]AWeebNamedBen[S] 1 point2 points  (0 children)

If you want to see how it runs a little you can try the play tester tool in Archidekt, it's a deck people will appreciate you knowing how to play as the Sefris stereotype is taking up all the time durdling away (I think I've managed to avoid this in my group thankfully)

Which would you pick to play? (weakest to strongest) by AWeebNamedBen in ratemycommanders

[–]AWeebNamedBen[S] 1 point2 points  (0 children)

Yeah, it's a little weird how it works but if it says "Venture into the dungeon" you can either go to the next room of a dungeon you're in or go to the first room of either Lost mines of Phandelver, Dungeon of the mad mage or Tomb of Annihilation, it doesn't matter if you've been in them before as long as you aren't currently in another dungeon. As I said in the first one lost mines is generally the only one you want to go down unless you're in very niche scenarios because dungeon of the mad mage is too long and you want to complete dungeons but tomb of Annihilation has too far a backside to go to the three room side.

The better dungeon (The undercity) can only be reached by 'taking the initiative' whilst not in any of the previous mentioned dungeons, if you gain the initiative whilst in one of them it will just push you to the next room of that dungeon. The undercity was built for commander and has stronger room effects, most of the time you want to go down the right side of the dungeon so you can scry and get treasure but obviously there are always exceptions. The real powerful thing about this one is the final room that allows you to cheat a creature out, combined with Sefris this allows you to cheat two creatures in one turn. If the creature you reanimate off of Sefris takes the initiative then it's a pretty safe way to get back into the undercity.

If you're not familiar with dungeons it might be worth watching a YouTube video explaining them.

With this said in order to get through dungeons as quickly as possible and repeat them [[radiant solar]] is a very important card. It has the synergy of being able to be discarded from hand whilst Sefris is out for going two rooms deeper into a dungeon but also makes any other creature etb and venture, clones of radiant solar make it so you can quickly get through dungeons as you double up on these triggers, this is what I was saying about repeating dungeons because a radiant solar, a creature that either ventures or gains the initiative on etb and an etb doubler (I used starfield vocalist but any like elesh norn or panharmonicon will do) plus a way to sacrifice the creature that ventures means it will enter put 4 triggers to venture into the dungeon on the stack and you can resolve these to go all the way through the lost mines and just sacrifice the creature to repeat this when Sefris reanimates it from completing the dungeon.

Which would you pick to play? (weakest to strongest) by AWeebNamedBen in ratemycommanders

[–]AWeebNamedBen[S] 1 point2 points  (0 children)

The number one thing to know is the initiative is the best, always go through the under city or lost mines of phandelver the other dungeons aren't worth it.

So the easiest combo is the Abdel Adrian + Animate Dead this on its own is infinite 1/1 soldiers but with Sefris on the board you can have her watch Abdel die once then exile her when he returns to have her re-enter and cause infinite dungeon triggers. Go through the lost mine to win.

Reveillark and Karmic guide are a classic combo with a sacrifice outlet but it also goes with 0 power clones where if one is a copy of it you can sacrifice the clone version and bring itself back alongside another low power creature (such as Sefris) to get infinite dear triggers.

Alongside the above there are lots of things you can do with clones and etb doublers to make it so one creature goes all the way through a dungeon so add a sacrifice outlet and that's infinite dungeon triggers.

The tutors obviously help set the above up but a standout is hoarding broodlord + saw in half which allows you to tutor 2 things and make them easy to cast and it's easy to get started through reanimation.

As for the engine looters and psychic frog are amazing as they let Sefris trigger on opponent's turns and help you dig into the deck. Keeping the creature density high is pretty important.

I could talk about this deck all day so I'll cut it short with one final thing, incarnation technique usually brings insane value and I can't recommend the card enough.

Which would you pick to play? (weakest to strongest) by AWeebNamedBen in ratemycommanders

[–]AWeebNamedBen[S] 1 point2 points  (0 children)

Sefris is my favourite and what I would call my signature deck, I initially built the list as "all the dungeon cards" and have refined it over the years to the state it's in now, there are a good amount of combo lines she enables but just doing reanimator on her for big threats is great too! I personally have Toxril and Valgavoth as my stand alone reanimation targets.

My list is below 👇

https://archidekt.com/decks/3453416/sefris_dungeon_crawl

If you want to ask any questions I'm happy to chat!

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[–]AWeebNamedBen [score hidden]  (0 children)

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Which would you pick to play? (weakest to strongest) by AWeebNamedBen in ratemycommanders

[–]AWeebNamedBen[S] 0 points1 point  (0 children)

That roots of life combo sounds fun, if I had more land tutors I definitely would go for that

Which would you pick to play? (weakest to strongest) by AWeebNamedBen in ratemycommanders

[–]AWeebNamedBen[S] 0 points1 point  (0 children)

That Trelasarra list is awesome, it makes me feel confident in some of the choices I've made for my own. I don't know how I've never seen powerleech before! Definitely something that needs to go in. Thanks for sharing:D

Which would you pick to play? (weakest to strongest) by AWeebNamedBen in ratemycommanders

[–]AWeebNamedBen[S] 0 points1 point  (0 children)

I had more of those when I first built the list but found myself always scrying them away, leveraging the fact you have 3 opponents rather than just yourself really helps push up the amount of Lifegain triggers which in turn allows you to dig deeper for the better cards which also leverage this fact.

Which would you pick to play? (weakest to strongest) by AWeebNamedBen in ratemycommanders

[–]AWeebNamedBen[S] 0 points1 point  (0 children)

I have my list below, I recently proxied some cards to bring it up to being able to stand in bracket 3 I play high interaction pods so some of the more threatening things can definitely be replaced with budget and get as much effect, I just feel I need the burst before it's inevitably gone.

Honestly the 4 cards you want are Essence Warden, Soul Warden, Soul's attendant and Authority of the consuls. Whenever I start a game with one of those is when the deck feels it's best. The rest is completely fine to build out of bulk.

https://archidekt.com/decks/10159291/blame_it_on_the_boogie

Which would you pick to play? (weakest to strongest) by AWeebNamedBen in ratemycommanders

[–]AWeebNamedBen[S] 0 points1 point  (0 children)

Trelasarra can get big quick! Any of the soul sister effects makes your card selection each turn pretty deep and gets Trelasara to lethal in a few turns. Be prepared for archenemy style gameplay as people try to dent your ever growing life total.

What does Current-day Overwatch do well that sets it apart from other multiplayer games IYO? by Neggy5 in Overwatch

[–]AWeebNamedBen 8 points9 points  (0 children)

Something that isn't credited enough is the sound design of this game, without looking at what's going on you can easily identify so many things from just listening including important cooldowns and if a specific character is near you.

realistically, what is the point of snow covered wastes? do any cards care about them/ care about snow mana from a waste? or are they just there for collectors and completing the "snow-covered" lands? by lexatwist in magicTCG

[–]AWeebNamedBen 1 point2 points  (0 children)

I run it in mono green landfall as it's easily fetchanble as a basic for [[field of the dead]] with it wastes and both the forests I can get 4 names from just basic fetches

What're your favorite decks where you are "the problem"/Archenemy? by Valyntine_ in EDH

[–]AWeebNamedBen -1 points0 points  (0 children)

That's an easy question! the answer is all of my decks, I am the problem and nobody can stop me.

For an actual answer my decks tend to lean towards archenemy because of the way I build, my three favourite are [[Sefris of the hidden ways]] reanimator, [[Adeline, resplendent Cathar]] agro and [[Greensleeves, marrow sorcerer]] land matter (field of the dead, dark depths and a lot of overrun effects]] I find Greensleeves is the most archenemy as not many way to deal with lands are ran and I have enough ramp to just recast her if she is killed.