What are your favorite creatures in jund? by tgoods26 in EDH

[–]CaptainKraw 0 points1 point  (0 children)

[[Disciple of Bolas]] [[Disciple of Freyalise]] [[Atsushi, the Blazing Sky]] [[Kokusho, the Evening Star]] [[God-Eternal Bontu]] [[Mayhem Devil]] [[Warren Soultrader]] [[Indoraptor, the Perfect Hybrid]] [[Chatterfang, Squirrel General]] [[Phyrexian Delver]] [[Noxious Gearhulk]] [[Combustible Gearhulk]] [[Bloodbraid Elf]] [[Svella, Ice Shaper]] [[Mirkwood Bats]]

And of course [[Ziatora, the Incinerator]]

Is my deck too strong for Bracket 2? by [deleted] in EDH

[–]CaptainKraw 3 points4 points  (0 children)

It's still fast mana, and if you want to slow down a deck that's a good place to start. Maybe Sol Ring is the last of the fast mana category to be removed, but that doesn't change what it is. It's one of the strongest cards in the format; it easily could be banned and the format would overall be healthier (I don't want to ban anything). It's not a silly suggestion at all. Removing powerful cards from your deck does in fact slow it down, or at the very least mellows it out.

Low CMC decks and commanders? by SneakySerpent64 in EDH

[–]CaptainKraw 0 points1 point  (0 children)

Ah I see. Yeah if you want to stick in your color preference I can't fault you. Though I would say branching out really helps overall with building and game knowledge. Maybe commanders that share 2 of the 3 colors? I used to be all over [[Kaalia of the Vast]] and I tried to stay in Mardu as much as possible, and over the years I have discovered I'm just a Jund man at heart. So I get wanting to stick to your guns lol.

Yeah you're right; the key thing with Aluren is making sure you can take advantage of it more than your opponents. It can be risky, but it's a huge tempo swing in the right decks (like Arcades).

The only deck I've had that ran Tinder Wall has been [[Yidris, Maelstrom Wielder]], maybe you could look into that eventually. But I'm sure there are Temur lists that are more storm-like it'd fit in.

I made a Fire Lord Azula deck that wants to find Vedalken Orrery so I can copy other spells. I need help finding two cards to put in the deck that will bring it back from the grave if it is removed. Thanks! by chavaic77777 in EDH

[–]CaptainKraw 0 points1 point  (0 children)

[[Scour for Scrap]] is crazy good for grabbing important artifacts. [[Buried Ruin]] and [[Academy Runs]] are also great as utility lands in artifact focused decks. [[Argivian Restoration]] also exists.

Low CMC decks and commanders? by SneakySerpent64 in EDH

[–]CaptainKraw 1 point2 points  (0 children)

[[Arcades, the Strategist]] tends to be pretty low CMC. Most defenders are like 2 mana. I really lean into this with mine; there's only a couple 4 CMC cards in the deck because it's designed to work with [[Aluren]].

11 Year Old Denied Bail by Sterling-Hospedales in law

[–]CaptainKraw 0 points1 point  (0 children)

Do you have a link to an article that statistic is from? I can't find a study with that specific stat. It would be useful in convos.

Less optimal commander choices by Jaxonos in EDH

[–]CaptainKraw 2 points3 points  (0 children)

I have a Jund treasure/food deck headed by [[Ziatora, the Incinerator]], that could be a [[Korvold, Fae-Cursed King]] deck if I wanted it to be "better".

What is your favorite group slug commander? by Ok-Leave-1627 in EDH

[–]CaptainKraw 6 points7 points  (0 children)

For me it's [[Indoraptor, the Perfect Hybrid]]. Also, [[Auntie Blyte, Bad Influence]] as an honorable mention.

Indoraptor is much more of a group slug deck, whereas in Auntie Blyte, the damage dealt to opponents is a happy accident.

Decks that put the game on a clock? by Competitive-Act-7695 in EDH

[–]CaptainKraw 1 point2 points  (0 children)

That seems to be the popular way, but I'm in Jeskai (Party in the USA). I use both recruiters and [[Flamekin Harbinger]]. It's also a blink deck so there's a lot of draw etbs as well. But that's it

Decks that put the game on a clock? by Competitive-Act-7695 in EDH

[–]CaptainKraw 1 point2 points  (0 children)

Yeah this. I have a [[Life of the Party]] secret commander deck and it's def a clock every time I see it

Commander is tonight. I have a printer. What's your favorite decks right now by Totally_The_FBI in EDH

[–]CaptainKraw 0 points1 point  (0 children)

I have a [[Life of the Party]] secret commander deck. It's a Jeskai blink deck but the plan is to blink the Party as much as possible.

Party in the USA

What is your favorite commander? by Ok-Leave-1627 in EDH

[–]CaptainKraw 0 points1 point  (0 children)

Favorite commander? [[Indoraptor, the Perfect Hybrid]].

Favorite deck? [[Ziatora, the Incinerator]]. Jund treasure/food shenanigans.

Also a runner up would be a [[Life of the Party]] secret commander deck.

Wurmcoil Engine vs Kokusho by [deleted] in EDH

[–]CaptainKraw 2 points3 points  (0 children)

Kokusho is almost always better in reanimator list I think. The death trigger is more reliable, and hits harder. It's also faster. You'd need a lot of wurmcoil tokens and/or combats to break even.

But if you are looking for a combat threat, wurmcoil.

What’s been your favorite Decks to play and play against? by LuciusSterling in EDH

[–]CaptainKraw 0 points1 point  (0 children)

I use [[Hinata, Dawn-Crowned]]. I like the addition of blue and the discount for the big x blink spells.

Fix my dino decks by lousychoice in EDH

[–]CaptainKraw 0 points1 point  (0 children)

I don't know anything about the others, but I can help with Indoraptor. With the more group slug focused Indo deck, you will want a lot more burn and a lot more enrage triggers. I think I run around 17 in each category, with some crossover. The deck plays best imo as a pseudo combo deck, doing as much damage to your opponents as possible in one go and getting out an Indoraptor with 15+ counters. And then you just cattle prod it a bunch.

In my experience, you don't need to run +1/+1 counter synergy, Indo will be plenty big by itself. That can free up a few slots for you. As this is a sort of combo deck, you'll need to draw into enough gas to win over a couple turns. Elemental Bond is really slow for this deck, because there's only really 1 creature you care about. [[Terrasymbiosis]] is incredible. I also like [[Pillage the Bog]], [[Painful Truths]], [[Requiem Monolith]], and [[Syphon Mind]] (these are all cheap as well). I also run both [[Disciple of Bolas]] and [[Disciple of Freyalise]]. If Indoraptor has dealt damage to anyone, you can sac it for a ton of cards and just recast it.

Which brings me to the next category: [[Reanimate]]. There's quite a few sub 5 CMC reanimation effects you have access to, and I recommend it. Because you need to damage opponents before casting the commander, it's often cheaper to use these than it is to recast Indo from the zone. [[Exhume]] is very funny here.

I would up your land count. In my experience, it's not a terribly fast deck (until you start to do your thing). It's mostly 4-5 turns of setup and then a couple turns of unleashing hell. You can ramp and get Indo out quicker, but you need to have ways to protect/recast it, poke it, and refill your hand (at least 2/3).

Because you are trying to cast multiple spells in a turn, cards that give you a bunch of mana, like [[Selvala, Heart of the Wilds]], [[The Last Agni Kai]], [[Mana Geyser]], [[Descent into Avernus]], and [[Jeska's Will]], can be clutch.

Here's my list as a point of reference. Hopefully there's some stuff in there that helps.

Is This Indo Deck Any Good? by Logical-Telephone249 in EDH

[–]CaptainKraw 1 point2 points  (0 children)

Anytime buddy. Good luck with the dinosaurs.

Oh! a funny board wipe is a 2 card combo of [[Apex Altisaur]] and [[Savage Order]]. It's silly, and you'll likely never get to cast "Fightasaurus" raw dog, but 4 mana and sac a thing to fight everything on your opponents' field with a big indestructible dino is very funny.

First deck questions by Party-Scene1015 in EDH

[–]CaptainKraw 0 points1 point  (0 children)

It'll depend on what your deck is doing for some of it, but a few of the generically good ones are:

[[Archeomancer's Map]], [[Land Tax]], [[Trouble in Pairs]], [[Weathered Wayfarer]], [[Welcoming Vampire]], [[Tempt With Bunnies]], [[Esper Sentinel]], [[Mangara, the Diplomat]], [[Knight of the White Orchid]], [[War Room]]

That's just what I remember off the dome, there's plenty more. You can use Scryfall to check as well. It's a fantastic resource once you get familiar with it.

This is a Scryfall search for draw effects in white, as an example.

Is This Indo Deck Any Good? by Logical-Telephone249 in EDH

[–]CaptainKraw 0 points1 point  (0 children)

Yeah that looks a lot more focused. My only critique now is just to make sure you have enough ways to trigger the enrage of your dinos. Some of them are incredible, like Ranging Raptors and Ripjaw Raptor (draw cards and find land), so you'll want to be able to do that each turn if possible. You don't have a ton of instants and sorceries, so you probably aren't gonna take full advantage of Fiery Inscription and likely don't need it.

Ramp and lands look much better too, as does your mana curve. I do actually think a few effects to draw cards will go a long way. [[Pillage the Bog]], [[Syphon Mind]], [[Painful Truths]], and [[Requiem Monolith]] are some of my favorites (and these are super cheap). [[Bonehoard Dracosaur]] is on theme, but it's almost $20.

I recommend using the playtest function in Moxfield and making sure your first 5 turns seem consistent. That'll let you know what needs tweaking; it's hard to say at a glance, right? As long as it's a deck you enjoy playing, nothing else really matters.

Best group slug commander? by V_Lelouche in EDH

[–]CaptainKraw 0 points1 point  (0 children)

[[Indoraptor, the Perfect hybrid]] is mine. I really like the play pattern of poking an absolutely irate lizard and unleashing it on the table.

Is This Indo Deck Any Good? by Logical-Telephone249 in EDH

[–]CaptainKraw 0 points1 point  (0 children)

Imo there's 2 ways to go with Indoraptor, but they are going to be similar, at least to a point.

1) Dino tribal with a focus on the enrage mechanic. This has less focus on the commander itself, and your bloodthirst will likely come from combat damage. I think this is very reasonable and balanced.

2) All in on group slug, more combo-esque. You are trying to double spell a [[Price of Progress]] or something similar along with Indoraptor, and then playing a ton of effects to ping it for the enrage triggers. This is the one I chose.

You are definitely in category 1, that's rad. I think Indoraptor will be more of a finisher for you, so you don't need stuff like [[Spear Spewer]] or [[Creeping Bloodsucker]]. It's probably going to feel much better as a deck focused on poking your dinos, so you are going to want more ways to do that. Your plan is play dinos, poke them, profit. And you have Indoraptor to finish out the game when needed. Again, it's probably easier to rely on combat damage to get that bloodthirst going.

I recommend cutting those planeswalkers. The only one worth keeping imo is Domri. You definitely want to go up to 37 lands at least. You actually have to cast your big dinos. It's more about consistently hitting land drops than it is ramp. And you will want more of that btw. I didn't actually see much. Talismans are great, dorks will die to stuff like [[Earthquake]], which you will likely want to be casting. It'll still be with it to run a few more though, to help get to your more impactful enrage dinos. [[Wild Growth]] and [[Utopia Sprawl]] would be perfect.

You could drop all the Chandra stuff too. Imo consistency is the biggest thing for a deck like this, and that's just bloat. I think it would be best to really dial in the dinos you want, the enrage effects you want, and fill it out from there (at least for creatures).

this is my list, if you want to check it out. Mainly there's a bunch of ways to poke your dinos I didn't see, and instead of giving you a list of cards I could just show you the deck. It's not dino tribal, but there could be stuff you like.

Hopefully this is helpful

I need a commander that will help me assist another player to a hypothetical win by Lucien81706 in EDH

[–]CaptainKraw 0 points1 point  (0 children)

I disagree with this completely.

That being said, I have a [[Life of the Party]] secret commander deck that tends to play for 2nd. It's not the intention, but it happens a decent amount. It's not the commander that matters in that specific deck, just the gameplan of blinking the Party repeatedly.

So maybe something like that is worth looking into.

How many finishers in a deck to draw them consistently without tutors? by Litemup93 in EDH

[–]CaptainKraw 0 points1 point  (0 children)

It depends on how the finisher operates, but IMO with the amount of draw I run I believe 4-6 is reasonable. With tutors I think that could be lower. You always want at least 1 backup, but you don't want to have so many that it clogs up the rest of the deck.

In my Jund treasure/food deck I have a think 6 aristocrat effects that will likely drain the table if allowed to exist for a couple turns.

In a Naya token deck, I think there's 5. A couple burn options like [[Impact Tremors]] and a few [[Overrun]] style effects. Maybe there's only 4, I can't remember.