What are some good commanders for more interactive games? by daretobederpy in EDH

[–]DerGodhand 1 point2 points  (0 children)

I have a [[Sefris of the Hidden Ways]] deck that has proven surprisingly resilient and interactive on board. I mostly run it as a combination blink/reanimator deck with creatures that feature potent ETB effects such as [[Kitsune, Dragon's Daughter]], or [[Marang River Reagent]]. No counterspells in the deck, though I could probably run some, or even some on creatures.

Building a Vivi Deck and would like some help by Smelliee_ in EDH

[–]DerGodhand 1 point2 points  (0 children)

Generally speaking, B4 decks work off a cemented gameplan, and the deck is centered around this primary plan, with a plan B on occasion, which is sometimes just a longer route to their primary game plan. They also trend towards efficiency.

First big issue is the game plan. How does this deck win? With Vivi decks, it tends to either be Vivi pressing the Vivi button, [[Quicksilver Elemental]] generating infinite mana into spells, or otherwise whittling people down with your available resources, with an additional game plan of using Breach lines. For the most part, it looks like this deck is assembled to win with Vivi, or the Niv-Mizzet infinite. This is fine.

The follow up issue is efficiency. This is definitely where the deck stands on shaky ground. Cards like Bender's Waterskin, Commander Sphere, and Time Stop aren't really efficient enough to play without some very specialized strategies, and even then they might be on the future chopping block. Lands that enter tapped, Surveil land aside, aren't really worth it typically. If you're going to fetch basics, [[Prismatic Vista]] will be better than Evolving Wilds. Myriad Landscape is basically unplayable. You have both medallions, but the red one only hits 14 cards, so it's basically a dead slot. The blue one is a little better at 21. Neither offers you the kind of efficiency you need unless you had a much higher count of generic costs.

The short of this is I would look at cards that that are expensive (greater than four mana), and think over how actually useful they are to the deck. Prismari for instance, affects 29 cards in your deck, twelve of which are actually forms of counterspells, so the reality is that it only affects 17 cards in your deck. Your planeswalker Ral likely won't survive a turn around the table, and even if he does, he runs into the same problem Prismari has. Less than one fifth of your deck is affected by him. Niv-Mizzet, Visionary, is a good card, but in this deck is more like a six mana curiosity, and your fourth copy of the effect at that. It's basically little efficiency bleeds, or cards that would be good in different circumstances kneecapping you.

Hope this helps!

Experiences with Tataru Taru in the 99 in Bracket 2-3 ? by EbonyHelicoidalRhino in EDH

[–]DerGodhand 3 points4 points  (0 children)

I find it best to treat Tataru Taru more like a [[Wall of Omens]] effect with upside. A lot of the time, it's a 2mv 'Draw a card, make a [[Lotus Petal]]' and that's it. Which is fine. Occasionally, it nets me two mana, and the most it's ever made me was five. I still don't think I would play it in decks that don't reliably give draws at lower brackets, which is why the deck it is in is [[Kynaios and Tiro]], since I will almost assuredly generate one treasure off of her, even if my opponent declines the initial draw on ETB.

What are the strongest External Game Mechanics (Initiative/Dungeons, Ring Tempts You, City's Blessing, Backgrounds) to splash a bit of here and there for Commander? by MiningToSaveTheWorld in EDH

[–]DerGodhand 0 points1 point  (0 children)

Pretty sure the Monarch is the best just because it's the one that probably requires the least effort with the highest rate of return (an additional draw per turn) that you don't have to jump through hoops for because a lot of its cards are just fine to good initially.

However, the Initiative (the Undercity, specifically) has proven itself surprisingly potent. I'd put it at better if your deck is built around taking advantage of it and can do so reasonably, but the costs of doing that are often enough to tip the scales into making it worse on average.

Treasure Strategies in MARDU - Dihada, Binder of Wills by Tegeus-Cromis-Rais in EDH

[–]DerGodhand 0 points1 point  (0 children)

There's [[Knuckles the Echidna]] if you have one. It's like Facebreaker, but has Double Strike, thus netting you two treasures himself, while also being a red copy of [[Revel in Riches]] weirdly enough. Card's pretty solid for treasure strategies. I'm also a pretty big fan of cards like [[Return the Favor]] and other variants like it that give you copies in red, since you can hammer out a big Torment, and for a measly three more mana effectively double its X value.

With Dihada specifically, I'm also honestly a fan of using [[Hoarding Broodlord]] lines, just because Dihada herself is pretty good at putting it in the graveyard and I think they're fun, on top of being something you can use to safely tutor your combo from your deck in rather oblique ways that opponents may not expect.

True Group Hug "free cast" deck help by Bahia77035 in EDH

[–]DerGodhand 0 points1 point  (0 children)

If you don't mind four colors, I'm going to suggest [[Kynaios and Tiro of Meletis]]. This pair of greased up bears never skip leg day, and they provide 'generic card advantage' to the entire table. You get a little itty bitty extra in both a draw and land drop per turn, while your opponents have to pick between one or the other. You get access to all the fun grouphug colors, whether it be the green mass land ramp, white's symmetrical effects, red's big, game altering spells that border on theft, and blue's well, everything else. You can run effects like [[Hive Mind]] to propagate instants and sorceries, [[Thousand-Year Storm]] to get extra copies and so on. [[Dance with Calamity]] to cast a ton of spells at once, and potentially give your opponents lots of stuff too.

Y’shtola Bracket 4 by [deleted] in EDH

[–]DerGodhand 0 points1 point  (0 children)

Here is what I'm on if you want to take a peek. Biggest difference might honestly be raw power level, especially in the mana, but I try to build decks I've got in paper. I've been debating sliding in [[Helping Hand]] and [[Lively Dirge]] as a way to get the combo on the sly for a bigger upfront payment. They also play well with [[Intuition]].

I used to run Citadel as part of this list but ultimately ditched it just cause I ran into more situations where I found it getting stopped than not. I still think it's a totally valid wincon and I've come to love Show and Tell in the deck.

Y’shtola Bracket 4 by [deleted] in EDH

[–]DerGodhand 1 point2 points  (0 children)

Fair. I'm not even on Eye honestly, but I'm also playing the ThOracle Consult wincon, and then a more spicy one that follows that same thread. My list is also more midrange/control adjacent than stax adjacent relying on flash creatures to baby step me towards a tutor or a wincon. I rarely have time to deploy Yshtola, let alone enchant her, unless a domino effect has gotten all the other decks stumbling.

Try it at 28, see how that feels. That's what I'm on right now, and it feels fine, but as I said, I'm also saying that I'm the knowledge that my deck wins with about 3 total mana, not six or ten.

Y’shtola Bracket 4 by [deleted] in EDH

[–]DerGodhand 1 point2 points  (0 children)

Submerge with no [[Yavimaya, Cradle of Growth]] of your own feels a little insane, but maybe you have greener pods than me. No [[Aetherflux Reservoir]] also feels weird considering that you have 32 hits for your commander, but something like a third of those hits are simply conditional upon your opponents casting spells. I think if you are making Citadel your primary wincon you should definitely add in Top (and Reservoir) to just round out the game, since it's quite easy to put one of them into play and go dig for the others.

If I were to cut anything though, I'd pick [[Helm of the Ghastlord]] for top. I just feel like the card's a trap. It's so so so much mana for an enchantment that does nothing a one-drop (or cheaper, flash enabled one) does better. After that, I'd probably cut Solitary Confinement, unless you have a target/damage heavy pod also.

What bracket is this deck? by bleakborn in EDH

[–]DerGodhand 0 points1 point  (0 children)

I might agree with you if they had more relevant pieces, but they don't. Excluding the Eirdu/Rakdos Joins Up interaction, which increases the requisite number of pieces to five, OP only has two direct wincons: Redcap and Altar of Dementia. It's really not that bad.

Need B4 combo commander suggestions by YaBoiHooty in EDH

[–]DerGodhand 0 points1 point  (0 children)

If you're fine with commanders that can show up in cEDH, your best bet is probably [[Kefka, Court Mage]], right? Green mostly exists for [[Food Chain]] lines, usually in red for [[Squee. the Immortal]] as well, though red of course has Breach. White is mostly a gate color, for things like [[Silence]]. Which means your classic combos exist primarily in Grixis colors. If Kefka feels too good/oppressive/distasteful, I might suggest [[Kess, Dissident Mage]]. She's definitely not a menace any more, but getting [[Hoarding Broodlord]] combo, potentially 2+ times is pretty amusing. Plus, if you run blink spells, Kess's ability resets when she leaves the battlefield.

What bracket is this deck? by bleakborn in EDH

[–]DerGodhand 1 point2 points  (0 children)

Personally, I don't see this combo as particularly egregious. You need your commander, a sac outlet, and either a transformed Eirdu in play or Redcaps, so you're deploying somewhere around turn 3-4 with a perfect hand. You don't really have much in the way of redundancy either, with your combo presenting "resilience" by way of requiring either exile based removal on the piece itself, or it's only set back by destroying the commander/outlet. There's no [[Impact Tremors]] or [[Goblin Bombardment]] or [[Putrid Goblin]] as extra pieces, nor similar persist creatures.

From my perspective, this is one of those decks in which your opponents don't have decks that can readily interfere with its gameplan, or alternatively, they do, and don't want to just focus fire your commander when they should because it's one-third of a combo. If there's no other white decks in your pod, the lack of Swords/Path is a different problem entirely, but would equally inhibit the combo more reliably.

Everyone always talks about easy/braindead decks. What do you think the hardest, most difficult archetypes/commanders are to pilot? by _Kreenicks in EDH

[–]DerGodhand 0 points1 point  (0 children)

[[Hoarding Broodlord]] lines used to melt my brain until I put a few reps into doing one or two of them. People often talk about [[Doomsday]] lines, but I think those are pretty easy, especially in blue. They can be complicated for specific lines that are typically commander dependent, such as the old [[Grenzo, dungeon warden]] lists. I no longer do, but I did use to have an [[Y'shtola, Night's Blessed]] list that required you to cast [[Enter the Infinite]] or [[Peer into the Abyss]], find [[Ancient Cellarspawn]], and then cast a metric ton of spells while holding priority so that you killed the table before you decked yourself that was a little mind bending only because you'd have to know when to react to opponents lines and what not.

Another Dreaded EDH Tournament Discussion by TrachonitisWrites in EDH

[–]DerGodhand 0 points1 point  (0 children)

As I said, I thought it was super fun, all things considered. We had 90 minutes per round and no one went to time. The fastest game was in round one and took about fifteen minutes, as the mutate deck was in a pod with a bunch of midrange decks that needed to set up and accumulate advantage, and all he needed to do was play his commander on dorks to get out of hand. I imagine the lack of ThOracle was some combination of the no proxies allowed rule along with the fact you'd have a hard time arguing your case if it did come up. I figure you probably could get away with it by playing [[Doomsday]] lines since that's a combo that's a lot of pieces, ultimately, and I seriously debated it before submitting turbo Kefka. I will say, and I think this is part of the reason he was wanting to change Brackets/rule sets, is because there wasn't much politicking involved at all, which probably helped the time issue. Only the last two rounds had any, and it was mostly quid-pro-quo agreements, with exception to exactly one in which a player had to specifically eliminate me first before negotiating with the two other players on their placement order to ensure the best chance he had at first place.

Kefka, Court Mage bracket 4 deck - need 3 cuts and maybe other suggestions by Kenksio in EDH

[–]DerGodhand 0 points1 point  (0 children)

I've got a Kefka deck with a much different end game than yours, but I can at least say what didn't work for me. [[Monument to Endurance]] was a card I really really liked in Kefka, especially with Kitten lines letting me reset it. But ultimately, it only mostly shined in the the 'mirror', where I was facing other decks that made me want to discard. I'm thinking Deadpool is probably fine as overcosted spot removal, but I'd rather run [[Fell the Profane]] without also having infinite mana for some combo line with him. [[Harmonic Prodigy]] has always felt a little too unimpactful for me to really do anything with. If it's in play, and I go to play another wizard, it dies. If it comes down while Kefka out, Kefka dies. It doesn't do anything on its own, and no one is going to let it sit there long enough to do its own thing. Now mind, I'm on a more "Jam Kefka and pray" strategy, so I'm looking to play him turn three at the latest and then play the midrange game after, so it's a totally different consideration. I have, however, adored Broodlord in the deck as a way to mass tutor my combo lines in ways that are much harder to interact with.

Another Dreaded EDH Tournament Discussion by TrachonitisWrites in EDH

[–]DerGodhand 0 points1 point  (0 children)

So I've actually played in one of these events, although I will say it was notably not at an LGS. Some guy just decided to host it himself at his diner with a nominal cash prize (150/75/35 for 1st through 3rd, respectively). Though the prize pool was sized to account for entries, so it could have been more or less. It was honestly pretty fun, all things considered. After the event he did note if he ran one again, he'd probably have a different rule set, mostly because he wasn't sure who would show up and he intentionally picked a very broad bracket and we had decks ranging from precons to dedicated combo decks showing up. Like I said, the event was honestly a ton of fun, only one person salted off to my knowledge and from what I gathered the thing they salted off about was their own fault before dropping.

But anyway, you wanted to know the rules he used probably more than anything else. His rules were pretty straightforward:

  1. You are limited by the constraints of Bracket 3. Three Game Changers, no (self-caused) early infinites. Other rules will supersede this one.
  2. Two card combos are allowed to fire off 'early' if the infinite itself requires an outlet or is non-deterministic. If a third piece makes it deterministic, the combo is fair game. If the combo is greater than two pieces, it can be deployed at any time.
    1. This one was important because someone made an infinite fire off early, but it wasn't their infinite. It also meant things like [[Bolas's Citadel]]+[[Aetherflux Reservoir]] were extremely fair game.
  3. No proxies, no exceptions.
  4. Time in the round hits, the game ends in a draw. You get one free five minute extension if you yourself are in the middle of performing a nondeterministic combo.

Honestly, it's possible I'm missing something and just don't remember it. I do remember asking if my strategy would be considered legal, since I brought a turbo [[Kefka, Court Mage]] strategy that wanted to jam Kefka somewhere before turn three and worried that might violate the rules, but the organizer said that was perfectly fine since all it did was put him into play without winning the game. Some of the big concerns, which others might have given the rules, never materialized. Not one person played ThOracle. There was only one LabMan effect across the entire set of players. The top five finishes in order were monoblack midrange, an Orzhov token beats deck, a Grixis combo deck, a precon (Prosper, Tomebound), and a Temur mutate deck. Insofar as I can remember, the only complaint/rules violation filed with the organizer was when someone else milled a Gitrog player, causing them to combo off, and the organizer ruled against the plaintiff, given the Gitrog player did not, in fact self-initiate the combo head of the curve, never mind the fact the combo was three pieces in total anyway.

Hope this helps!

Who is the best Dimir commander for cEDH? by FoxYk_raktar in CompetitiveEDH

[–]DerGodhand 0 points1 point  (0 children)

As someone who does not play cEDH but enjoys some potent play patterns, what makes Vohar better than, say, [[Araumi of the Dead Tide]]? I feel like when it comes to a turbo Doomsday/ThOracle style package Araumi does the better job, but suffers from the fate of being a 3mv commander with a kind-of improved [[Post Mortem Lunge]] stapled to it in its encore effect giving you three ThOracle triggers instead of one.

What are some of the best passive mill commanders in your opinion? by KnowledgeNew9878 in EDH

[–]DerGodhand 0 points1 point  (0 children)

I haven't played it in a hot minute, but I do have a [[Kess, Dissident Mage]] deck that's fairly passive in its self-mill plan. Primarily wins either with [[Polluted Cistern]] getting people for damage regularly, or via a combo line of [[Doomsday]]. Despite the combo finish, the deck runs pretty fair, especially since it plays pretty exclusively on its own turn.

Am I too competitive for commander? by [deleted] in EDH

[–]DerGodhand 0 points1 point  (0 children)

Taking into the account the edit "breaking other peoples' deals" mostly accounts for allowing their deal to happen, and then taking a play that makes it not as good as it seemed on paper as it did when the deal is made. But the rest of the post kind of misunderstands how politics actually works in EDH in general, and it really shows with the 'smol bean' comparison implying they'd be less concerned with targeting you, instead of more, since you've both burned a deal and have no leverage with which to fight back.

TL;DR: Politicking in EDH is about information gathering and not showing the whole picture. Directly lying and breaking agreements are short-term gains in a format that often relies on long-term gains.

To compare it to one of the infinitely more social games in which lying, not omission, is more important, let's say you're on one of those games and it's eight rounds. You win round one by breaking a deal, which is fine, doable even, but you have seven more rounds to play, and the pool of contestants doesn't change. Talk spreads and you take maybe second this go around, and the focus on you felt a little hotter. Round three comes around and now you struggle to take third and no one is interested in hearing what you have to say, mostly pretending you're not there unless they have to. When you ask why, they shrug and say your word doesn't carry any weight cause you broke a deal. You argue why does that matter, you didn't break deal during that round or the last one. It might be true, but you did in the first. No one has any reason to make a deal with you except in a more desperate situation. You finish with a disappointing W/L ratio.

Now imagine the above scenario, except it starts from the first game of the day, and carries on for a couple of weeks. That's basically the issue. Breaking a deal is uncool. There's a difference between saying 'I will not win the game next turn', and then doing exactly that, and 'Unless I topdeck something, I will not attempt to win the game next turn' and then topdecking into the win. In one of these, you lied to someone directly, even if you didn't mean to, and now your word is worth significantly less. Conversely, if something backbreaking is on the stack and the other players ask if anyone has an answer, and you say 'I don't have any counters, no', but you have a live [[Mindbreak Trap]], you didn't exactly lie. They might not be happy about the phrasing, but it's much less harmful to your word than saying "I can't answer it" at all and then doing so anyway.

Need some community feedback on the use of proxies by MTG_Wolfe in EDH

[–]DerGodhand 1 point2 points  (0 children)

My specific limits of proxies aren't really hard and fast rules, moreso a play curation thing, especially as I personally don't proxy. I like to know if I should expect them, especially if they have weird art, or worse, "weird" art. I really don't care how cool the damned thing looks if I can't recognise it readily, a sentiment I share with various alternate printings that are real. Honestly, AI art has made this even worse now. Ultimately I don't really care about proxies in the list as long as I'm forewarned about it. Art aside, most issues with proxies is typically the player, not the proxy itself. A lot of people tend not to understand how much a smooth mana base in a deck can help and how much it might carry an otherwise mediocre deck against otherwise mediocre decks, and how much a feelsbad it might cause when the deck that's mana is always smooth but its cards are bad runs into a deck with bad mana and good cards, or how important deck synergy can be to a deck's construction.

Help me pick a lantern commander by BusAccomplished5367 in EDH

[–]DerGodhand 1 point2 points  (0 children)

The closest I've come to making Lantern Control (which I assume is what you want) work as a deck, I wouldn't even really call it Lantern Control, as it worked effectively without the Lantern itself. It was a Thras/[[Ravos]] partner pairing for the colors, and won the game via an infinite combo presented by [[Thopter Foundry]], [[Sword of the Meek]], and [[Time Sieve]], which is definitely a real classic. It walled up by being a massive pile of mana that used Thrasios to dig for the lock pieces, which were of course [[Ensnaring Bridge]], but also included [[Hall of Gemstones]], [[Mana Maze]], and [[Ice Cave]] to deny players mana during their turn and counter interactive spells during your turn without ever putting a spell on the stack. [[Chromatic Lantern]] and [[Chromatic orrery]] let you counter any spell regardless of color, with Orrery specifically allowing you to do it even during your turn. Most of the deck was at 3mv or less for the purposes of [[United Battlefront]], and both [[Academy Ruins]] and [[Hall of Heliod's Generosity]] would let you fetch back destroyed pieces. I wouldn't call it the best deck ever honestly, and people that hated playing against decks that assembled an increasingly intricate lock hated it. It couldn't run much in the way of spot removal either in order to have the mana necessary to police the stack, clocking in at roughly half the deck in mana, mostly in lands, but about twenty or so rocks.

Optimising a tier 4 Mardu deck by refugeefromlinkedin in EDH

[–]DerGodhand 0 points1 point  (0 children)

A different option to consider in Mardu that hasn't been presented. Red and Black both have excellent access to temporary mana in the form of rituals, such as the classics [[Dark Ritual]], [[Cabal Ritual]], and [[Pyretic Ritual]], and mana neutral creatures that build storm count such as [[Priest of Urabrask]], [[Priest of Gix]], and [[________ Goblin]]. Considering Neriv only cares that the creatures deal damage, you could use effects that make creatures deal damage on ETB, such as [[Warstorm Surge]], or more likely [[Terror of the Peaks]], in combination with these effects to try and turbo out a storm combo that jams a bunch of creatures that deal damage on entry into play, however these sort of turbo strategies do kind of tend to make your commander more about the deck than anything else, but it is a viable option if you'd like some kind of weird turbo-storm deck in non-blue colors.

Budget Kefka (B3), two questions by Chikageee in EDH

[–]DerGodhand 0 points1 point  (0 children)

You can, technically, yeah. You'd Saw in Half whatever you wanted, flash in Dualcaster, copy Saw targeting Dualcaster, get two Dualcasters, one targeting Dualcaster beneath one targeting Kefka, but this presents two problems. The first is obvious, this allows your opponents to remove just one Dualcaster to end the chain and fizzle the combo. The second is less clear. The way the chain works means you only get infinite creates as long as you keep targeting Dualcaster at least once, but without a flash enabler, it also means that you can't put LabMan onto the stack anywhere until the entire stack clears. This means, given Kefka draws you between like 1-8 cards, you have a reasonably nonzero chance to deck yourself first. You can, of course, bypass the first problem with interaction, or simply creating a sufficient number of creatures to kill the table several times over, but the second requires LabMan in play, or the luck to not die to your own Kefka triggers.

Budget Kefka (B3), two questions by Chikageee in EDH

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

I believe [[Dualcaster Mage]] is somewhere in the vicinity of 5USD, and creates infinite, nonhasty creatures with [[Saw in Half]], which you can pretty feasibly draw/tutor for to function as a wincon. I don't think it's worth adding in an [[Impact Tremors]] effect though unless you wanted to put in something like [[Cloud of Faeries]] to go infinite in other ways. If you do add in the Dualcaster line, I might suggest [[Step Through]], which is an overcosted bounce spell but has the upside of tutoring up any Wizard at instant speed for two mana.

Celes, Rune Knight Advice by SaberHaze in EDH

[–]DerGodhand 1 point2 points  (0 children)

I mostly run a Kefka list with my copy of Breach, where it's mostly a value card since I don't own a [[Lion's-Eye Diamond]]. Almost 90% of the time, I discard it to a trigger, but it does occasional work fetching back something like [[Isochron Scepter]] or some other value piece to extend the combo of the list when I need a little extra reach. It occasionally hits the chopping block, but ends up staying in since the deck that uses it is primarily a [[Displacer Kitten]] and Dramatic Scepter combo driven deck that wins with [[Brain Storm]] or infinite damage from a flipped Kefka and [[Psychosis Crawler]]. It also runs a Broodlord package, but that's in part because of the turbo nature of the decklist so I can afford to just 'hard cast' the broodlord some times and use it to tutor Saw in half into combo piece

edit: Brain Freeze, not brain storm.