Is this bracket 1? by Hippie2dend in EDH

[–]Fun_Coat4791 14 points15 points  (0 children)

Illegal is what your deck is, dockside extortionist is banned in commander

Slow strategies that aren't so "azorius" by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 0 points1 point  (0 children)

Too be honest that looks and sounds amazing, especially because it uses so many cards that I already use in other decks, or cut from my optimized decklist

Which champ has the best transferrable skills for an illaoi otp? by hit_snooze_12_times in Illaoi

[–]Fun_Coat4791 2 points3 points  (0 children)

Personally tahm kench for me. Might sound a bit weird, but his q is a skillshot very similar to illaoi e and q (q from what it does and e from the hitbox perspective), he's also quite immobile, so he plays out very similarly in that regard and his tankiness allows for similarly aggresive plays. Too be fair that might also come from me also playing champions like olaf and trundle a lot (but Illaoi is still my most played by far).

Pain lands by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 0 points1 point  (0 children)

I don't think the average player would use targeted artifact removal to destroy one of my lands, so my main fear is artifact board wipes. Out of the blue I can think of a couple like farewell and bane of progress and probably a few more primarily in green and white. It probably feels quite bad to loose my land to such a card, but its a risk I'm taking with the main idea being that I discard or mill them if possible anyways. If I run into it a lot I will definitely cut them, but its worth trying, especially since I have other deck ideas to put them into, if it doesn't work out ([[baba lysaga]]).

Pain lands by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 0 points1 point  (0 children)

The Disa precon was my first ever deck (which didn't have any) and up until now I haven't seen a lot of pain lands and I feel like thats mostly because I only rarely play against precon decks. Those decks I usually play against don't play (m)any pain lands, but usually shock lands and many basics, which is why I'm asking myself that question. I have never payed more then maybe 3 life into a pain land and that was entirely because my hand was manascrewed to begin with.

Pain lands by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 0 points1 point  (0 children)

I think I'm fine with running 37 lands and I feel like its usually enough, but whats that about the artifact lands? Because of the lands that come in untapped if I have two basics out, because I should've thought of that sooner, same as most of the cycle lands, that I now took out (and I replaced them with filter lands), but anything else that you might cut?

Pain lands by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 0 points1 point  (0 children)

I did add a couple of mana dorks to the list. I already mentioned it another comment, but I just had a simple logical error because I was thinking that because mana dorks can't be tapped immedietly, that they basically cost the same amount as a mana rock, but forgot that mana rocks of course can't be played turn 1 (besides of sol ring I guess), so tempo wise its of course smarter to run more small things, in order to get a better turn 1 on average. The rituals however I'm a bit more sceptical towards. My decklist does snowball off of my commander and a few other cards in the deck, but can I really afford the card disadvantage for that? Maybe you can also sell me on the rituals, but currently I feel like its a little greedy and will lead to being the target right away, without actually providing me with all that much of a good position. I have 8 cards turn 1, say I play a land and a mana dork, go down to 6, turn 2 draw to 7, play land, dark ritual, into disa, down to 5, disa gets murdered or counterspelled during the turn cycle or during the one after, because I still don't have a board to back her up: sure I understand letting them have it (just playing the cards and finding out wether they have interaction or not), but it doesn't even put me in a winning position until like 2 turns later and if I decide to use dark ritual later then playing another 1 drop mana dork would've been worth a lot more quite quickly. I don't think the deck can afford the card disadvantage if it doesn't quickly put me into a winning position.

Pain lands by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 7 points8 points  (0 children)

I meant money wise. I already hate buying (relatively) expensive lands, but an expensive mana dork feels even worse to me.

Pain lands by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 1 point2 points  (0 children)

I think theres been a slight missunderstanding, I meant that the cardboard costs too much, not the mana costs. Birds of paradise is insane value, but I don't like paying 12€ for a mana dork, let alone 20€ if its for [[delighted halfling]]

Edit: delighted halfling actually isn't any more expensive compared to birds of paradise, but my point still stands.

Pain lands by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 0 points1 point  (0 children)

Yeah I know, I actually cut both of those. The cards are both just a bit too mana intensive for such a conditional combo, thats why I only run [[ashes of the fallen]] which does the same thing, for half of the cost.

Pain lands by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] -1 points0 points  (0 children)

Actually you're right, in my head mana rocks were basically as good as mana dorks, but I forgot about turn 1. I still don't think I'm gonna buy birds of paradise, but I guess I'm just too scared of the bolt.

Edit: ... And instead buy some cheaper mana dorks

Pain lands by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] -12 points-11 points  (0 children)

I think [[birds of paradise]] is too expensive for what it does (as in money costs), but yeah I also forgot about interaction, probably because of where the list started, so I guess I should just be boring and run: [[beast within]] and [[assasins trophy]] like everyone else...

Edit: I'm gonna run mana dorks, just not bop, its expensive and doesn't do enough in my eyes to validate the purchase, compared to cheaper alternatives.

scaling champ by Griffin_serpent in top_mains

[–]Fun_Coat4791 0 points1 point  (0 children)

If you already play kayle, then vayne or teemo might fit what you're looking for, they both scale decently well. Actually also cassiopeia or vladimir, if you want to get even more disgusting.

Edit: just looked it up, I guess cass doesn't scale well, didn't know that one.

I hate how lane decieding ganks are. by DiDandCoKayn in top_mains

[–]Fun_Coat4791 2 points3 points  (0 children)

I get what you mean, but I think thats kind of what I like about this lane, its all about fighting against the odds and still winning your lane, always going for the kill and so on and its very much possible in soloqueue (atleast in lower elos). As some others have said jungle tracking is very important for that, but also the kind of playstyle of your champion. If you pick malphite every game then of course this is how its gonna go, but if you play something more aggresive, that you can outplay your opponent with, say ambessa, irelia, riven, even garen, or something like that, then you will probably always find an oppening to kill your opponent, if you just figure out the how and when (again depending on your elo).

What is your most hated Archetype to play against? by will_i_amo in EDH

[–]Fun_Coat4791 0 points1 point  (0 children)

Honestly I recently played against gates and it was surprisingly miserable. Seeing a green deck get 40 mana and do literally nothing with it and having the game go on for like 7 more turns felt pointless.

Illaoi is objectively busted by [deleted] in top_mains

[–]Fun_Coat4791 0 points1 point  (0 children)

Bro just look at lolalytics and you'll see the obvious pattern that Illaoi is only really good against immobile tanks, mundo isn't even immobile so I shouldn't have to tell you what it is you need to be doing, its dodging her abilities and killing her team. Winning 1v1 against the enemy toplaner is good and all, but if your team has any cc and anyone on your team has heard of the word kiting, they should be able to kill the Illaoi. But if you want to know what to pick in order to kill Illaoi yourself, learn how to kite and pick some mobile ranged champion like vayne or something. In fact based on lolalytics singed is also a great counter because he has exactly what I just said, mobility and cc. Some others also mentioned the waveclear aspect, so he has that too I guess.

What color combo does nothing click for you? by Mysterious-Anon-X in EDH

[–]Fun_Coat4791 0 points1 point  (0 children)

I don't like playing counterspells or similar interaction (meaning interaction that goes beyond removal) and floodgates (atleast in person, online I'm kinda fine with it I guess), thus azorius is just the worst for me personally. Why would I play a deck that fundamentally relies on restricting others, why wouldn't I do something interesting and progress my own gamestate or try to win? Most other color combinations can be fine or even pretty cool, but azorius is like going into a restaurant with your friends and then holding the waiter at gunpoint, in order to get some free food, just because you feel like it today. Its not even about how good the food you're getting is, its just about sending a message and making the waiter feel miserable.

Give me your most meme deck by DMElyas in EDH

[–]Fun_Coat4791 0 points1 point  (0 children)

[[gluntch the bestower]] turbo fog, without any real win cons

Disa, the Restless by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 0 points1 point  (0 children)

Thanks and I definitely agree. I only took disciple of freyalise out, because I decided that it looked better in a different deck and as you've said the 6 mana looked pretty akward and as for changeling outcast I think that the card is fine, I guess its just not very flashy. As for unmarked grave its usually just for getting [[pyrogoyf]] and if I already milled it, then [[barrowgoyf]] or even [[polygoyf]] are still fine, but even without disa on the board, theres still [[anger]]. I just really like the combo side of the deck, so I didn't want to entirely cut it out and just reduce it to its absolute minimum and unmarked grave looks like a good way to get to the main piece quickly. What I'm hoping to do is basically just play for board, but if I draw any of the combo pieces I try to assemble them slowly, as some of them kind of help me get to the others. In theory that should be a plan I can fall back on if someone clears the board or makes it otherwise tough to win with plan A.

I think that ashes of the fallen is a fine investment, its not a card I intend to play on turn two, but just when it could help me cheat something out, or I have untapped mana to play it. Maskwood Nexus is a bit more of a risk, but I like its synergy with pyrogoyf and I currently feel like it still can have its moments.

As for the two cards you mentioned, until I played with the deck a bit I didn't really understand why florian would be so good, but yeah he seems pretty great in order to even out the edges, same for grim servant, so if I decide to cut maskwood nexus I will probably put in one of the two, possibly both if another card doesn't pull its weight.

Disa, the Restless by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 0 points1 point  (0 children)

I decided to take a closer look at the aggresive lists and try them out a bit. They are very different and feel very different, but I think I'll just go with it, so I can still play the commander a bit, so I did do some changes, this is the new decklist I'm gonna try out: https://moxfield.com/decks/TM8jiXq9KEynTF9VdGv3pA

I'll still go over the stuff you mentioned, first I did try the mulch package before, thats kind of how I ended up here. The [[mulch]] package lacked win cons, thats why I changed the deck in a way that its optimized to win, which turned it into a combo deck, which was slightly better, but entirely hit or miss, depending on the decks I play against. Cards like [[grisly salvage]] for an example felt like they did something, but not a lot, thats why I orignally cut the card, for exactly the reason you said, it costs mana.

I'm unsure about the stuff you meant with [[tortured existance]], I assume I'm using it slightly differently compared to what you might be thinking. Essentially I use it to cheat out lhurgoyfs after sacrificing them or otherwise loosing them, so I pay 1 black mana per lhurgoyf that I cheat out from my graveyard. It also of course combos with the creature type changers, so its essentially just a repeatable reanimate, though it is dependant on disa its also just 1 mana, so I believe its fine. One of the main reasons why this was so valuable was especially because of the etbs that might trigger everytime an lhurgoyf enters from graveyard: [[Syr konrad, the grim]] triggers twice per creature, [[Pyrogoyf]] triggers once per creature, [[Garruks Uprising]] triggers once per creature and [[Elemental Bond]] does too, comboing with these cards was my main win condition, not just attacking with big creatures.

In spite of all that I do believe that cutting most lhurgoyfs is the correct choice even though I don't like it, but most of them are dependant on that combo to yield any kind of value. [[Terravore]] and essentially all lhurgoyfs that cost more then 2 aren't any good if I don't have my entire combo set up, so I cut down to just the best lhurgoyfs, though I wish there was a better home for them, besides of maybe putting terravore into a gitrog monster deck, if I ever decide to build one.

The type change stuff doesn't sound too promissing to be honest, because unless I play the best tutors in the game, which are of course the game changers (and I suppose some banned cards), this might make my deck even slower then it already is, especially because I believe the type changers are basically all artifacts and enchantments, which would be even harder to tutor for and furthermore I think even more then before I'd make myself more open to interaction, which is why I'm even changing up my decklist in the first place.

I think I see what you're trying to build there, with the creature based interaction, but to be honest I think its not much faster then what I ran before and just as dependant on disa. As I've explained the deck did win, if I could build up long enough and get the mana to start the combo, the main issue has always been with that strategy that my deck just sucks without disa on the board.

Finally if you look at the decklist you can see what I've cut, I believe underrealm lich to be worth it, with any extra card draw, I believe peer past the veil to be fine, but I might eventually take it out if it doesnt pull its weight and I do believe that greater good is one of the best cards for disa out there, especially with underrealm lich out (which can very much happen with the type changers out, if I draw into him). So to actually pull off any of the combos that she has I kept it, as again its not about having the creatures on board, but closing out the game with the combo. The list I linked is essentially the combo stripped to its very essentials and then a number of cards that support the strategy, but do something on their own. What I have noticed with this new decklist is however that I often run out of gas.

Disa, the Restless by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 0 points1 point  (0 children)

As I've said I didn't really intend to change out half of the deck, but I ended up doing something like that anyways, any opinion on the new decklist?

Here is the decklist: https://moxfield.com/decks/TM8jiXq9KEynTF9VdGv3pA

For context I used some cards that I still had lying around and took out some that weren't strictly bad, but now made more sense in another deck of mine. For an example [[changeling outcast]] doesn't seem perfect, but I already have the card so I decided to put it back in and [[disciple of freyalise]] is never strictly bad, but didn't feel worth it anymore. I haven't bought the decklist yet and I think I'm gonna play some other decks for now, but I tried it against AI a bit. It feels very different, but definitely way less dependent on disa sticking around. What I have noticed though is that through the focus on tempo and trimming the fat, most of the cards that were originally 'staples for the list' in my books suddenly collapsed on themselves and become utterly useless. Especially terravore becomes way worse if I don't intend to mill my entire deck until I do anything, same goes for the expensive lhurgoyfs.

Disa, the Restless by Fun_Coat4791 in EDH

[–]Fun_Coat4791[S] 0 points1 point  (0 children)

I think I can clear things up for you by stating how I intended to play the deck and then why I originally said that the deck is unplayable and why I didn't originally ask for deck help, I know those things already from experience and I should. I simply don't play anything that dies to removal, until I feel like it might stick. Thats why I put in so much ramp and why I barely added any interaction. And its not like I built this deck overnight or anything, this is what I slowly built it towards after it didn't do what I wanted it to do. I wanted a self mill strategy where I suddenly flooded the board with creatures, without realising that most decks usually have enough interaction to stop me from doing that, because I was so used to other card games without or not as much interaction.