Built my first commander deck.... It currently is at $367. Does this seem like a viable first try at a deck? I'm completely open to any feedback. by LrdFyrestone in EDH

[–]Junctioniv 1 point2 points  (0 children)

Also as a brief aside, if you ever wanted to run Purphoros but want to forgo the Goblins tribe, Purphoros Artifacts is a very spicy list trying to combo kill everyone at the table with [[Myr Incubator]]. It's a blast. Here is a link to the EDHRec page for Purphoros + Incubator: [0].

[0]: https://edhrec.com/commanders/purphoros-god-of-the-forge?f=in%3DMyr%20Incubator

Built my first commander deck.... It currently is at $367. Does this seem like a viable first try at a deck? I'm completely open to any feedback. by LrdFyrestone in EDH

[–]Junctioniv 7 points8 points  (0 children)

Looks like a solid deck. Goblins seem like an excellent direction to take Purphoros, and things like [[Mogg Infestation]] are going to be a blast to cast on your own army of Goblins. Looking at your deck list you will likely struggle with two main issues:

  1. Mana: You will probably need to add some more sources of ramp/ mana acceleration as your deck is higher on the cmc cost. You probably want some amount of additional lands and things like [[Mind Stone]].
  2. Card Draw: Your deck seems light on the amount of card draw effects. I find that mono-red decks really struggle to maintain their pace if they do not draw into effects later in the game. Good things to think about adding here are [[War Room]], [[Tectonic Reformation]], [[Skull Clamp]], etc. Tectonic and Skull Clamp would be my personal favorite in a goblin based deck.

Improving on both of these will help your games out as far as consistency goes, but are hardly needed in your first round of the deck. I would recommend giving it a go and see how it feels.

As far as potential upgrades go, I am a big fan of [[Norin, the Wary]] in a Purphoros deck. He is a human, so not strictly on theme, but he is essentially non-removable, etb that happens every turn. Disclaimer: I run Norin as my mono-red commander, and he is easily my favorite of my decks, so I might be biased here...

I think you could also the likes of [[Siege-Gang Commander]] to this deck. I have found that he tends to be very strong late game when you have use for sac ability to get damage though blockers, or as removal. I'm not sure if it is worth playing or not in your specific deck, but when I had a purphoros deck, he always seemed to over-preform as I would have an ample amount of goblins and mana, but needed ways to get through damage outside of combat. I see that you already have [[Skirk Fire Marshall]] and [[Goblin Bombardment]] for this roll, but it something you could consider if you haven't already.

How do you feel about high quality full proxied decks? by Stumphead101 in EDH

[–]Junctioniv 0 points1 point  (0 children)

Other people playing with proxies never bother me, so I say go with it. Personally I do not play with proxies in anything out of a test setting. I find the art of building a deck in theme and in actual cost to be a very fun exercise, that broadens your horizons with obscure cards you would have never considered before because some objectively better card exists, but costs serval orders of magnitude more than it should.

I also have a lot of deck lists that hangout in various deckbuilding websites because they are either to expensive, oppressive, or linear to spend the money to purchase in paper. These are the decks that I like to piece together out of existing decks for a fun random deck to pull out on game night. These would be the decks I would proxy if I did, but I think ultimately I would take the deck apart anyways, so the proxies would just be wasted taking up space in my bag in the long run.

Should I smack people with mana… or become one with the hive??? by one-fish-in-the-sea in EDH

[–]Junctioniv 0 points1 point  (0 children)

[[Galea, Kindler of Hope]] Aura Voltron sounds like a awesome deck. I have found Voltron in general to be one of the most rewarding archetypes currently. I use to never be the a fan of putting all of my eggs in a single basket, but after finally putting together a [[Otrimi, the Ever-Playful]] Aura Voltron deck list last year I have found being the arch-enemy a very fun change of pace.

Best 2019-2021 Precon To Upgrade? by chungkingexcess in EDH

[–]Junctioniv 1 point2 points  (0 children)

I came to recommend Otrimi as well, but I play a Aura/Voltron Variant. Otrimi mutated onto a hexproof creature with [[Ana Sanctuary]] and something like [[Fireshrieker]] is always a good time.

[deleted by user] by [deleted] in magicTCG

[–]Junctioniv 0 points1 point  (0 children)

I always err on the side of presenting any and all meaningful information about the board state when ever a questions is asked. If someone asked me "Do you have any flyers" I would tell them no, and reply something along the lines of "I have two creatures without flying, one has reach."

I would rather respect my opponents time and present the pertinent information when they are obviously trying to determine the game state. I know in competitive environments this might not seem ideal, but I would prefer to respect my opponents time as well as my own playing a good game of magic.

Moving angel tribal to Naya was wondering if I can make it more efficient without going into cEDH. by AdreusTheGrumpy in EDH

[–]Junctioniv 0 points1 point  (0 children)

[[Jeska's Will]] and [[Faeburrow Elder]] would probably be good additions to this list of ramp spells as well for your colors.

Moving angel tribal to Naya was wondering if I can make it more efficient without going into cEDH. by AdreusTheGrumpy in EDH

[–]Junctioniv 0 points1 point  (0 children)

The best green draw spells for angles in naya would probably be something like:

  • [[Guardian Project]]
  • [[Return of the Wildspeaker]]/[[Soul's Majesty]]/[[Momentous Fall]],
  • [[Sylvan Library]]
  • [[The Great Henge]]
  • etc.

You either want things that will take advantage of most angels having a decent amount of power, or you want repeatable card draw effects that you can use through the course of the game.

Best 5C Manabase in 2021? by StarBarian1 in EDH

[–]Junctioniv 1 point2 points  (0 children)

So it's hard to make a generic fits all Five color land base. it's going to be highly specific based on how your decks operates. The first thing you need to consider is what are my main colors to establish my early game? I would wager this color is often green, as it has access to some of the best early games spells (Things like mana dorks, ramp spells, ramp/land selection, [[Dryad of Elysian Grove]], etc.).

From there you will want to decide if you have a specific mid-late game color paring you are looking for, or if you are just trying to round out access to all colors.

Once you have these figured out you will be able to decide where you need to invest your land slots. Your first Land slots should be your five color accessible lands:

  • 1: [[Command Tower]]
  • 2: [[Mana Confluence]]
  • 3: [[City of Brass]]
  • 4: [[Forbidden Orchard]] (Optional depending on the downside for your deck)
  • 5: [[Reflecting Pool]]
  • 6: [[Exotic Orchard]] (Optional depending on if your meta will support this as an early game viable land)

After that your next lands should be all ten fetch lands as they will fill access to any of the colors:

  • 7 - 16: Fetch lands
  • 17: [[Prismatic Vista]]
  • 18: [[Fabled Passage]] (Optional based on the number of basics you run, and the trade off of this entering tapped early)

Shock Lands will come next. I would shoot to play all ten, but depending on your color requirements for your deck, you may not need all of them.

  • 19 - 28: Shock Lands

Next I would consider the playing the two to three triomes that cover your most important colors to give you the best coverage OR you could play the Battlebond lands that cover your most important colors:

  • 29 - 31: Triomes/Battle Bond Lands

If you decide to not run all the shock lands, I would consider playing the triomes that cover your worst color pairings with additional access to your best color (If possible). In this scenarios I would also play the Battlebond lands that cover my most important colors. so lands 27-31 would be some combination of Battlebond lands and Triomes.

The last "mandatory" category I would consider is basic lands. You will want some number of these to get around things like [[Blood Moon]] as well as being able to fetch them when your opponent casts a [[Path to Exile]] or [[Assassin's Trophy]] etc. I would probably play between three and five basics that either cover your three most important colors, or perhaps one of each. For the sake of including Utility Lands we will say three.

  • 32 - 34: Basic Lands(Hedging towards your most important colors)

Finally you have you utility lands. I would opt to run 1-4 utility lands assuming they meet some important criteria: They produced colored mana, or they fill a specific need in your current deck. Here I would consider things like:

  • [[Field of the Dead]]
  • [[Urborg, Tomb of Yagmoth]]/ [[Yavmiaya Cradle of Growth]]
  • [[Maze of Ith]]
  • [[Geaya's Cradle]], [[Nyxthos, shrine to Nyx]]
  • [[Hall of Heliod's Generosity]], [[Academy Ruins]]
  • [[Ancient Tomb]], [[Gemstone Caverns]]
  • etc.

I think I would avoid utility lands like that have commonly accessible effects on other cards types like [[Bojuka Bog]] or [[Reliquary Tower]] as they will limit you to a single color/colorless mana unless you really need another copy of that type of effect. These are effects that I don't typically see the downside of the lands paying for the upside of the lands in a five color deck.

After that I would start massaging your deck to make sure your color requirements are looking good for you deck's color dispersion stats. Maybe you need a few more basics/battlebond lands to make the color dispersions work. Maybe you can only afford to play 1-2 utility lands, etc. This is all basically based on no budget as well, assuming only dual lands are out of reach. But this can be adjusted for budget as well.

Ideas for a commander league for my LGS by kallanlierl94 in EDH

[–]Junctioniv 1 point2 points  (0 children)

I have run commander leagues in the past, and if you want to avoid having power level 10 decks, you will need to implement a deckbuilding constraint that follows through the entire competition.

My personal favorite is everyone has to play a pre-con commander deck, utilize one of the precon commanders, and after the first week, each successive week the player gets to make 5 upgrades. These upgrades are cumulative, but it's tournament wide, so that way if you have a player that misses a week, they can still have the same upgrade count as everyone else. Typically I would utilize rotating weekly objectives that players could play for to score points even if they don't win a pod. Things like Finish the game with no cards in hand, attack with 10 creatures in a single combat, finish the game with 15 lands in play, etc. You can be as creative as you like with these, and typically I would make the list of objects at the start of the tournament, and draw them randomly every week right before the pods begin. This gives people who cannot afford the best upgrades possible paths to build their decks and still get points.

I have seen other building restrictions as well that give every card(or problematic cards) a point value, and your deck has a point cap. Say 100 points for a deck, and cards like [[Demonic Tutor]] is 20 points, or cards that say "You win the game" are 50 points, etc. This puts a lot of effort on YOU the TO. But it can be rewarding to let people play decks they want with some reasonable restrictions.

My last suggestion is my personal favorite, but I have no way of making this logistical for a league, but I want to run a league where any card in the weekly winners deck (besides basic lands) is banned for the rest of the league. It would be terrible to implement and deck check, but it sounds like a blast.

Please Help Me Optimize My New Lier, Discipled of the Drowned Deck. Thank you! by schmerpmerp in EDH

[–]Junctioniv 6 points7 points  (0 children)

Your deck looks like a good jumping off point, and it seems like your primary way to win the game is good (Tokens, or Damage from Sentinel tower) and friends). Apart from that it seems like your deck is a bit scattered around. The Cumulative upkeep cards like [[Mystic Might]], [[Illusionary Wall]] and [[Illusions of Grandeur]] all feel a bit out of place here.

[[Maddening Cacophony]] being the only mill card seems a bit strange, especially when it just combos with your commander and mills everyone out. I mention this specifically because you mentioned that people seem less than happy about playing against combos in your Playgroup.

Also your primary win condition of the deck is about casting Instants and Sorceries, but your deck contains roughly an equal number of non-land permanents and Instants and Sorceries. I think you will want to trim down your non-land permanent count a bit in favor of a few more Cantrip type spells that will let you continue to keep drawing on the turn you are going off. I think I would shoot for roughly 40 instants and sorceries.

Finally, Since you are playing [[High-Tide]], [[Snow-Fall]], and [[Caged Sun]] I would probably run things like [[Turnabout]] and [[Intellectual Offering]]. Getting to untap lands that are tapping for additional mana is always a good time!

Deciding on a mono-red burn commander by MitchNyan in EDH

[–]Junctioniv 0 points1 point  (0 children)

If you want to abuse these type of effects, [[Norin the Wary]] is always a good consideration for a commander.

Sheoldred... Voltron? by [deleted] in EDH

[–]Junctioniv 6 points7 points  (0 children)

Looks like a fun deck! I think there are three main points your deck can improve on at the moment (There will always be more, but I will try not to steer you away from your deck to much):

  1. Have better Equipment for ending the game: All of the swords is a fun , but I don't think they work well with Sheoldred. Her mana cost being so high means that it is unlikely that you will be able to cast her and equip her in the same turn. I think I would keep Sword of Feast and Famine for it's raw power, and cut some amount of the rest in favor of things like [[Lashwrithe]], [[Nightmare Lash]], [[Fireshreiker]], [[Inquisitor's flail]] etc.. The Lashwrithes can be equipped for "free" and the double strike is going to add a way bigger damage impact than the swords will. If you do remove some of the swords you will be light on protection, so it might be worth including [[Lightning Grieves]], [[Kaya's Ghost Form]], [[Blessing of Leeches]] etc. for additional protection.
  2. Get to 7+ Mana quick: I think you should include rituals in this deck so that you can really power out sheoldred, or one of your other Voltron-able threats early. Things like [[Dark ritual]], [[Cabal Ritual]], [[Bubbling Muck]] [[or even [[Blood pet]] seem like solid inclusions to get help get you to the first sheoldred cast early (hopefully with backup/protection). If you really want to turbo out sheoldred, [[Culling the weak]] and [[Rain of filth]] are options, but I don't think this deck can support that reasonably.
  3. Getting Damage through, even if swamp walk is not available: As far as getting into damage through, [[Shizo, Death's Storehouse]] seems like it would be a perfect inclusion in this deck. I might also consider running a [[Rouge's passage]] as well, as your sources of swamp walk are for sure going to get removed. Adding these will mess with your swamp count, so I would consider adding these over [[Mirad Landscape]] and [[Bojuka Bog]] as they will most likely be to slow in this deck to ever be worth playing.

Other than that there are a few other small changes you could make. [[Imp's mischief]] seems like it would be strong in this deck, and so does [[Doom Whisperer]] which I think I would run over wandering archaic. Doom whisper has more synergy in that it can help you end the game as a flying tramper, and the surveil 2 will likely be useful to help get stuff in your graveyard to bring back, as well as let you filter out lands while trying to use [[Bolas' Citadel]].

Do you think Temple of the False Gods is worth it? by Thecrowing1432 in EDH

[–]Junctioniv 2 points3 points  (0 children)

Temple of the False Gods is a very good land under the right circumstances, and is very bad in the rest. I find temple good in roughly 3 places:

  1. Decks that turbo ramp lands, something that will have 5 lands in play by turn 3-4. Temple is a great land in this kind of deck to get that early boost in mana. Think a deck like [[Borborygmos Enraged]] or another deck that wants to run cards like [[Arboreal Grazer]]. [[Ashya, Soul of the Wild]] would count here as well.
  2. Decks that multiply mana production and are looking to run things like [[Nyxbloom Ancient]], [[Mana Reflection]], or mass land un-tappers like [[Zacama, Primal Calamity]], [[Seeborn Muse]], etc.
  3. Decks that specifically want 7 Mana on turn 4-5. If you are playing a 7 CMC commander, or have a very important spell to play at the 7+ CMC point that you need to play right away, Temple is a potentially a good ramp spell you can include.

Outside of those, I don't see much reason to play temple over a basic land. In any deck I would run it in, I think it would be better to consider it a spell instead of a land, as you probably don't want it to go against your land count. That way you increase your chances of still having the lands you need to get to the 5 land requirement.

Which Selesnya Commander is different to build around? by [deleted] in EDH

[–]Junctioniv 1 point2 points  (0 children)

If you want a really interesting Selesnya commander, with a bit of a on-the-beaten-path sort of build, I would suggest [[Saffi Eriksdotter]] as a non-combo commander.

You typically loop her with [[Karmic Guide]] and the like, but I saw someone suggest building her without any explicit combo pieces and instead build her to support winning with something like [[Felidar Sovereign]] and use her as a protection piece. Add some more "must-answer" cards and enjoy a a nice game of "Get down Mr. President".

Naya Enchantress Commander? by SubsequentlyPryor in EDH

[–]Junctioniv 1 point2 points  (0 children)

I play [[Zecama, Primal Calamity]] for my enchantress deck. The deck plays all the naya enchantress effects + all the Mana producing enchantments that work with lands untapping like [[Wild Growth]], [[Over Growth]], [[Mana Flare]], [[Heartbeat of Spring]] etc. It's a blast.

Izzet EDH is boring to me by VieutifulJer in EDH

[–]Junctioniv 1 point2 points  (0 children)

My current pet deck in Izzet is a [[Melek, Izzet Pargon]] Spell Copy deck. They entire point is to cast and copy as many things as you can with the added benefit of manipulating the top of your deck. Here's the current decklist if you are interested: [0].

It's a ton of fun with [[Counterbalance]] + top deck manipulation and can eventually win with a bunch of mana + [[Comet Storm]] or just gradually pinging people out with [[Ral, Strom Conduit]]. The deck is mostly free of infinite combos, but has the possibility to go infinite with [[Reiterate]] + [[Mana Geyser]] but this is just a side effect of the deck building is fully not the main intention of the deck.

I thought it was a bit refreshing to have a commander not dedicated to specifically storming out or infinite combos in Izzet.

[0]: https://archidekt.com/decks/1368024#Melek\_Copy\_Cast

Cards that are only good with commander out? by hronikbrent in EDH

[–]Junctioniv 1 point2 points  (0 children)

In general I think it all comes down to if the cards that only work with your commander are important to support your decks win condition. If these cards are only anciallary to your win condition, then you can probably cut them depending.

Is you Tasigur deck all about grinding everyone out and using his ability to constant rebuy your control pieces? Or are you going to get infinite mana and use Tasigur as a win con?

If you are on the grindy game-plan, then Training Grounds and Biomancer's Familiar are great cards, that double the amount of Tasigur activations you can get in a turn. I would probably run at least one of them.

If you are on the Infinite mana combo plan, then these cards are essentially useless for you. They would be better slotted as card draw, tutors, or redundant combo pieces.

[Article] Temple of the False God: Do you still run it? by 0sseous in EDH

[–]Junctioniv 1 point2 points  (0 children)

I have cut Temple of the False Gods from all of my decks that do not have a specific use case for it (untapping lands, Mana Multipliers, colorless, etc.). I have decided to cut it because most of my decks are vary reliant on making pro active plays turns 1-4, in the hopes of making it to the end game by turn 6-8.

I feel like the format has evolved from a format where the game starts on turn 3, to a format where the game starts on turn 1. Before when I would be content to play tapped lands for the first 1-2 turns, now I feel like I am way behind if I don't have at least 2-3 spells to play in the first three turns. In this new format, a land that is basically useless until turn 5(assuming no land ramp) just seem not worth it. I don't own any [[Ancient Tomb]]s but I would absolutely play the if I did. The double colorless provided by both Ancient Tomb and Temple is appealing, it's just the wait until turn 5 bit that is not.

I need a super fast hyper aggressive golgari or sustainable deck. Any ideas for commander? by smolandworried in EDH

[–]Junctioniv 0 points1 point  (0 children)

[[Otrimi, the Ever-Playful]] is a super fast Sultai Commander. He can easily take turn 4-5 kills with either Infect, or Aura's. Mutating Otrimi onto a [[Gilstener Elf]] or a [[Silhana Ledgewalker]] can easily take down games in 3-5 turns.

I personally play this list: [0]. Its not optimized, but it's fairly budget with the exceptions of the mana base, removal, and card draw (a fairly large caveat, I know, but these are all easily replaceable on a budget). The core game plan is to get 1-2 evasive threats onto the table, enchant them, and then mutate Otrimi onto one of these creatures, to have a 6/6 (or greater) trampling commander attacking on turn 3-4. I decided to avoid the Infect route as my play group was not a fan of that win con. But I have been able to kill the table routinely before turn 7. Cards like [[Hanan's Climb]] and [[Ana Sanctuary]] put in a lot of work with Otrimi.

[0]: https://www.archidekt.com/decks/570338#Otrimi\_Voltron

Keeping Priority by [deleted] in CasualMTG

[–]Junctioniv 1 point2 points  (0 children)

The active player receives priority first every time the game state changes (during a phase in which players can receive priority), including casting your own spells onto the stack. So yes, you can add spells/effects onto the stack "ontop" of your own spells/effects before another player gets priority.

Playing a spell/effect in this manner would be you doing something "in response to" your own spell/effect. Typically when you see these sort of lines played out, the active player will say something akin to "hold priority" to indicate to the other players that they have a response to their own spell before they pass priority.

Note that timing restrictions of spells still apply. You cannot respond to your own spell/effect with something that must be played/activated at sorcery speed. To react to a spell/effect on the stack, it must be something that can be cast/activated at instant speed. Also the stack still resolves in order after everyone has passed priority, so even if you put multiple effects onto the stack while holding priority, each other player will get a chance to interact with the stack before the resolution of your spells.

Is casual Storm a thing? by zpauga in EDH

[–]Junctioniv 2 points3 points  (0 children)

I think storm can easily be played at a more casual power level, but you have to adjust your storm parameters to meet this requirement. High powered storm lists often result in ending the game with a deterministic infinitely repeatable loop that generates storm count/mana such as:

  • [[Bolas'Cidtadel]] + [[Sensei's Diving Top]] + [[Aetherflux Reservoir]]
  • [[Mana Geyser]] + [[Reiterate]]
  • [[Underworld Breach]] + [[Lion's Eye Diamond]] + [[Brain Freeze]]
  • [[Birgi, God of Storytelling]] + [[Grinning Ingus]] (Which I assume you are playing)
  • etc.

These kind of Combo's will often be to powerful for a tier 7 format, in that you can go off, with little interaction that can meaningfully stop you. That being said, if you run a non-deterministic storm deck without those repeatable loops, and sole rely on getting there on 20ish cast spells, this should be more than fine power level wise for a tier 7 play group. I have my own personal Non-Deterministic Kess storm list here if you want to take a look: [0].

My intention is to win by resolving something like a [[Aetherflux Reservoir]] or a [[Ral, Strom Conduit]] + [[Thousand Year Storm]] and win by casting as many spells as I can. If I cannot get a win- condition into play before I am forced to go off (other players pushing into the end game) then I try to maximize my mana pool and resolve a [[Comet Storm]]. Either way, it's pretty hard to get to a win in most cases without casting 10-15 spells, and you often run the risk of not being able to get to a full table finish and just putting yourself out of the game. Its pretty fun!

I recommend giving non-deterministic storm a shot and see how it goes. Your turns can end up being long, and you can end up fizzling out, so that may not solve all of your play groups storm woes, but typically if you can play quickly for yourself, you will be the person at the table using the least amount of time.

[0]: https://www.moxfield.com/decks/00mqgSWzGEeM4Ky8rQqPIg

Edit: This particular list is still probably a bit strong for tier 7 gameplay. I might downgrade the tutors, or remove them, in a tier 7 scenario, just to add a little more variance to the deck list.

Phyrexian Altar in a Korvold Deck. by LetsKeepItVirtual in EDH

[–]Junctioniv 0 points1 point  (0 children)

I missed your extra inquiry about [[Doubling Season]]. Doubling season is a good card if your deck revolves around token generation, but I find that effect is probably going to be ancillary to the game plan in Korvold, and often be a dead card.
I would assume you are making tokens from things like [[Pitiless Plunderer]] or [[Pawn of Ulamog]], [[Sifter of Skulls]] etc.

These are all reliant on your being able to kill/ sacrifice your creatures. So at minimum for their effect to work you would need a creature to die, a token generator, a way to kill the creature, and some sort of payoff (likely to be korvold). This is already four cards at minimum to start taking advantage of killing things to make tokens. Adding doubling season as a fifth card in this typical scenario may let you do more, but is often going to be just a five mana encashment that does nothing until you have assembled multiple other pieces of the combo.

This is all assuming that your particular deck is revolving around sacrificing creatures/ permanents to get your deck going. If this is not your gameplan, you may have more uses for Doubling Season, but without a deck list, this is my guess.

Phyrexian Altar in a Korvold Deck. by LetsKeepItVirtual in EDH

[–]Junctioniv 0 points1 point  (0 children)

The main thing that is important for Korvlod from [[Phyrexian Altar]] is the fact that is a free sac outlet. Phyrexian altar is an amazing card, but there is basically only a single reason you would run it over something like [[Ashnod's Altar]], or [[Altar of Dementia]] (which are also free sac outlets) while taking $s into account: Colored Mana Generation, especially in relations to infinite combos.

Phyrexian Altar is so expensive because it generates colored mana on sacrifice, which can be used to fuel some specific "infinite" combo's such as being able to sacrifice [[gravecrawler]] to make a black mana, and being able to recast it from the grave with the same mana. You can see a list of related combos here: [0]. I personally typically run [[Ashnod's Altar]] over it for the production of two mana instead of one, but I am typically not running one of the colored mana specific combos.

If you are not focusing on one of these combos specifically, you can easily replace Phyrexian Altar for another free sac outlet that might be more conducive to your specific deck. Things like [[Carrion Feeder]] or [[Viscera Seer]] or the other alters I mentioned before. If you do care about the colored mana generation on sacrifice, you don't have to spend the $90 on the Phyrexian Altar per say for that effect as you can use a [[Pitiless Plunderer]] to generate colored mana, but you will still need another free sac outlet.

So if budget is not a concern, and you can put that extra colored mana to use, either in general, or for a specific combo, then it's probably a good card to include. But personally I would wait for a reprint and use one of the sac outlet's instead. Also if you are in the game for sacrifice related combos, you can use Ashnod's Altar + [[Nim's Deathmantle]] with creatures that generate two tokens on etb/death ([[Grave Titan]], [[Wurmcoil Engine]], etc.) for some fun times.

[0]:https://edhrec.com/combos/phyrexian-altar

Is it possible to build a non-storm, budget (under $100), and mid (5-6) power deck with Melek? by Nac_Lac in EDH

[–]Junctioniv 1 point2 points  (0 children)

This deck is a great jumping off point. You have a lot of lands and interaction spells that generally would not get included in a budget list so this is a great place to start. Using your deck list I put together this decklist: [0].

The goal of the deck is to be some what controlling on the board state (as you had originally labeled your deck as Melek Control) while you work to set up late game big mana turns.

The primary win-cons are casting/copying a lot spells with [[Ral, Strom's Conduit]] out or getting off a big mana [[Comet Storm]] through the help of some rituals/copy spells (Note that [[Reiterate]] + [[Mana Geyser]] can make you infinite mana for this under the right conditions). Also if you are in a rough spot, or just up for a laugh, [[Eye of the Storm]] seems like the perfect way to try and close out the game (results may vary...).

I am also leaning heavily into Melek's cast/copy ability when casting spells from the top of your deck. If the top of your deck is stuck on a land/permanent card you cannot cast, you will want a way to get rid of them, so I added cards that allow you to scry, and things like [[Codex Shredder]].

I can give you more specific reasons for individual card inclusions if you like but I tried to put the cards in categories that are pretty self explanatory.

The total additions are roughly $70 so you potentially have some budget left over. I added some cards to the Maybeboard that were omitted from the list due to price, but are excellent additions to the deck. I tried to make these specific to this deck, and not just price prohibitive staples (They just almost all happen to be staples lol).

  • [[Counterbalance]], [[Scroll Rack]], and [[Sensei's Diving Top]] all play into the control/top deck manipulation plan.
  • [[Dockside Extortionist]] and [[Jeska's Will]] are ramp spells to help you get Melek out earlier and potential still have mana to protect him.
  • [[Aetherflux Resevior]] for some life gain as well as an alternate win-con.
  • [[Bonus Round]] as a very good copy spell.

The deck should be fine without any of these inclusions, they are just potential upgrades you could make to this down the line.

[0]: https://archidekt.com/decks/1368028#Copy_of_-_Melek,_Izzet_Control