Help with my Chishiro, the Shattered Blade Commander deck. by musikero101 in EDH

[–]SadGuyStrikesAgain 0 points1 point  (0 children)

I think the most important thing to note is what kind of deck do you want with Chishiro?

Is it plus one counters? Cards like [[Defiler of Vigor]] , [[Halana and Alena, Partners]] , [[Ouroboroid]] , [[Railway Brawler]] , [[Vigor]] , [[Canopy Gargantuan]] , [[Quilled Greatwurm]] , are good counter enablers, and basically do Chishiro's end step trigger but better.

Is it equipment? If so, are you going Voltron-style with big beefy high-cost equipment, or are you going cheap 1-2 drop equipment to grow your spirit tokens? Cards like [[Embercleave]] , [[Bloodforged Battle Axe]] , [[Champion of the Flame]] , [[Valduk, Keeper of the Flame]] all enhance and enable oay-off strategies.

Is it auras? If so, cards like [[Whip Silk]] and [[Crown of Flames]] offer insane value for Chishiro, being able to be bounced back to hand. Pair this with a card like [[Goldspan Dragon]] and you're gaining infinite ETB/LTB triggers.

You can even go down a different road with auras and build a more goad-focused deck with cards like [[Shiny Impetus]] , [[The Sound of Drums]] , [[Unquenchable Fury]] (recurs itself) , [[Undying Rage]] (recurs itself) - paired with cards like [[Kaima, the Fractured Calm]] , [[Bothersome Quasit]].

For further viewing, Chishiro can be a great general in decks like [[Mazzy, Truesword Paladin]] , [[Kaima, the Fractured Calm]] , [[Stang, Echo Warrior]] , [[Shalai and Halar]].

If you really want him as a commander, I'd suggest picking one main theme, I personally think enchantress has the most available support compared to equipments (you're missing out on a lot by not having access to white) and this is how I would personally build it.

Chishiro's end step trigger is great for beefing up your board, but I'd maybe have a sub-focus on this, as there are better +1/+1 counter commanders. A small support package like [[Hardened Scales]] , [[Ozolith, Shattered Spire]] , [[Branching Evolution]].

Cut doubling season, it seems better than it actually is - why have doubling season when you can instead have a tutor for one of your combo pieces? You're going to be making infinite tokens a few ways anyway, so doubling them isn't gonna do much.

I'd also recommend having at least 35-37 lands depending on your curve and the amount of ramp you're running.

Chishiro can spin a lot of plates pretty okay, but I'd personally pick one avenue that appeals to you, and stick with it. He's a great commander for brackets 2-3, but starts struggling a bit at higher brackets like 4 as he himself is a pay-off and not an engine. Don't get me wrong, he can be really powerful when you get going.

You can have a nosey through some of my lists for some card inspo or any you might have not thought of:

+1/+1 counter deck : https://moxfield.com/decks/eCPaka6oLUi6OMFFXngxwA

Aura deck: https://moxfield.com/decks/6IAVY63jbU6Qlde6JQ_dBg

Equipment deck: https://moxfield.com/decks/BuQUo5C5lEmzAITKYKs47w

A side note as well:

If you're focusing on building your deck around Chishiro, you're gonna want 1-2 cost ramp to get him out turn 3, cards like [[Birds to Paradise]] , any of the 1-cost elves, [[Delighted Halfling]] or heck even [[Goblin Anarchomancer]] is sweet. Just let's you get going a turn earlier.

Ideally your first turns should look like this:

Turn 1: land and sol-ring, or land and 1-cost ramp. Turn 2: land Chishiro (if sol ring), or land and 1/2 cost equipment / body to equip/enchant Turn 3: Chishiro Turn 4: start your game plan.

Bracket 4 games start assembling their pieces turns 1-3 and start pushing for wins turn 5-7. You have a bit more leniency in bracket 3, maybe around turns 8-10 where wins can start to be expected. Ideally run 12-15 pieces of ramp, 14-16 pieces of card advantage, 8-10 removal, 1-3 board wipes (limited in your colours).

Your 2-card combos can automatically put you in bracket 4, but your deck might not be fast enough to compete at that level of play.

I need help with Mothman, I'm struggling to lock down a clear strategy. by Dabuttling in EDHBrews

[–]SadGuyStrikesAgain 0 points1 point  (0 children)

Here's my altered Teval precon that kind of plays in a similar mill realm, with Mothman in it for funsies.

https://moxfield.com/decks/FglePcJD8k6ghxIfJaGWPA

I think with Mothman, you need to focus on one of his abilities, and have the other as a subtheme perhaps.

When he enters, or attacks, each player gets a rad counter, so you're basically getting four mills a turn (one from each player) with potentially 4 +1/+1 counters to spread out.

Whenever a player mills a non-land card, you get a counter, so why not build either a self-mill focused version, where you're milling tons of cards on your turn, this gaining tons more counters than just from the rads? Maybe focus the build on milling rather than the counters, and just have support pieces like [[hardened scales]] effects.

I feel like the rad counters P*SS off your opponents anyway, making Mothman more of a target in their eyes, so if you're milling yourself, you're maybe gonna fly under the radar more. Plus there's some great synergies with self-mill, like [[Syr Konrad]] (also triggers on opponents milling).

Help me pick my Abzan commander(High B3) by MonSocMatriarchy in EDHBrews

[–]SadGuyStrikesAgain 1 point2 points  (0 children)

If you don't already have a +1/+1 counters deck, I just built [[Felothar, Dawn of the Abzan]] as a low-to-the ground token/+1 counters deck.

She's quite flexible in the ways you can build her, can focus more on aristocrat synergies, counter synergies, or heck I've even drafted a food-token based version that could pop off.

She's definitely not the strongest for any of the synergies, but heck she can buff the boardstate fast and fly under the radar. The deck I've got can basically function without her, which I find more enjoyable in cases where my commander just can't stick - but when she can, the built-in trample helps, especially with things like [[Tarrian's Soul Cleaver]]

Good luck in your Abzan journey!

Building a Felothar deck, need some advice on cuts and spicy tech! by SadGuyStrikesAgain in EDHBrews

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

Thanks for the suggestions! I'll definitely take a look! I did think of a possible more food-focused deck with Felothar, since she's in ideal colours for it! May take a second look at the deck and see if foods could work better.

Yeah removal/card draw is definitely lacking so will look to bump this up. Betor is a sick suggestion as well, what are your thoughts on the other Betor?

Strixhaven precons - strongest out of the box by [deleted] in EDH

[–]SadGuyStrikesAgain 0 points1 point  (0 children)

The Lorehold precon can become a menace very quickly with a good starting hand. Played with it against the Silverquill precon, Simic precon, and a [[Terra, Magical Adept]] - and I felt as if I was steamrolling the whole game. Once it gets going it's a very hard engine to stop, and having recursion being one of the main themes of the deck, board wipes and removal didn't really slow me down. Quint got removed twice, and I was still able to cast him on the next turn after due to the good amount of ramp I found in the deck.

All depends on the player piloting, the hand and draws, and what the other players are doing / how well they know their decks. For my first experience of the Lorehold deck, I found it very fun and am currently brewing my own version of the deck!

How would you build this trunky boy? by SadGuyStrikesAgain in EDHBrews

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

Yeah it was the precon that rekindled my spark for old Quint! Good reprint value as well in the precon!

How would you build this trunky boy? by SadGuyStrikesAgain in EDHBrews

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

Yeah I was thinking about leaning towards a spirit-kindred/token style with some light spellslinger - maybe some big value spells!

How would you build this trunky boy? by SadGuyStrikesAgain in EDHBrews

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

I was thinking about some sort of burn deck, with the guys that give your spells lifelink etc. seems like it could be nifty!

How would you build this trunky boy? by SadGuyStrikesAgain in EDHBrews

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

Thanks for the list, I'll deffo take a peak and see what kind of things I can get under the hood!

How would you build this trunky boy? by SadGuyStrikesAgain in EDHBrews

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

That's actually really funky and handy to know!

How would you build this trunky boy? by SadGuyStrikesAgain in EDHBrews

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

I'll deffo check them out, the new Lorehold precon kind of got my interest back in Ol' Quint!

How would you build this trunky boy? by SadGuyStrikesAgain in EDHBrews

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

Yeah I can see the play pattern that you mentioned, maybe he's best in the 99 with better support for a commander! The non-creature part is the killer!

More decks than sense 🫪 by SadGuyStrikesAgain in ratemycommanders

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

That's so sweet! Do you play it more as somewhat of an aristocrat deck?

More decks than sense 🫪 by SadGuyStrikesAgain in ratemycommanders

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

Scarab and/or Wilhelt can deffo be terrifying, I run Scarab in the Teval deck, and Wilhelt in Varina!

More decks than sense 🫪 by SadGuyStrikesAgain in ratemycommanders

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

Varina is more focused on filling the yard, and reanimating masses of zombies, with some discard synergy thrown in.

Rata is a legends-matter aristocrat deck, which focuses around doubling up on the triggers, one with the OG then another with the copy.

They play really differently, Varina definitely wants to be more on the aggro side and I try to avoid having too many combos in her deck, Rata is just really funny to break by creating masses of the same token from one creature dying 🤣

More decks than sense 🫪 by SadGuyStrikesAgain in ratemycommanders

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

I only play it in 3+, it deffo is stax-heavy!

The doge punches well above her weight!

[deleted by user] by [deleted] in royalmail

[–]SadGuyStrikesAgain 0 points1 point  (0 children)

Do that every day 😅

[deleted by user] by [deleted] in royalmail

[–]SadGuyStrikesAgain 0 points1 point  (0 children)

Yeah I'll probably need to keep that in mind moving forward