Monday, June 25, 2012

Putting dice on cards

Being a Magic player, I am a huge fan of sub-themes. Sometimes, the monotony of drawing cards, playing creatures, attack, lather, rise, repeat can become such a bore. So, I look for thing to spark my interest outside the normal game. One thing that has entertained me is seeing how many dice I can put on my cards at once. I feel like it makes my board state more intimidating while, at the same time, giving it a more three dimensional look to it. It also keeps my attention to triggers that I might normally miss.

This project of putting dice onto cards interested one of my friends and he made a "Dice on cards" deck that featured Jenara, Asura of War as the general. This deck ran the full gamut of putting dice onto things: Graft, Predatory Hunger type cards, Spikes, Oran-Rief the Vastwood, et cetera, et cetera. I found the deck to be quite enjoyable, but I had two major problems with it: A) Blue, green and white seem like the logical choice for a deck like this. Many of their cards already put counters on themselves and those cards, on their own, are quite good. Not to put down the deck, but it seemed too easy. Also, B) It wasn't my deck. I want my own dice on my own cards. Call me selfish, because that is how I am.

I began my search for my own way of putting those little cubes onto my cards. I wanted a general that puts dice on itself but lent itself to other strategies and didn't cause the deck to have tunnel vision:

The lady vampire herself. She does everything I am wanting for this deck. Lets start from the top down. Her casting cost is exactly where you want a general to be. You can go turn one Sol Ring into turn two Olivia very easily and start establishing a board presence early OR, what I like to do with her is hang back until later in the game and when you have a lot of mana to spare, you throw her out and you have a buffet of large creatures to choose from.

Now that we have our general to help us march into battle, lets go through the deck card by card and see why it is going into the deck:

Black Creatures
Blood Artist - Along with being a vampire, this little art student takes advantage of ALL creatures hitting the graveyard. So if your opponent swings into another one of your opponents and trades creatures, you gain life and make an opponent of choice to lose some life (or spread it around). This guy can also be a game over scenario if there are enough creatures and someone plays Wrath of God/Damnation.

Blood Seeker - Fun story with this guy: I was in a game and I played him and everyone of my opponents played a creature and I said "Alright, lose one" and each of my opponents asked me why they were losing life. After a couple of turns they were all grumbling about how the Blood Seeker needed to die. The great thing with Blood Seeker is that it stops the turbo token decks and in the end game, you can actually lock someone out of the game and when they are at a low enough life total, they simply cannot play any more creatures until they deal with him. Fringe playable limited card. EDH house.

Vampire Hexmage - Kind of goes against the strategy of putting counters on cards, but the Hexmage is here because she great against a pesky planeswalker. I would absolutely play a card that was BB "Destroy Target Planeswalker". This way, I get it in a body.

Gatekeeper of Malakir - Many times in EDH, there will be a board wipe and the first card played afterwards is their general. The gatekeeper can stop loner creatures and add presence to the board.

Screeching Bat / Stalking Vampire- There are better vampires out there, but I personally like flip cards and I like the versatility. You can beat on the ground or in the air, also, there are weird mini-synergies with cards like Skeletal Vampire and things that interact with bats.

Dark Impostor - Ah, we get to a card that puts dice on it! Dark Impostor is also just a house. Exiling is the new destroy in a big way. Taking a Woodfall Primus off the table and not triggering its persist or removing a Anger from the battlefield and not putting it into their graveyard is huge. If you have Dark Impostor and six mana up, you are carrying a loaded gun. Everyone begins to walk on egg shells around you. Play it and you'll see what I mean.

Vampire Nighthawk - Beats in the air, gains some life, has deathtouch. What more could a girl ask for?

Captivating Vampire - A vampire lord that has a snowball control magic effect?! Waiter? Check please.

Bloodflow Connoisseur - A connoisseur of putting dice on cards! This little gem makes it very hard to one for one when you are sacrificing your creatures and turning them into pips.

Mirri the Cursed - When I was first making this deck, Mirri was the first creature I was thinking of, but I decided that I needed a second color to make this all work together. Mirri is collecting keywords like a hoarder is collecting those little plastic pizza stands that keep the pizza to sticking to the top of the box...at least that is what I envision hoarders collecting. She trades well with first strike, she gets her damage in with flying and she can turn sideways the turn she comes in. And she is a vampire cat. KITTY!

Bloodline Keeper/Lord of Lineage - The big mama jamma flip vampire. A bunch of players I have played against or have played this card have thought that you need five vampire tokens to flip him, also that it takes an activation to flip him. Neither is true. You need five VAMPIRES on the table. Period. Counting the Bloodline Keeper, you actually only need four more. With a deck like this, I have found myself playing him and immediately flipping him on the same turn.

Falkenrath Noble - Like his more artistic friend, Falkenrath Noble enjoys watching other creatures die, however, the great thing about the Noble is that he can get in some damage himself. Pair the Noble and the Blood Artist up and you can put your opponents on a pretty quick clock.

Stromkirk Patrol - Another fringe playable limited card that really finds a home in EDH. A little on the costly side, but, like a lot of cards in this deck, it has the "Slith" ability (deriving from Slith Firewalker, meaning that these cards deal combat damage and get +1/+1 counters on them).  EDH, as well as most multi-player formats, require a different mind set when looking at cards. Cards like Stromkirk Patrol looks really terrible in a one v. one scenario, but in multi-player, you will often have an exposed opponent that you can attack and get in that combat damage to get the slith trigger. With a couple of counters on these guys, it can start to get out of hand quickly. Plus, it puts dice on my cards.

Bloodlord of Vaasgoth - Holy dice on cards Batman! Same thinking with the slith abilities, you can often find yourself getting in cheap damage, so the bloodthirst can be easily achieved. Every game that I have played with this deck that I have gotten the Bloodlord, I have gotten the bloodthirst on him and bloodthirst on all of my creatures. Very easy to pull off and lots of dice on card. Win win.

Anowon, the Ruin Sage - If this guy doesn't grief, I do not know who does. When you throw Anowon down, he can become a big board presence and really help the cause, just be sure he gets some back up because he is going to have a target on him as soon as you windmill slam him onto the battlefield.

Repentant Vampire - Well here is a real wiz bang magic card. This guy was really a star when you could put damage on the stack, now, he is just going to be a little bit racist sometimes.

Sengir Vampire - An oldie but goodie. When you look at cards like Sengir, you really notice the power creep.

Vein Drinker - The first rule about fight club is... Ulvenwald Tracker made a big splash once he was first debuted because now a creature actually said "Go fight another creature." Very glam. Vein Drinker fell to the background because she lacked the word "fight." At least, that's why I think she fell out of favor. Vein drinker does exactly what our friend Fight Bear does, only she gets bigger each time each fights.

Nirkana Revenant - A shade and a mana flare for swamps. Not much more to see here. Move along...Quick side note: If you tap a Badlands for red, it still produces an extra black. The more you know!

Skeletal Vampire - Vampires like bats. Bats like vampires. Case closed.  Actually, there are some fun things you can do with the Skeletal Vampire: If you have Black Market out, you can go really deep with sacrificing bats and making mana. Same goes with the Blood Artist/Falkenrath Noble. Plus I guess you can have synergy with the Screeching Bat....moving on.

Kalitas, Bloodchief of Ghet - Much like the Dark Impostor, having Kalitas and three black mana up is a loaded gun and I have an itchy trigger finger. Bite and steal. Bite and steal. Love it.

Red Creatures
Stromkirk Noble - Again, another vampire with the slith ability. This one is more harder to block then he seems on the surface. Humans are everywhere in EDH and this guy will slip past them every time. Get your strut on!

Bloodcrazed Neonate - A slith vampire that has to attack each turn. Dice on cards!....Yeah, I'm okay moving onto the next card too.  

Stromblood Berserker - I am not sold on this guy, but he is very hard to block. More dice on more cards.

Falkenrath Exterminator - This is where the slith ability is really going to shine. You get some damage in with the Exterminator and then he can clear the way himself. Shoot some guys, slith, shoot some more guys, slith it up! This guy can also get really dangerous when you have Bloodlord of Vassgoth out and you can get some bloodthirst dice on him. Wild west! Yeeeeehaw!

Rakish Heir - Speaking of how good slith is, how about giving it to all of your vampires? Putting dice on cards are fun. Also, this ability stacks. Remember that.

Markov Blademaster - Another slith vampire that can get out of hand VERY quickly. Remember the double strike deals damage each time, so say you have three +1/+1 counters. You connect with an opponent so you deal first strike damage and deal four damage to them, you get another counter and then deal five damage to them. Hack hack!

Rockslide Elemental - Not a vampire but this guy watches other creatures die and then starts doing his own dirty work. Since he has first strike, you don't have to worry about trading. Rockslide? Try Snowball Elemental.

Taurean Mauler  - Since the Mauler is a changeling, he also counts as a vampire. He can get very big very quickly and it becomes even larger, faster with the more friends you are playing with. You can also benefit off things that benefit vampires, such as the lords, sliths and bloodthirst.

Anger - Another non-vampire, but he is really only in here to give creatures haste. Players, I've noticed, are hesitant to play Anger and get a tunnel vision about getting him the the graveyard. When, in actuality, when you play Anger he becomes a 2/2, essentially, unblockable creature or a great 2/2 wall.

Havengul Vampire - A slith ability and Lumberknots ability all in one tasty vampire? I'm a big fan too. Thank you for asking.

Heirs of Stromkirk - Yet another slith ability that is nearly as hard to block as the Stromkirk Noble. Moving on.

Nearheath Stalker - I am not sold on this guy either, but, he puts a die on himself when he dies. Good in my book.

Falkenrath Marauders - Flying, haste and a double slith ability. These guys will almost always connect and get really out of hand quickly.

Gold creatures
Stromkirk Captain - There are only three(ish) creatures that are not vampires in the deck, so the captain will be handing out quite a few bonuses. 

Falkenrath Aristocrat - The Aristocrat is a great addition to the deck, not only in the fact that it can give itself dice, but also because it has haste built in, which really helps when you have creatures that give you slith abilities. Plus, getting in for four is nothing to sneeze at.

Vampiric Dragon - Combos great with Braid of Fire, which I will talk about later. Despite being expensive as hell, this guy can finish a game by himself. 

Artifacts and artifact creatures
Solemn Simulacrum - The sad robot just vomits value. Hard night sad robot? You need a bucket to vomit some value? I thought so.

Coalition Relic - Fixing and ramp.

Darksteel Ingot - Fixing and ramp.

Everflowing Chalice - Ramp and dice on cards.

Veinfire Borderpost - Ramp and fixing

Rakdos Signet - Same verse as the first, little bit louder and a little bit worse...well...not worse. Just fixing and ramp.

Sol Ring - Ramp.

Pristine Talisman - Ramp and the life gain will net you 5 -10 life a game.

Contagion Clasp - Make those dice on your cards bigger! Plus, it acts as one for one removal.

Contagion Engine - Same as the clasp, but is more like a Plague Wind for one player.

Expedition Map - Grabs either Urborg, Tomb of Yawgmoth or Cabal Coffers or it can just help you fix your mana.

Sensei's Divining Top - An EDH staple, make sure you draw what you want when you want it.

Blade of the Bloodchief - This card is absolutely nuts in EDH. Even more so on a vampire. Creatures are going to die in EDH games and this will just send any one of your creatures into the stratosphere. 

Swiftfoot Boots / Lightning Greaves - Haste and protection for your creatures. Not much else to say here.

Enchantments
Phyrexian Arena - I have been playing a lot of the game Fluxx with my girlfriend. We have had discussions about the best card in the game and I keep telling her that the best cards are the ones that give you card advantage. She quickly agreed. Such a nice girlfriend. Seriously, card advantage in any game is absolutely huge and Magic the Gathering is no different. The more cards you see, the more cards that you will be able to beat your opponents. The Arena is just card advantage.

Braid of Fire - This card is a little tricky. You have to go a little deep to see the true value of this card. You are going to constantly be adding red mana in your upkeep, so you are going to have to spend it before you keep going. This isn't a problem though because our general will be able to use her first ability to bite all of your opponents creatures. This also works with the aforementioned Vampiric Dragon.

Black Market - Another card that is going to add us gobs of black mana that we can use with Olivia. Plus, you get to keep track of the last two cards with dice.

Planeswalkers
Sorin Markov - Sorin is really unfair in EDH. To be able to play one card that does thirty damage to one player is ridiculous. Hey look! He gets dice on him! Sweet, he's a keeper. In all fairness, I am not a fan of Sorin in a casual environment. If you want to win games, play Sorin. If you want to make friends, play Lilliana Vess.

Instants and Sorceries       
Urge to Feed - A removal spell that can also put dice on your cards. Hey yo!

Damnation - The big reset button is case things really get out of hand. Also, a great combo card with Blood Artist and Falkenrath Noble.

Bituminous Blast - I'm looking for a better card than this, but I have always been a fan of cascade and getting two for ones out of my spells.

Vampiric Fury - This seems obvious.

Wrecking Ball - Dealing with pesky Maze of Iths, Gaea's Cradles or just destroying a creature.

Undying Evil - Removal spell? NOPE! Comes back with a dice on card. This card is just flavor. I know there are better cards, but saving an important creature through a Wrath is awesome. 

Blood Tribute - Doing a forty life swing is sometimes just back breaking.  

Lands
Cavern of Souls - *Takes out soap box* This card should be in EVERY Elder Dragon Highlander deck. Period. I don't care if your general is the only creature type you will name with it, being able to get around every counter spell in the game is huge. Seriously. I am not kidding here. You know how awful you feel when you play your general and someone plays Spell Crumple or Hinder? You feel like someone took away Christmas...at least you have solace in the fact your presents were given to charity. 

Your presents were burned. 

Put Cavern of Souls into your EDH decks. You don't want your Christmas presents burned.

Reflecting Pool - Fixing

Blood Crypt - Fixing

Bojuka Bog - Remove pesky graveyards and get some black mana out of it.

Blackcleave Cliffs - Fixing

Badlands - Fixing

Rakdos Carnarium - I am always a bit scared putting these into decks, but it takes a true jerk to destroy lands in EDH. A true, soulless jerk.

Bloodstained Mire - Search out fixing

Command Tower - You put these in but not Cavern of Souls? Shame!

Dragonskull Summit - Fixing

Molten Slagheap - Dice on cards + fixing = Happy days!

Lavaclaw Reaches - Fixing plus a body

Akoum Refuge - Fixing

Graven Cairns - Fixing

Auntie's Hovel - It'll come up once in a blue moon, but the Taurean Mauler is a goblin too. Otherwise, consider this another Tresserhorn Sinks.

Tresserhorn Sinks - Fixing

Urborg, Tomb of Yawgmoth - Wait for it....

Cabal Coffers - There it is. 

9x Swamp 8x Mountains.

There you have it boys and girls. A competitive EDH deck that has some appropriate sub-themes that won't leave your blood cold. Until next time, I hope your draws suck (get it?!) with this deck and remember: Trade Smart, Trade Fair, Trade Here.

Saturday, June 16, 2012

Building 5-color EDH on a budget

I am sure there have been times when you have looked at your Magic the Gathering cards and thought "I'd really like to build some kind of 5-color deck, but being a human being in this time in age is tough and cash is hard to come by after I buy expensive zoot suits, catapults, life size X-wings. I simply can't spend money on dual lands and other things that make my mana symbols happy." I know I have said those exact words before, I am quite sure you have too.

Fear not my zoot suit clad friend, there is a way to build a 5-color deck on a budget. The problem is that you have to do a little pride swallowing and be a little imaginative on your end. The first thing we are going to do is find a general that is 5-color, something that won't be a huge strain on our lack of mana diversity and a general that will fit into our thrifty deck building budget.

Cue Reaper King.

Look at this ugly dude. Scarecrows? Before you turn you nose up in disgust to this Shadowmoor outcast, look at those mana symbols. This guy will allow us to cast him without being to hard on our mana. If we are stuck on 3 colors, we can still cast him. He will be just a bit more expensive.

Sweet! Scarecrows! Lets do it! What else do we have for scarecrows?.....I...oh....um....oh.....ew...oh god....oh make it stop! Yes. It's that bad. So, lets forget we ever looked at scarecrows. I feel like I need a shower after looking at those other scarecrows. But there is a way we can abuse the Reaper King, and that is with changelings.  Being a 5-color deck, we can use the cream of the crop from the changelings and still get the destroy a permanent bonus. So, what are the best?

Chameleon Colossus

The Colossus is something that can get pretty out of hand and against mono-black decks, he can win the game all by himself.

Mirror Entity

When you have Reaper King in play, you might as well read this card as "Spend X to give all your creatures X+1/X+1". While you check my math, I will continue by saying that this guy is something special. Like his jolly green friend before him, Mirror Entity had a great knack for finishing games all by himself. Also, at just a single white, you need not fear tying up your mana in him.

Shapesharer

Oh, you just played a Titan? I'd like to be a Titan! You just played your general and I hate him? Well lets just get that pesky general off the battlefield.  Very versatile and might even get a few two for ones off of him.

Taurean Mauler

This is one of those guys who was built before commander really hit the scene. If you are able to get this guy to stick, he can get really large really fast off of your opponents just playing spells. Last I heard, playing spells in Magic is a good thing.

Cairn Wanderer

Another "scarecrow" that can do some obscure things. At a 4/4 for 4B, he has a decent size body. However, this guy becomes a late game hero. Your deck begins to pile up in your graveyard, the Wanderer only gets better.

Ripetide Replicator

Don't give me that look. When you start thinking of this card as 4 mana to destroy a permanent, you will start thanking me.

Now that we have a decent base of creatures, we can start looking for ways to get a good selection of mana sources for the deck. As I said before, we want to do this as cheap as possible and nothing is cheaper in Magic than some basic lands:

3x Island
3x Forest
3x Mountain
3x Swamp
3x Plains

There we go. 15 lands. Good night everybody.

....More? Okay fine. Lets take a look at some affordable dual lands and ramp spells:

Shards Tri-Lands

There are 5 tri-lands from the Shards of Alara block, they all come into play tapped, but they all produce 3 colors. I think these are going to be the best for our deck, and along with being so awesome, they are also uncommon. Ka-Ching.

Springjack Pasture

Another clunker, but this will help protect us with some chump blocking goats and we can then cash them in later for some mana later.


Rupture Spire

As long as you have another land in your opening hand, you can play this on turn two and give your access to all the colors. Good in my book!

Pain lands

Pain lands are any of the dual lands that produce two colors, but deal one damage to you. Pain lands are still pretty affordable and are not as painful in commander.

City of Brass


If the pain lands were Europe, City of Brass is Russia. It's big, you often never want to go there, but sometimes, you just have to...I think that analogy works. City of Brass is a 5-color producing powerhouse. We are a big fan.

Grand Coliseum 

Same as above, just comes into play tapped and we can tap it for colorless...move along...move along.
 
Cavern of Souls

Alright, this is the deepest we are going to go into our pocket books. This card is hovering around $20.00, which is about half the price of the cheapest dual land. This card, 99 times out of 100 we are going to name Scarecrow. This will produce all five colors to cast our general, along with being super sneaky and allowing us to cast any of our changelings. This card should become a commander staple very soon. You just name whatever your general is and you can avoid the awkward Hinders and Spell Crumples in life.

Command Tower

This will set you back maybe $2.00, but it will be worth every penny. This little gem from the commander sets will allow you access to all 5 colors without breaking a sweat.

Birds of Paradise

Trivia time! How many times has Birds of Paradise been reprinted in complete sets?

.........

Jeopardy music


............Times up!

Did you 14? You would be correct! Since this little bird is Magic the Gatherings village bicycle, you can get the on the cheap. One green and it gives you all the manas.

Harrow

This can fix your mana in a quick way. Only drawing forests? Not a problem! Go get yourself some basic lands and set yourself free of your mana issues. Great thing about this card too is that you can technically think of it as a one mana ramp spell (because the come into play untapped).

Exploding Boarders

I have loved this card since drafting Conflux. You search out a basic land and then throw a lava axe at your opponents face. This can easily slide into our deck.

Explosive Vegetation

Another great ramp spell. Go get any two basic lands and like our friend Harrow, they will come into play untapped and you get use of the right away.

Fellwar Stone

The fact that our deck is going to want all the mana, Fellwar Stone is going to only give us value. Anything our opponents play with benefit the Fellwar Stone, along with ramping our deck into Reaper King range.

Exotic Orchard

Same with Fellwar Stone, this card is going to give you 3-5 colors of the Magic rainbow. Plus, this card has been reprinted in a bunch of commander decks and planechase decks, so it won'thurt your pocket book too hard.

Other things that you have to keep in mind while building your 5 color deck on a budget (or any 5 color deck for that matter) is the ratio of lands and mana fixers that produce certain colors and what you are putting into your deck. Say, for example to you have 10 cards in your deck that produce black mana. That means, 10.10% of your deck can produce black mana. Are you going to want to put Gristelbrand into your deck? Probably not. Sure, he is a sweet card and your deck COULD cast him, but you have to understand ratios. If you deck has only 10.10% black mana sources that means that roughly, 1 in every 10 cards is going to give you 1 black mana. Using that math, to get 4 black mana, you are going to have to go through 40 cards (roughly). Sure, there are times where you become mayor of magical christmas land and you live the dream, but it is much better to make your deck consistent, rather than lucky.


The list goes on and on with the cheap 5 color cards you can use. You just have to be a little imaginative and sometimes, you just have to swallow your pride and play some cards that other players snarl at and say "Exploding Borders? Bah! Who plays that?" Then point the damage at the whiners face. Blam. Five. Whiner.

We have now a grand total of 37 cards and that is including our basic lands and our general. Lets fill in some cards here and there and see what my deck is going to look like:

General (1)
   
    1x Reaper King

Creature (32)

    1x Chameleon Colossus
    1x Taurean Mauler
    1x Cairn Wanderer
    1x Changeling Hero
    1x Mirror Entity
    1x Shapesharer
    1x Birds of Paradise
    1x Sakashima the Impostor
    1x Higure, the Still Wind
    1x Sakura-Tribe Elder
    1x Bringer of the Black Dawn
    1x Bringer of the Blue Dawn
    1x Bringer of the Green Dawn
    1x Bringer of the Red Dawn
    1x Bringer of the White Dawn
    1x Diligent Farmhand
    1x Quirion Trailblazer
    1x Moggcatcher
    1x Seahunter
    1x Wood Elves
    1x Grim Poppet
    1x Heap Doll
    1x Mistmeadow Witch
    1x Pili-Pala
    1x Wingrattle Scarecrow
    1x Scarecrone
    1x Shell Skulkin
    1x Sylvan Ranger
    1x Glissa, the Traitor
    1x Nephalia Smuggler

Land (35)

    3x Forest
    3x Island
    3x Mountain
    3x Plains
    3x Swamp
    1x Battlefield Forge
    1x Caves of Koilos
    1x Llanowar Wastes
    1x Shivan Reef
    1x Yavimaya Coast
    1x Adarkar Wastes
    1x Brushland
    1x Karplusan Forest
    1x Sulfurous Springs
    1x Underground River
    1x City of Brass
    1x Springjack Pasture
    1x Arcane Sanctum
    1x Crumbling Necropolis
    1x Jungle Shrine
    1x Savage Lands
    1x Seaside Citadel
    1x Rupture Spire
    1x Command Tower
    1x Cavern of Souls

Sorcery (7)

    1x Austere Command
    1x Explosive Vegetation
    1x Harsh Mercy
    1x Spitting Image
    1x Exploding Borders
    1x Open the Vaults
    1x Rite of Replication

Artifact (11)

    1x Door of Destinies
    1x Coalition Relic
    1x Prismatic Lens
    1x Spectral Searchlight
    1x Darksteel Ingot
    1x Riptide Replicator
    1x Urza's Incubator
    1x Fellwar Stone
    1x Obelisk of Alara
    1x Conjurer's Closet
    1x Vessel of Endless Rest

Instant (9)

    1x Crib Swap
    1x Spin into Myth
    1x Condemn
    1x Ghostway
    1x Hinder
    1x Harrow
    1x Swords to Plowshares
    1x Bant Charm
    1x Path to Exile

Enchantment (7)

    1x Wild Pair
    1x Conspiracy
    1x Oversold Cemetery
    1x Phyrexian Arena
    1x Maelstrom Nexus
    1x Call to the Kindred
    1x Descendants' Path


Well there you have it. I hope you had fun and I hope we did Cillian Murphy well. Well, keep those pesky birds away from your crops and remember: Trade Smart. Trade Fair. Trade Here.

Thursday, May 24, 2012

The game of Life

Commander games can sometimes be told in a three act structure.

Act one:  Introduction of characters. Plot lines begin to form. And of course, there is the knife.

Act two: The plots thicken. Enemies are formed. The knife returns and some main character is stabbed in the back. Finally, at the end of the second act, all hope seems lost...Think of when you have all your artifacts out and you play the big baddie. You think you have it all worked out and then someone plays Austere Command. All hope...lost.

Act three: Our hero ends up pulling out some kind of miracle, the ship becomes righted and good triumphs over evil! Hurray!

This is the formal structure, but what happens if we go see some greek tragedy or some epic Shakespearian drama? Those have five acts. How can we adapt our commander games into a greek tragedy? One way we can take is playing a more controlling game. This, however, is awful. Trying to play control in a commander game is like trying to bathe a cat. It seems like a legitimate idea, but it ends up being messing and everyone ends up hurt. Commander games need to play themselves out and by having one player trying to control the tempo eventually just turns into a "lets smash the control player because they are being annoying" and that is the last thing we want. We want the game to go as long as possible.

So, what is the thing that keeps everyone alive? The one thing you never want to run out of?

Life.

That is the key. We want the game to go on as long as possible for us. Now, lets build a deck with this in mind.

When I look through the possible generals, two come to mind:

Angus MacKenzie and Treva, the Renewer. Angus has a very unique play style that makes other players attack each other, funneling damage into different directions and that is something we are not looking to do. So Treva it is. Treva will allow us to prevent damage being dealt to us, along with gaining obscene amounts of life. 

Knowing who our general is and knowing our main goal is to gain life faster than your opponents can take it away, we can now start looking at cards that will help facilitate this strategy:

Beacon of Immortality - This card is exactly what we are looking for. If we are able to get it online early enough, we can put our life total into the stratosphere. 


Invincible Hymn - You want a card built for this deck? Look no further than Invincible Hymn. This card is just absurd for this deck. You can go really deep in the game, take a lot of damage and then just play this and reset your life total back to sixty or seventy. 

Essence WardenSoul WardenSoul's AttendantSuture Priest - All of these do essentially the same thing. In a multi-player format, just one of these little guys can gain anywhere between ten and fifteen life by themselves. The other thing about them is that they fly under the radar. If you play one of them on turn one, your opponents will not use a removal spell on them, when really, it would be in their best interest. Also, these are the kind of cards that I like in commander. They require zero commitment after you play them and they will do all the heavy lifting for you. 

Shattered Angel and Lifegift - Like the creatures above, these cards will do all the work for you. Being able to play either of these cards in a early game scenario will make the game quickly out of hand and bring your life total far out of range.

Righteous Fury - This card has dual function and not in the way that you think. The first part of this card is something we have seen many times over (Guan Yu's 1,000-Li March, Sunblast Angel, etc). The second part of the card seems like icing on the cake. Gain 2 life for each creature destroyed this way. In a nut shell, you are wiping the board after some massive attacks and then benefiting off of it, but the real beauty lies deeper. The card wipes the board, hence, preventing the damage you might be dealt later on. So, not only are you gaining life off the creatures you destroy, but you are also gaining life in future turns from those same creatures not attacking you. 

Contemplation - Again, another card that does all the heavy lifting for us. With this card out, everytime we do anything, we will benefit. It will put us even further out of reach.

Gerrard Capashen - Oh captain my captain! Do you have players in your play group who like to abuse their hand limit? Do they just draw card after card after card and throw down a Reliquary Tower and scoff? Well Gerrard wants in on some of that action. You have twenty cards in hand? Great! I'll gain twenty! Gerrard can also beat a little face too, but he is going to be more useful as a life gaining machine.

Boon Reflection - This card may seem like overkill, and thats because it is. Throw it in!

Orim's Prayer and Righteous Cause - The one thing that I will always preach about building decks is the consistency in decks. How many cards work towards your ultimate goal and how will those cards help you achieve it. These two cards are similar, yet different. Between them, Righteous Cause is better by miles. Orim's Prayer gains you life whenever a creature attacks YOU, while the latter, Righteous Cause, gains you life whenever a creature attacks. Period. Now, in a one v one match, you don't need to worry much about the Prayer because your opponent is always going to be attacking you, but again, the Cause is better because it counts your creatures too. Prayer definitely has its benefits as well. The Prayer will make your opponents attack other players, not wanting you to gain life, in the long run, gaining you even more life. Either way, both of these cards are what we are looking for and they make the deck.  


Felidar Sovereign - Here is our sneaky win condition. Sometimes, the game just has to end and if you play him and then follow it up with a Time Warp, then that's game. GG everyone. Don't let the door hit you on the way out.


Wall of Reverence -  Not only will this thing block creatures in the air, but it will also gain you a little life each turn.

Our beaters:
Ageless Entity - This guy will be our primary beater. Seeing as how most of the cards in our deck are going to gain us life, an unchecked Ageless Entity will quickly get out of hand. There is also the "magical Christmas-land" effect with this guy and cards like Beacon of Immortality. 40 life gained? How does 40 +1/+1 counters sound? Check please!

Drogskol Reaver - This guy is a double edged sword. He can either attack your opponents and start dealing massive amounts of damage in the air, or he can just sit back and draw you a bunch of cards. 

Serra Ascendant - I consider this card completely unfair. This is why he is an all-star in my books! Serra Ascendant was not a card that was made with commander in mind and this, we can take advantage of. This will be a 6/6, flying with lifelink for one white 99.9% of the time in this deck. Completely absurd and unfair, but hey, life isn't fair.

Ajani's Pridemate - Another baby beater that, unchecked, will get our of hand quickly. In this deck, we are gaining life like mad, so it only seems right to have this guy as part of our army.

Celestial Force - Along with being a 7/7, with one cycle of turns, this guy can end up gaining us up to 12 life. Pair that up with Ageless Entity or Ajani Pridemate and you have yourself quick a formidable army.

After we add in all the cards that a traditional Bant deck would provide, we can see an actual deck form out of this. Take a gander, I hope you had fun and remember, Trade Smart. Trade Fair. Trade Here:



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