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#deck tech
niuttuc · 3 months
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Current up to date paper commander decks
Kinda want to make another deck tech post for one of them I haven't done yet, so might as well make a list of the currently-maintained ones and see if any piques someone's curiosity. The ones with links I have already written about and the link is to the appropriate post.
Seeing Double? It's not the Halo (Mono-Red, Jaxis, the Troublemaker, just copying things)
Barrin's Bounce and Breakfast (Mono-Blue, Barrin, Master Wizard controlly bounce deck)
Only Doing it for the Triggers (Four-colors, non-white deck all about combat triggers. Led by Yidris or Silas Renn/Tana depending how menacing I want to look)
Extus's Wonderful Adventures (Mardu, Extus in the lead using adventures as spells to trigger him and creatures to bring back)
The Bookkeeper (Five-Color, gimmick deck about challenging myself to keep track of as many different named mechanics as possible. Led by Garth One-Eye)
The Graveyard Gang (Golgari Graveyard deck with ten different possible commanders, chosen at random before the game. Only creatures and lands)
Nyx-Lit Narset (Jeskai, OG Narset, Enlightened Master who shed all her extra turns and extra combats to be a still-powerful aura voltron deck)
Tap, Untap. Concede? (Esper Combo deck, starring Merieke Ri Berit in the command zone, all about tap abilities and untapping effects)
Utilitown (Five-Color deck but actually a colorless deck with a handful of colored cards. Focus on colorless Utility lands, and eventually winning through Door to Nothingness. Currently led by Kyodai by default.)
My Best Defense is Your Best Offense (Bant Kros deck revolving around cards that can put counters on my things and/or my opponents, and Proliferate them, to work with or without the commander)
For now that's all the multiplayer commander decks I update regularly, a few others I keep as-is to play whenever I want to feel some nostalgia. Any that people want to see the current version of?
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doodlesbycass · 5 days
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Can a Rat Girl really fall for a Country Boy?
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mytheralmin · 3 months
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The first five slots go to my star Ghede a powerful ten cap with five superior disciplines, a cost reduction on serpentis combat cards, and an in built rush effect. The deck utilizes all five of his disciplines in full force with main focus on potence, presence, and serpentis. Fortitude is powerful for unlocking as always for single vampire decks and obfusicate though not as common as in earlier versions still has a few lost in the crowds and shadow boxings (a personal favorite.)
Second we come to Abdelsobek a five capacity Follower of Set with five inferior disciplines, four of which match with Ghede. Sporting serpentis, presence, obfusicate, fortitude, and necromancy makes him fine as a small actor but he is key to our strategy as he allows us to as a +1 stealth action unlock any other vampire or mummy we control. Almost always meaning Ghede gets 2 actions minimum every turn.
Third we pack two copies of one of the best cards in group five Andre LeRoux. A toreador with only inferior auspex he may seem weak but as with all our vampires up till now it’s all in the special text. “If a vampire you control would successfully bleed, you can reduce the bleed amount by 1 to give Andre +2 bleed this turn.” So you get to punish your opponent if they have no blockers. Great so do we play dreamworld to offset that bleed reduction? No he is here for two reasons. To do minor actions like take out army of rats, rescue abdelsobek, or block a bleed, and also to bleed for 6. Now how does he get to 6 bleed you ask, he can trigger on his own bleed action. This means you effectively have a +1 bleed 3 cap vampire that can increase that bleed amount further a great way to fill the hole in lower capacity.
Finally I have two one of vampires that while nice are generally unimportant and won’t see play unless you oust 2-3 opponents and have the pool to spare. My choices to bring are Clea Auguste d’Holford and Gold Pan Dan but I also suggest Andelino Da Silva if large agg damage is a problem or Paul Calderone if you need more vampires taking the same action often.
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Moving on to the library cards it is a full deck of 90 playing 20 masters (5 trifle) which isn’t unusual and may be a bit light for a star vampire deck like this.
8 of my master cards are devoted to blood recouping and pool generation. With three blood doll, a classic card that has proven itself for 30 years now. Two copies of the trifle villein to help balance the lack of a Parthenon. One copy of temple hunting group, one copy of the trifle the coven, and one copy of giants blood each to regain blood on Ghede or his fellow vampires.
Beyond temple hunting group the deck packs two other location masters. Four copies of the stand out card from Fall of London is the British Museum and two copies of the only trifle location Filchware’s Pawn Shop both for important equipment synergies.
Finally the deck has six copies of the best acceleration card in the game besides perhaps information highway, it’s the Eternals of Sirius a 4 pool card that generates 5 blood on a Follower of Set 9th generation or higher. Meaning with two of these on then two in first position you can have Ghede and Abdelsobek flipped and ready to rumble.
Speaking of rumbling the deck packs 27 combat cards and 5 modifier/combat cards taking up more then a third of the whole deck.
With only 14 copies of typhonic beast it might seem low to you familiar with Ghede decks but the deck only needs so many of the all star that does everything. Increasing strength, soaking damage, and giving presses this card really does it all and playing one or more for free every turn has locked more then a few vampires out of the ready region forever.
Next up is immortal grapple, when you find yourself at close range or against a tricky enemy you gotta lock them in. Good luck using majesty or earth meld now unless your Stanislava or pack one of the three cards that can get you out of a grapple your out of luck today.
And just to make sure you get to close range we pack 5 of my favorite card in the game, shadow boxing. At inferior maneuver to close or press to continue, the best friend of !Nosferatu it works great here to close the difference or quickly make up a press dispute. But at superior is when it’s the most fun, after combat if your up and their not, burn a blood and continue the action as if unblocked. Call it form of fist because it breaks through to be devastating especially against blocked rushes or show of force.
Four copies of taste of Vitae are always good, if your a combat deck that isn’t diablerizing or stealing blood it’s a must have.
Finally three copies of the jones make a great catch all GOTCHA for when the malkavians think they can get tricky with coma or if the anarch ministry was packing a bit more wolf claw then you though.
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Now for a deck called Ghede commits action fraud six actions may not seem like a lot but that’s because we also take eight equipments and an ally card as well.
Six show of force mean we can bleed with impunity. +2 bleed and +2 strength round one means almost no one show block us, and those who do quickly learn not to.
Six mokole blood form the code loop of the deck. With British Museum you can reduce the cost and unlock the vampire for the action as well as recur four typhonic beasts (or in some cases a the jones as well) from the ash heap or your library. And with Filchwares Pawn Shop not only can you steal other people’s miscellaneous equipment for a discount, you can recur the mokole blood with almost no risk as there are few decks that use Followers of Set and serpentis cards after the V5 decks came out.
Two cooler are currently the cards in contention. A steady supply of blood and a free actionfwith the museum yes but over all they may not be worth it and better used for out of turn master cards for protection (one direct intervention and one archon investigation perhaps) or protective allies (one Carlton Van Wyk and one Aranthabes, the Immortal.)
One copy of Mylan Horseed is played as a second unlock to Ghede or can free up an action with Abdelsobek.
And for the last 23 cards we have 18 modifiers, four reactions, and one event.
Six iron glare give us additional bleed when we need it, and enough juice to help close out tight games or bleed big.
Six freak drive give use multi action on our star vampire or with Abdelsobek after a crucial unlock, perhaps both.
Four lost in the crowds are essential as surprise stealth to get a final bleed or necessary mokole blood through.
Four orphidian gaze are the only fully defensive card besides the jones, letting me reduce a bleed by two or stop crucial vote modifiers namely voter captivation.
Two Enkil Cog are our favorite card to see. A unique modifier that sticks around it gives Ghede +1 bleed and allows him to act on others turn. Important that stops them from getting of archon investigation and other out of turn masters and let’s our star bleed twice per turn cycle.
Finally we have one NRA PAC a goverment event that lets anyone unlock at end of turn after equipping. With its nearly zero opportunity cost and high synergy with British Museum it can pull more than its own wieght.
So overall the deck plans to do two things punch out your opponents vampires then bleed, bleed, bleed. And if anyone gets in your way, well that’s what step one is for. Good luck and have fun.
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jankcrankhank · 4 months
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Intro, Migration, etc. Read this first!
So apparently I'm back here. I mean, like I had any chance of catching on on Substack, but still. They're not gonna police and deplatform nazis, fine, fuck 'em. I'm back on Tumblr.
What you'l find here are silly decks for Magic: the Gathering. Mostly EDH/Commander, but also some 60-card vintage stuff and other kitchen-table style builds. I post my occasional forays into making custom fan cards and they're here to download for free, so have fun with those.
I'm Jank Crank Hank (he/him; way older than you), and you can find me on Moxfield and BlueSky as @infocorn (and, sigh, yes on also on Twitter or whatever for the time being under the same name) too.
This space, as with my tables, is meant to be safe for everyone. If you're a bigot or an anything-phobe, a fascist or fashy apologist, or genereally just a fucking dick, just keep moving.
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mowu-moment · 8 months
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Mob Rule: Realmbreaker, the Invasion Tree
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My name is Mowu, and if there's one thing I hate as much as I hate rules, it's cards. What do you mean someone can play a card and mess with my stuff? We can't let them have any of those, and this hole in the sky that opened up behind me seems to agree. Welcome back to Mob Rule, a blogpost/article series about Rule Zero commanders, a unique(ly bad) deck tech around them, and what legendary creatures to substitute for them if the lawmages get too much on our backs.
Turning of the Handle
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Since we've yet to have a colorless Praetor, there are three parts to Realmbreaker we get to focus on: mill, lands, and abilities. Mill is fairly straighforward: put cards in the graveyard. Colorless affords few great options, but enough good ones: Sands of Delirium, Whetstone, and Keening Stone all capitalize on our oodles of mana, while Ghoulcaller's Bell, Altar of the Brood, and Codex Shredder come down early to help our commander get rolling.
Spinning of the Grave
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Mill goes hand in hand with graveyard synergies, and similarly has a few good pickings for colorless. A sampling of reanimation with Grimoire of the Dead and Portal to Phyrexia, a taste of big creatures with Bonehoard and Unlicensed Hearse, and a few funnier things like Myr Welder and Dermotaxi. While Realmbreaker takes its share of the lands, these cards pick up the creatures and artifacts that get milled in the process, so nothing is wasted.
Reaping of the Sown
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Lands are harder to find additional synergy with, the only standout cards being Blackblade Reforged and Seer's Sundial. However, there are replacements for Realmbreaker should our tree be chopped down: Canoptek Scarab Swarm bombs a graveyard in exchange for a board full of tokens, Mirran Safehouse (ironic, I know) gives us the much of same potential outright taking the lands does, and worst comes to worst, we can twiddle our own thumbs with a Crucible of Worlds (along with a good package of sac-lands).
Spreading of the Tree
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The greatest thing about ability copying, like the new Abstruse Archaic, is that it not only applies to our commander, but anything that might come attached to the realms we break (except mana abilities, but things like Inventor's Fair or Maze of Ith are still welcome). We also run some untappers like Voltaic Servant and Manifold Key to spread our infection a few more times each turn.
Staying of the Hand
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We're a mill deck, so combat is nowhere near a focus, but we still need a solid package of creatures for the Vehicles and Equipment that we need for the strategy. To make some use of them, we're either taking creature-based removal, like Bladegriff Prototype and Steel Hellkite, or anything that can slow the board down, like Silent Arbiter and Rug of Smothering. If one had the budget, they could opt for a graveyard shuffler like Kozilek, Butcher of Truth, as a failsafe if they mill themselves too much, but we won't do that today.
Replacing of the Commander
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This time around, there are very few options for proper commanders as a whole, much less ones that can do anything for the strategy. There are two self-shufflers we could choose, but they won't do much from the command zone. If you want to make a point to your playgroup, I'd go for Ulamog, the Ceaseless Hunger, as his exile ability resembles mill if you squint, and can make decking an opponent a viable strategy. If they're scared, Hope of Ghirapur works as a board-staller as well as a good body to hold Equipment (even if there's only four).
The full decklist can be found at https://tappedout.net/mtg-decks/mob-rule-first-i-break-your-realms/ .
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nehebthewordy · 2 years
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Aminatou, the Fateshifter (Fall 2022 Update)
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Hey everyone! It’s been a long while, but today I’ve got an update on my very best commander deck: Aminatou, the Fateshifter. When I first bought her precon not quite a year after it came out, I quickly stuck her into my collection and stripped the deck for parts. After a while though, when my old Vona deck grew old, I started looking into a new angle. Thus, the first iteration of Aminatou (or at least my version of it) was born.
She started as an amalgamation of a flicker deck (based around her -1 ability) and an old superfriends angle I’d been working on for some time. This origin remains a visible part of the deck’s identity even today, with a total of eight ‘walkers and nearly half a dozen planeswalker support cards. Today, we’re looking into the absolute 15 must-have cards for building her yourself. Though these cards a numbered for the sake of this list, the number assigned is entirely arbitrary and not related to the card’s relevance to the deck relative to each other.
#1: Felidar Guardian Card transcription: 3W, 1/4 Cat Beast. When it enters the battlefield, exile another permanent you control, then return it to the battlefield under its owner’s control. Those of you who played Standard during the early days of Aether Revolt will recognize this cat as the pivotal partner of the Saheeli Rai infinite cats combo, which functioned by using Felidar Guardian’s enter-the-battlefield effect to essentially “reset” Saheeli, allowing her to -2 to create a duplicate Felidar, with each duplicate gaining haste and repeating the process. It does the former with Aminatou, using her -1 to flicker the Felidar and then Felidar flickering Aminatou in turn. Combine this with Panharmonicon or Oath of Teferi for infinite flickers as either Aminatou flickers something else before flickering Felidar (Oath) or Felidar flickers Aminatou and something else when it enters (Panharmonicon). Add in anything that draw cards and you can have infinite mana and draw with which to seek your win condition. Alternatively, these two with either Vela the Night Clad or Corpse Knight allows you to win on the spot if an opponent can’t stop you.
#2: Panharmonicon Card transcription: 4, Artifact. If an artifact or creature entering the battlefield triggers a permanent you control, it triggers that permanent a second time. Panharmonicon has gained a sort of infamy in EDH, and for good reason. It can double any enter-the-battlefield trigger, from Acidic Slime to Gray Merchant of Asphodel. As stated above, it’s a key combo piece for Aminatou.
#3: Oath of Teferi Card transcription: 3WU, Legendary Enchantment. When it enters, exile another permanent you control until end of turn. and You can activate loyalty abilities of each of your planeswalkers twice each turn. While much more niche to planeswalker decks, Oath of Teferi is an absolute powerhouse, though it must be included in a deck that already runs both blue and white. Activating each of your planeswalkers twice each turn is amazingly powerful in a deck that has both a planeswalker commander and seven others, and with Aminatou specifically it essentially functions as a second Panharmonicon.
#4: Rings of Brighthearth Card transcription: 3, Artifact.Whenever you activate a non-mana ability, you may pay 2 to copy that ability. While the constant cost of 2 mana for each ability being copied (which becomes more pressing once Oath of Teferi hits the board), some of those abilities are certainly well worth the cost. If you choose to run Basalt Monolith (which will not be appearing on this list), Rings of Brighthearth can essentially grant you infinite colorless mana, paying for all the planeswalker ability copies.
#5: Callous Bloodmage (honorable mention: Charming Prince) Card transcription: 2B, 2/1 Vampire Warlock. When it enters choose one: Create a 1/1 Pest; You draw a card and lose 1 life; or Exile target player’s graveyard. Transcription (honorable mention): 1W, 2/2 Human Noble. When it enters choose one: Scry 2; Gain 3 life; or Exile another creature you own until end of turn. Charms have been historically appreciated for their flexibility, and modal creatures are essentially charms with repeatable effects in flicker decks. While both Callous Bloodmage and Charming Prince are amazing, our list will focus primarily on the latter. The Bloodmage’s token production is negligible, however the latter two options both have powerful options: drawing a card is always great and the third exiles an entire graveyard, severely hindering a reanimator deck (popular examples include Meren and Muldrotha) on its own. With the option to choose a different effect every time it enters, you have a one-card toolbox with a gadget for multiple occasions.
#6: Dakkon, Shadow Slayer Card transcription: WUB, Legendary Planeswalker. It enters with loyalty equal to the number of lands you control. +1: Surveil 2. -3: Exile target creature. -6: Put an artifact from your hand or graveyard into play. In the initial version of this deck, this variable slot was occupied by the 2nd Zendikar block Ob Nixilis. Dakkon, however, fills your needs at a lower mana value, has higher average starting loyalty, and can easily reanimate your artifacts (which, as you’ve no doubt noticed, there are quite a few that this deck loves). Even when you aren’t using his ult, his removal option is more powerful than Ob’s and gaining card selection rather than draw is a negligible difference.
#7: Liliana, Death’s Majesty Card transcription: 3BB, Legendary Planeswalker. 5 loyalty. +1: Mill 2 cards and make a 2/2 zombie. -3: Reanimate a creature from your graveyard. It becomes a zombie. -7: Destroy all non-zombie creatures. While her ultimate is largely irrelevant, Lili’s -3 ability is a substantial boon, allowing you to reanimate creatures while dodging expensive or color-intensive mana costs. Her plus is also moderately relevant, creating a blocker for herself while also digging for something to reanimate.
#8: Omen of the Dead Card transcription: B, Enchantment. Flash. When it enters, return a creature from your graveyard to your hand. This simple common from Theros 2 is easy to skip over, and that’s where its power lies. For 1 mana as an instant, you can recur a creature back to your hand, and your various flicker cards can abuse it to grab more creatures from your graveyard. Because it’s so simple, seemingly low-power, your opponents often won’t think to remove it at first. It’s just an ordinary common, right?
#9: Omen of the Sea Card transcription: 1U, Enchantment. Flash. When it enters, scry 2 and draw a card. The blue omen is good for essentially the same reason as the black. It’s cheap, it has flash, and it provides a moderate benefit. Really, the only one of this cycle that isn’t worth playing in Esper is the white one.
#10: Oath of Jace Card transcription: 2U, Legendary Enchantment. When it enters, draw three and discard two. and At the beginning of your upkeep, scry equal to the number of planeswalkers you control. This deck will likely want to run most, if not all, of the Gatewatch oaths it can. Oath of Jace, however, is a particularly powerful card advantage piece. As you accumulate planeswalkers on your board, it can scry deeper into your deck, and when in doubt you can just flicker it to immediately draw three. Discarding the two isn’t much of a problem with the amount of recursion that naturally fits into the deck.
#11: Restoration Gearsmith Card transcription: 2WB, 3/3 Human Artificer. When it enters, return an artifact or creature from your graveyard to your hand. Restoration Gearsmith’s effect is simple recursion, much like what you have plentiful access to. What makes it significant, however, is its ability to grab both creatures and artifacts, allowing it to retrieve Mulldrifters and Panharmonicons alike.
#12: Cloudblazer (honorable mention: Mulldrifter) Card transcription: 3WU, 2/2 Human Scout. Flying. When it enters, gain 2 life and draw two cards. Transcription (honorable mention: 4U, 2/2 Elemental. Flying. When it enters, draw 2 cards. You can cast it for 2U to sacrifice it immediately upon entering. Perhaps one of your best cards for draw (second to Oath of Jace), Cloudblazer’s ability to gain life as well helps buy more time with which to draw and play win conditions. Mulldrifter is nearly identical, but it trades the life gain for a cheaper casting option.
#13: Yorion, Sky Nomad Card transcription: 3HH (Hybrid: WU), 4/5 Legendary Bird Serpent. Flying. When it enters, exile any number of other nonland permanents you control until end of turn. While not a powerful combo piece like Felidar Guardian or a draw engine like Oath of Jace, Yorion certainly brings his own might to the table. On entering, you can use him to re-trigger the enter-the-battlefield effects of any permanent you control other than a land, and he can reset the loyalty of any of your planeswalkers. Since his effect also triggers on his own entry, you can flicker him to flicker your entire board at once.
#14: Gray Merchant of Asphodel Card transcription: 3BB, 2/4 Zombie. When it enters, each opponent loses life equal to your devotion to black. You gain life equal to the total life lost this way. As many of you who’ve played commander extensively know, Gray Merchant of Asphodel (or Gary) can be powerful even outside of mono black decks, making it the most versatile of the devotion cards. Besides Vela or Corpse Knight, Gary is your most reliable win condition, blasting each opponent from anywhere between three and eight life every time it enters and gaining you a bunch of life of your own. In a flicker deck, that difference adds up very quickly.
#15: Sanctum of Eternity Card transcription: Land. Tap: Add one colorless mana. 2, Tap: Return a commander you own from the battlefield to your hand (only during your turn). While it certainly feels weird finishing this list off with a land, Sanctum of Eternity deserves it. With the deck centering around Aminatou’s -1 ability, she’ll run out of loyalty very quickly; Sanctum allows you to bounce her back to hand before you spend her last loyalty counter, so you can replay her fresh to keep going.
She may have been a small child for the past four years, but Aminatou has grown a lot since I first built her deck. While the core identity hasn’t changed, she’s improved her approach significantly, and remains a blast to play even next to many commanders of today. So whether you want to have fun with my take on Aminatou or are simply looking to inspire your next brew, I hope to see you all on the battlefield.
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beatsandskies · 3 months
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Reusing and Recycling content from The Duelist issue 10, Reducing this site to a facsimile.
Defining what actually counts as a precon, and what doesn’t, can be a little tricky. I’ve previously gone a little bit into this before but it’s something which is relevant again with this particular post. Well, it is to me at least: it’s important that I keep this thing with a focus on preconstructed stuff. To keep the identity of the “Beats and Skies” intact? Maybe this isn’t really that…
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lexiconarchitect · 9 months
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This is a Pokemon deck tech for a deck that has done well at recent tournaments. I apologize for the part in the video where I talk about wrong cards that aren't in the deck. I realized this a few seconds after I did it, I hope this doesn't deter you in anyway, enjoy! And please subscribe on YouTube if you would like to see more of this style of content!
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niuttuc · 2 months
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Tap, Untap. Concede?
Well, people voted on this one, so time to talk about this one! Years and years back, when I first assembled it, it was much more about stealing stuff and abusing the peculiar wording on Merieke's abilities allowing for a few shenanigans. Some of that remain to this day, Nightmare Shepherd, Faerie Artisans, Darksteel Plate...
it pivoted over the years onto much more of a generic focus on tap abilities and untap effects. Given the propensity of untap effects to go infinite, I kept discovering more ways to go infinite in the deck, so instead of fighting it, I went along with it. This deck will combo off if left unchecked for too long, that's a fact of life and the main wincon of the deck though stealing threats with Merieke is still here as a backup.
This is a deck I pull out relatively rarely among my pool, because more relaxed pods don't always want the pressure of playing against a combo deck, certainly not one with a commander that can steal things. But I enjoy playing it immensely, as it has a lot of interesting lines of play.
There's not one given combo for the deck, you're mostly assembling things on the fly. The basis of it is basically to generate a multiplicative untap source, something that can untap more permanents that it takes to generate the effect. As such, the main combo enablers for the deck will be Pemmin's Aura, Freed from the Real and Illusionist's Bracers. Some of them require another untapper, or a permanent that taps for two or more colored mana, or something else. Halo Fountain can also serve as the multiplying untap source in the right circumstances. Another way to combo is to use Unctus, which is a simple two card combo with Aphetto alchemist or three cards with any two untappers, allowing you to loot through your entire deck if necessary to find another combo. And of course, Staff of Domination can get out of hand, along with Lithoform Engine with some untap effects.
As far as actually winning the game, generating infinite untaps generally means you get access to infinite mana, and with any of the many, many tapping effects in this deck, also infinite of something else you can parley into a win. Halo Fountain can do the job of actually winning the game once everything is set up. Fain the Broker can generate an infinitely big army of infinitely big flying creatures that you can haste up with boots or a drawbridge. Merieke and Beguiler of Wills can steal your opponents' entire board. Shorikai will draw through your deck while making 40 1/1s that shaile can pump up infinitely. Wizard's Spellbook will copy all the spells in all the graveyards,...
Before you combo, of course, you also play cards with tap effects, creatures and artifacts, to get some value and play a "fair" gameplan. Be they upsides on mana rocks or just fun cards. In that area (and in others, as Norritt can attest, just not as much), the picks are very much cards that look fun and are on theme with their tapping effect more than "optimized" choices for everything. Shaile and Embrose are a pet card of mine, Oracle en-Vec is just fun to play with, and the Deck of Many Things is certainly not the best card ever printed.
The manabase is dated but I've barely touched it up over the years, there are certainly optimizations to make.
Something that's very convenient is the tendency for recent untappers to be able to target any permanent, which includes lands. This makes them double up as value engine and ramp in this deck, and is particularly potent with lands or rocks that tap for more than one mana, which in this deck also happen to be combo pieces. Lotus Field, bouncelands, Empowered Auto-Generator. This deck can get up to high amounts of mana, and doesn't always have enough fuel to spend it on. Probably means it should go a bit heavier on card draw, but slots are slots.
Anyway, this is one of my favorite decks to pilot as mentioned earlier, I just make sure that any opponents facing it know what they're dealing with and to try and stop me.
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doodlesbycass · 8 months
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Rats In Cars! Rats In Cars! Rats In Cars!!!!
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zaragear · 10 months
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So I made a deck tech/decklist about Sliver in Commander on my Cohost if folks want to go look at it and tell me why I am bad at the game.
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jankcrankhank · 4 months
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Kitchen Table: Bloodbath
A friend of mine, let's call them The Nurse, had asked me a while ago to go through what was left of their cards from when they played. I divined this was the first Theros Block and/or Return to Ravnica as in what they called "probably nothing that great" I found a Swan Song and a Watery Grave among other stuff. "Nothing that great." Good thing The Nurse is pretty.
Anyway, I used that stuff and my own ridiculous back catalog and made them a Tasha commander deck (whew, our Commander night was hard-- way too many spinning plates for them; I owe them a big apology for my Sefris deck), to revamp their Kiora from the planeswalker precon deck into an Oathbreaker deck, and just recently into a little Rakdos vamps build. All of these are 100% on-brand for The Nurse, and while they're just for fun, they're absolutely tune-up ready for when they're able to take the reins. For each I use as many of their cards as I could so they would feel ownership of the decks.
But it got me thinking: why haven't I ever played Vampires as a tribal deck? I mean, I don't usually give a shit about vamps. Their fans are annoying at times in pop culture and razor-sharp Vamp decks are very close to unfun negative experiences in my experience. So lol maybe I have some baggage.
I started looking at Blood Tokens as they're absolutely the fiddly horseshit I REVEL in. 36 Cards make BTs and taken together it runs about 3-drop curve.
Also, a lot of them are stupid. Beginning to remember why no Vamps.
OK so the initial list was something 1998 me absolutely would ahve built without seeing a single goddamn problem: 40 creatures and 20 lands. Let's go. But then, wait, hold on...ETB triggers. Maybe we could splash white?
So let's see how this thing handles. My son, 15, might not hate this one. But he probably will.
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mowu-moment · 1 year
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Mob Rule: Broodmate Dragon
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My name is Mowu, and I hate rules. As a Gruul, anyone telling me what to do is just trying to distract me from smashing them. I will smash them anyways! However, if there is a rule that lets me ignore the other rules, perhaps I can get behind that.
Welcome to Mob Rule, a blogpost/article series about Rule Zero commanders, a unique(ly bad) deck tech around them, and what legendary creatures to substitute for them if the lawmages get too much on our backs.
But first, what makes a good Rule Zero commander?
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Of course, a Rule Zero commander can be whatever the fire in your heart tells you to follow, but just because we're rioters doesn't mean we're stupid. Since Rule Zero requires everyone else at the table to accept your leader, we ideally don't want to follow someone too scary, as much fun as blinking Magister Sphinx a few times may be. We also want someone of actual interest to build around, and one that isn't too easily replicated by an 'official' commander.
For the preliminary search, I looked at either legends that can turn into creatures (like Vehicles or Genju), three-color creatures, or legendary acorn creatures, and pulled out a dozen or so that I could work on. Of them, though, only one really sparked my color-bending frenzy, which is the one I'll be talking about today.
A Province Burns
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A Dragon with a juicy ETB? Now that's something! As my later Scryfall searches proved, the Dragon tribe certainly isn't sleeping on ETB effects, ranging from 'good value engine' to 'downright game-winning', as Dragons tend to do. However, there's only a half-dozen or so Dragons like this, and six cards does not a deck make. We could go full-sale into the Dragon tribe and end up with a fairly standard Jund deck, or... we could get weird with it.
The Big Bad Beast is Back Again...
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Black affords us some flicker-esque options, namely 'sacrificing a creature to return another one'--or in Blood for Bone's case, return the same creature to the field. Now Broodmate Dragon can get herself a whole polycule! And, y'know, make a fairly good wage in Treasure with Ganax or Rapacious Dragon, or dive waist-deep in dungeons with Stirring Bard, what have you. The death triggers won't matter so much in this build, but they'll occasionally get an extra ETB with Boneyard Scourge and Bladewing's Thrall.
There are a few solid options for colorless flicker-for-real as well, namely in Voyager Staff, Conjurer's Closet, Golden Argussy Argosy, and Sword of Hearth and Home.
...And She Won't Be Denied
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Generic ETB support comes to Jund in spades, even when excluding most of the 'deal 1 damage' options. We'll get a good chunk of cards out of Elemental Bond and Garruk's Uprising, some extra mana from Gyre Sage and Mana Echoes, and keep the board tidy with Frontier Sage.
We'll be packing our fair share of removal spells, ramp, generic Dragon support, et cetera, but nothing much is notable there beyond a focus on creatures when possible to pump that ETB number up.
On Wings of Tyranny
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We all know that a dragon cannot be ruled, but if we had to choose one, there's a good handful of Jund Dragon commanders. Darigaaz II may never leave the field for good, and Prossh may bring his own bevy of extra creatures, but I ultimately decided on Karrthus to be second-in-command. Part of it is certainly my hipster blood, but granting all our Dragons haste is very handy when they're summoning sick from those flickers, and the pseudovigilance isn't bad either.
The full decklist can be found at https://tappedout.net/mtg-decks/mob-rule-broodmate-dragon/ . Until next time, stay untamed!
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fuzzyghost · 6 months
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dat1angel · 7 months
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Trans!Danny is stuck at a gala when his period starts and gets caught unprepared. Thankfully, he finds some girls willing to help him out.
~~<◇>~~
When Vlad made him heir to DALV.Co, Danny knew that he would have to go with him to social events such as the gala they were currently at. That doesn't mean he has to enjoy them though. And he especially wasn't enjoying this one. Of course he had to be in public and without supplies when his period started. So now he had to find someone he could ask for a pad, no matter how mortifying it would be.
Danny scanned the crowd, trying to figure out who would be the least snobby if he tried to talk to them. He decided on two girls about his age who were standing semi away from any large groups. With a sigh and silently grieving his ego, Danny made the walk of shame over to them.
"Excuse me?" The girls snapped to attention when Danny spoke up.
"Oh, hello there!" the blonde greeted, "I don't think I've seen you at one of these before. My names Steph and this is Cass". The dark haired girl, who he now knew as Cass, smiled and waved at him but otherwise didn't speak.
"I'm Danny, it's nice to meet you," Danny fidgeted in place and a hand came up to rub the back of his neck, "Man, there's really no way to ask this that isn't embarrassing..."
Steph regarded him with a raised eyebrow, "You aren't going to ask for our numbers, are you?".
Danny's eyes went wide and he raised his hands in a defensive manner.
"Oh ancients, no. Ah- Not to say that you aren't attractive! You are! I mean, you're both very pretty but I don't swing that way-" He's cut off by airy laughter from Steph and soft chuckles from Cass.
"Relax dude, it's okay. So, your question?"
"Would either of you have and extra pad? Or a tampon? My period started and I don't have anything with me..." Danny flushed and didn't make eye contact as he asked.
Danny nearly sobbed in relief when Cass nodded, discreetly slipped a pad out of her bag, and passed it to him. "Thank you, thank you so much!"
Cass made a 'don't worry about it' gesture and Steph smiled.
Before they could say anything else, a tall man who looked like he could bench press Danny without even breaking a sweat came and interupted.
"Hey, have either of you two seen where Dick went?" He asked the girls.
"Last I saw him was by the refreshments table," Steph informed him. Cass nodded in agreement.
"Thanks," the man said. He then turned and walked off, presumably towards the refreshments table. Danny's eyes followed him as he walked away and- Ancients, that ass! Even the layered suit couldn't hide the clear musculature that made up the mans everywhere. He could step on Danny and Danny would thank him.
Danny only realized he was staring when Steph cleared her throat, an amused look on her face.
"Ah! I wasnt- I mean- I was just-"
"Totally undressing Jason with your eyes?" Steph smirked. Danny flushed and made a hasty retreat.
"WOw, would you just look at the time! I should go uh... take care of this!" He gestured at the pad in his hand. "Yeah! I'm just gonna go."
"Come find us when you're done, we'll introduce you!" Steph called to his fleeing form.
Danny practically flew to the nearest bathroom. As soon as the door was closed he leaned against it and screamed into his hands. He completely embarrassed himself! He could never show his face again! Although...
Images of Jason flashed in his mind. Maybe he would go find those girls again... But first he needed to get this pad on!
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chasedbybuildings · 2 months
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Sanyo Sytem Midi 50 CD. Japan, 1985.
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