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Reply Disc: Elder Dragon Highlander:
Fatestitcher's EDH Decks

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Falsequivalence
Crew

PostPosted: Mon Feb 06, 2012 5:03 pm


Commander:
Ulamog, The Infinite Gyre (Colorless)

Creatures: (23)
Manakin
Palladium Myr
Warden of the Wall
Workhorse
It That Betrays
Artisan of Kozilek
Kozilek, Butcher of Truth
Pathrazer of Ulamog
Mycosynth Golem
Creepy Doll
Blightsteel Colossus
Darksteel Colossus
Darksteel Myr
Shimmer Myr
Darksteel Sentinel
Sundering Titan
Platinum Emperion
Arcbound Reclaimer
Junk Diver
Myr Retriever
Duplicant
Scarecrone
Steel Hellkite

Sorceries: (2)
Skittering Invasion
All is Dust

Artifacts: (34)
Altar of Dementia
Ashnod's Altar
Eldrazi Monument
Phyrexian Vault
Summoning Station
Tormod's Crypt
Relic of Progenitus
Cauldron of Souls
Deathrender
Lifeline
Tower of Fortunes
Skittering Invasion
All is Dust
Crucible of Worlds
Unwinding Clock
Mycosynth Lattice
Blinkmoth Urn
Coalition Relic
Mind Stone
Dreamstone Hedron
Everflowing Chalice
Mind's Eye
Unwinding Clock
Sisay's Ring
Sol Ring
Thran Dynamo
Spine of Ish Sah
Oblivion Stone
Worn Powerstone
Vedalken Orrery
Brittle Effigy
Aether Vial
Jester's Cap
Lux Cannon
Mindslaver
Darksteel Forge
Zuran Orb

Planeswalkers:
Karn Liberated


Lands: (38 )
Homeward Path
Inkmoth Nexus
Blinkmoth Nexus
Mikokoro, Center of the Sea
Mishra's Factory
Gargoyle Castle
Ghost Quarter
Blasted Landscape
Blinkmoth Well
Buried Ruin
Contested War Zone
Crystal Vein
Darksteel Citadel
Desert
Deserted Temple
Dread Statuary
Dust Bowl
Eldrazi Temple
Eye of Ugin
Reliquary Tower
Rishadan Port
Scorched Ruins
Stalking Stones
Springjack Pasture
Strip Mine
Mystifying Maze
Petrified Field
Phyrexia's Core
Winding Canyon
Zoetic Cavern
Tectonic Edge
Temple of the False God
Ancient Tomb
Miren, The Moaning Well
High Market
Hall of the Bandit Lord
Haunted Fengraf
Quicksand




I admit, I did make this ultimately as a joke, but I still like the idea of it. Any suggestions?

I feel like making this deck, because it does feel like it'd be fun to play with, despite the obvious faults of little creature removal and how easy it is to remove artifacts. But still.
PostPosted: Tue Feb 07, 2012 9:06 am


Is this a theoretical, proxy, online, or otherwise unbudgeted deck? Because, budget wise, it's a stark contrast from your Tariel build. In that thread you mentioned Austere Command as too expensive for you right now and in here you've got Rishadan Port which is like 5 times as expensive and not nearly as good in EDH (not that you shouldn't run Port if you can, but it's not worth $20 in this format, by a long shot.)

Just wondering because I'd make some different recomendations for an unbudgeted deck.

Anyway, these sorts of decks can actually be pretty competitive with a bit of effort. I've never actually met one but I've heard a fair amount about various colorless builds.


On the manabase:

You can definitely switch out a few lands for better options. If you're unbudgeted some of them are much better options.

Lands to switch out:
School of the Unseen, Unstable Frontier, and Archeological Dig all deal with making colored mana and so effectively do nothing.

Crystal Vein and Wintermoon Meas are also pretty much blank. I can't see you ever wanting to sac a land for effects that small in this format. Even with Crucible of Worlds I don't see them being worth it.

God's Eye, and Darksteel Citadel only do anything if they would be destroyed and they don't do a huge amount then. If you're budgeted I'd probably keep them because there aren't any awesome alternatives but if you're not budgeted, there are some awesome alternatives.

Cloudpost may not be worth it. It comes into play tapped and right now you have no way of benefiting from it unless your opponents play it as well.

Lands to switch in:

If you are on a budget
Urza's Factory is a token generator.
Quicksand is removal
Glimmerpost is life gain and will make Cloudpost produce an extra mana
Haunted Fengraf is recursion

If you aren't
You probably still want Factory. Tokens are good.

Ancient Tomb makes 2 mana a pop. The life is worth it.

Strip Mine and Wasteland are just really solid cards. They are potentially abusive with Crucible but even if you draw it and them you don't have to start screwing people over if that's not the kind of game you want to play.

Miren, the Moaning Well and High Market are good ways to make sure your General doesn't get tucked because you are sad if your general gets tucked (and really sad if someone Briberies it on you.)

Tower of the Magistrate is nice for when someone is killing your dudes with Reaper King but it's bucketfuls of fun when someone loads up their creature with equipment and you give it pro artifacts, making it all fall off.

Vesuva is another really fun one. You can grab an extra copy of your own lands, or use someone else's colorless utility land or use it on scary legendary lands (like Urborg) as removal.

Hall of the Bandit Lord gives your guys haste. A hasty Ulamog seems really awesome.

Mishra's Workshop is great in a deck that's mainly artifacts but only for a proxy or online deck where budget really really doesn't matter (cause $300 is a lot for a piece of cardboard no matter how rich you are.)

This has gotten long so I'll post this part and edit it with the rest of my thoughts.

EDIT: You mentioned a lack of creature removal as a problem for this deck. There's a few more options in that regard than what you're running:

Duplicant
Steel Hellkite

Brittle Effigy
Pit Trap
Spine of Ish Sah (Phyrexia's Core makes this repeatable)

Nevinyrral's Disk
Oblivion Stone

The latter two are absurdly good with Darksteel Forge.

Blinkmoth Urn is silly mana for this deck.

Mind Stone is better than Coldsteel Heart.

Expedition Map seems worth it given the number of different things your manabase can potentially do.

Spawnsire of Ulamog seems good, even if you can't use the 20 mana ability.

Unwinding Clock pretty much lets you take your opponents turns as well as your turn.

Planar Portal is good.

It looks like you need some drawing. Mind's Eye is always a good option and you have the mana to support Tower of Fortunes.

Are you going for some sort of combo with the sac outlets and Summoning Station and Lifeline? I don't see anything infinite, do you think it's worth devoting the slots to?

epiclevelwarrior

Bashful Browser


Falsequivalence
Crew

PostPosted: Tue Feb 07, 2012 3:24 pm


While I hate playing combo decks, I do typically enjoy small combos.

It is a theoretical deck. I MAY eventually make it, but it's doubtful. Things like Ulamog and Crucible of Worlds are outside of my budget range. if I eventually get the money to make it (Which will no doubt be over a couple hundred dollars) I actually might. I really like the idea of this deck.

Yeah, I had trouble deciding on lands.
I'll probably exchange some of them.

Crystal Vein is staying due to Crucible of Worlds. If you have no lands in your hand, you can sac Crystal Vein, play it again, then sac it again for a total of 4 mana. I think it's useful for that.
I want Darksteel Citadel due to the "Indestructible" part.

I will almost definitely get all of that removal you suggested.
Will post when edited.

EDIT: The sac outlets are for creatures like Cathodion and others that have "into the graveyard" effects. Free 3 mana each turn is fun.
PostPosted: Tue Feb 07, 2012 5:24 pm


Edited to include almost all the cards ELW suggested, plus Mycosynth Lattice, Mycosynth Golem, and Shimmer Myr (One to make everything more compatible with Darksteel forge, Golem to make things even cheaper than they already are, and Shimmer Myr will basically work like Vedalken Orrery.)

Falsequivalence
Crew


epiclevelwarrior

Bashful Browser

PostPosted: Wed Feb 08, 2012 12:06 pm


On Vein: If you have vein and cruicble you can sac vein and replay it and sac it again to make 4 mana and use up your land drop for the turn.

Personally, I'd rather have Ancient Tomb which just straight up makes 2 mana from a single land. Then if I really need to do silly recursion tricks I can sac and recur using Dust Bowl or something.

But it is a cute trick and doing things that amuse you is a key element of EDH.

On Darksteel Citadel: When I said "it only does anything if it's going to die" I was refering to the indestructible aspect. How often do your lands get blown up? I very rarely see mass LD in EDH. Everyone is either afraid of pissing their opponents off or just finds it unfun themselves.

If you don't have people going around nuking your mana base, there's little point in running something that is only relevant if that happens.

If you like the lifeline combo artifact saccing thing, try Kuldotha Forgemaster for a tutor that is also a sac outlet.

As to the nature of the deck: If you feel like proxying it and playing it in the Battlegrounds (single or multi) it wouldn't bother me any. That way you could stop worrying about price and just have fun with the deck.
PostPosted: Wed Feb 08, 2012 3:22 pm


Everyone that plays around here plays some kind of mass land-destruction -_-
Ruination, Decree of Annihilation, and Desolation Angel are played often here. It sucks.

What about replacing Springjack Pasture or Gargoyle Castle with Ancient Tomb?

And I think I will proxy it.

Falsequivalence
Crew


Dark-oneechan

Gracious Grabber

PostPosted: Wed Feb 08, 2012 5:01 pm


epiclevelwarrior

Nevinyrral's Disk
Oblivion Stone

The latter two are absurdly good with Darksteel Forge.


With disk yes, o-stone no. O-stone requires itself to be sacrificed. Disk does not.
PostPosted: Wed Feb 08, 2012 5:19 pm


Dark-oneechan
epiclevelwarrior

Nevinyrral's Disk
Oblivion Stone

The latter two are absurdly good with Darksteel Forge.


With disk yes, o-stone no. O-stone requires itself to be sacrificed. Disk does not.


O-Stone is still ridiculously good, basically saying "Destroy all non-land permanents opponents control"

Falsequivalence
Crew


Dark-oneechan

Gracious Grabber

PostPosted: Wed Feb 08, 2012 5:44 pm


Fatestitcher
Dark-oneechan
epiclevelwarrior

Nevinyrral's Disk
Oblivion Stone

The latter two are absurdly good with Darksteel Forge.


With disk yes, o-stone no. O-stone requires itself to be sacrificed. Disk does not.


O-Stone is still ridiculously good, basically saying "Destroy all non-land permanents opponents control"


True in an atri deck or combined with lattice. Disk is still the better choice being reusable
PostPosted: Wed Feb 08, 2012 7:17 pm


With 99 card slots and 1 of each card I am extremely comfortable saying that there is room for both.

Also, Stone hits targets that Disk does not, can be used the turn it is played, and can save permanents without assistance from Forge.

epiclevelwarrior

Bashful Browser


Falsequivalence
Crew

PostPosted: Wed Feb 08, 2012 7:40 pm


epiclevelwarrior
With 99 card slots and 1 of each card I am extremely comfortable saying that there is room for both.

Also, Stone hits targets that Disk does not, can be used the turn it is played, and can save permanents without assistance from Forge.

I believe the most important difference is the ability to destroy planeswalkers.
Like right now, I'd LOVE some Stoning in our game in Battlefields to get rid of everything. Because then Tariel would have some uses. And Jace would be gone.

Also, about Lifeline. I use the card (now) in my Tariel deck, and with our house rules, it only works for the player that owns Lifeline (Due to the fact that if you take the text exactly, it only gets things from your own graveyard) but errata changed it. We still play here entirely with original text.

And what do you think about Ward of Bones? In this deck, it would stop Zur the Enchanter decks because Enchantments couldn't be played at all (Due to me not having enchantments). It's a card that I just really like the flavor of. But I haven't found a good use for it yet.
PostPosted: Fri Feb 10, 2012 8:44 am


With original text? As in pre errata? Generally, cards were errataed for a reason.

In the case of Lifeline the errata seems to have been an attempt to clear up a confusing piece of gametext.

Lifeline's ability triggers "whenever a creature is put into a graveyard" and the return effect references "that creature" so taking "your" to mean "only the controller of lifeline" is inconsistent with the rest of the card.

My take is that, back in Urza's saga, the text of global effects sometimes "spoke" to every player and so the "your" refers to the controller of "that creature."

Later in the game "your" was redefined to specifically refer to the controller of the card in question which meant that cards like Lifeline needed errata to preserve their original function (Lifeline's errata also clears up a number of other antiquated wordings, like clarifying that the creature enters under its owner's control.)

In support of this position, I know that the Ferret, who was playing magic when lifeline came out, had a Lifeline deck and always spoke of the card returning all creatures.

In any case, while I'd be ok with the multiplayer house rule on Master Warcraft, I'm not comfortable with having lifeline be a one sided effect. If you want a one sided lifeline you can play Shirei, Shizo's Caretaker.

Ward of Bones seems very playable for this deck, though I don't think it would do anything to stop Zur since he doesn't "play" the enchantments, he just puts them on the battlefield.

EDIT: some googling on Lifeline has dug up additional support for the idea that it was always intended to be a symmetrical effect. Apparently it is also considered one of the most poorly worded cards in MTG history.

Discussions Here, and here.

epiclevelwarrior

Bashful Browser


Falsequivalence
Crew

PostPosted: Fri Feb 10, 2012 1:41 pm


epiclevelwarrior
With original text? As in pre errata? Generally, cards were errataed for a reason.

In the case of Lifeline the errata seems to have been an attempt to clear up a confusing piece of gametext.

Lifeline's ability triggers "whenever a creature is put into a graveyard" and the return effect references "that creature" so taking "your" to mean "only the controller of lifeline" is inconsistent with the rest of the card.

My take is that, back in Urza's saga, the text of global effects sometimes "spoke" to every player and so the "your" refers to the controller of "that creature."

Later in the game "your" was redefined to specifically refer to the controller of the card in question which meant that cards like Lifeline needed errata to preserve their original function (Lifeline's errata also clears up a number of other antiquated wordings, like clarifying that the creature enters under its owner's control.)

In support of this position, I know that the Ferret, who was playing magic when lifeline came out, had a Lifeline deck and always spoke of the card returning all creatures.

In any case, while I'd be ok with the multiplayer house rule on Master Warcraft, I'm not comfortable with having lifeline be a one sided effect. If you want a one sided lifeline you can play Shirei, Shizo's Caretaker.

Ward of Bones seems very playable for this deck, though I don't think it would do anything to stop Zur since he doesn't "play" the enchantments, he just puts them on the battlefield.

EDIT: some googling on Lifeline has dug up additional support for the idea that it was always intended to be a symmetrical effect. Apparently it is also considered one of the most poorly worded cards in MTG history.

Discussions Here, and here.


Thank you. I did find it overpowered often, so I can see why it was errata'd that way.
And I will add Ward of Bones. It's one of my favorite cards, and like I said, would likely completely stop Enchantments like Martyr's Bond and other problematic ones from being played. I don't mind the not stopping Zur, but it'll still be useful.
PostPosted: Fri Feb 10, 2012 1:51 pm


Also, would Krark-Clan Ironworks be worth running? If Lifeline is out, I can just sacrifice a ton of creatures for it, and hopefully be good by the time my turn ends.

Falsequivalence
Crew

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