Heya Zoners! Hope your Tuesday's going well.
We're back today with another installment of Command Zone OG's, our Commander Familarity Initiative here on The General Zone to educate and keep fresh all those decks and strategies that come from the minds of deckbuilders everywhere.
The topic is Red, Blue, and Black- The scary, controlling colors of Grixis. so let's get going.
ON THE RISE
The latest TappedOut trend I predicted has been slightly affirmed in the last couple weeks, with the emergence of Grenzo lists.
This is something I'm happy about, because of the uniqueness of Grenzo, and his ability to fit into some of the pre-existing Goblin Tribal decks people wanted to play with Black-Red Wort.
With a scalable power, and a longer game, Grenzo is a great addition to the Rakdos guild as it tries desperately to interact in our format. While the design of this card is strange, it is chock full of so many neat things I have a hard time criticizing it.
Most of the lists I looked at were focused on scry and Goblin Tribal. Going Aggro, getting Grenzo out, and recurrable beats. I'm not sure if it works in practical application, but I'm totally okay with trying new things. Glad to see other people doing the same.
ALWAYS AROUND
Looking back at my Commander 2013 review, if anyone cares, I talked mad crap about this card- and that's not likely to change here.
I've now played against this deck twice, and it's silly and annoying. Perhaps one of the most unexciting decks I've played against in recent memory. One of the players even admitted, "I don't know how I'm supposed to win."
My problem with this deck is that it's just too full of cards aligned with trying to make the game go too fast that it can't catch up, which creates an unnecessary Kingmaker-style deck.
Aside from not being a Wizard, and it's ridiculous 2/4 power, this card is just a can of groans and moans every time it hits the table.
UNDER THE RADAR
Last, we've got some Dimir action with Grimgrin.
This is a card I've been talking crap about since it came out in Innistrad, back when TGZ was just me and GG talking spoilers and playing 1v1 in our apartments 3-5 times a week.
However, I've actually changed my tune and attitude towards the UB monster. Mostly because his combo potential is absurd. Using and abusing the Zombie tribal's penchant for reanimation and card advantage, the Grimgrin deck can not only tutor and create infnite loops, but also protect them with access to blue. The redundancy of Zombies and ability of substitutes also makes winning a lot easier than Oona.
This is a deck I have yet to see in complete optimal form, but I have played against a pretty good one in my metagame. Cards like Shepherd of Rot, Gempalm Polluter, and Undead Gladiator have insane power, and with Corpse Harvester, it's not difficult to get what you want. And with Living Death, Patriarch's Bidding, and even Living End, it's not difficult to get all of it back.
Have you guys seen Grenzo in action? Have you built or witnessed the wrath of Grimgrin? Have you been as utterly annoyed with Nekusar nonsense? Let me know in the comments below!
Pass Turn.
-UL
Showing posts with label Command Zone OG's. Show all posts
Showing posts with label Command Zone OG's. Show all posts
Tuesday, June 24, 2014
Saturday, May 10, 2014
Command Zone OG's #4: RUG LYFE
Welcome to our fourth installment of Command Zone OG's, the place TGZ takes the pulse on the EDH trends on the internet, and brings it to your attention.
Riku isn't a deck in my metagame, or "a deck," as in something I believe that's worth playing- yet it still seems to linger and get people excited to talk about.
ON THE RISE
Finally, it seems, the Internet is catching up with the aggressive nature of this deck.
In the past year, Animar decks have been gaining steady ground, and I can definitely understand why. In 1v1, there are very few consistent strategies that can beat it, outside of some of the "Top Tier" UR decks. Edric is banned in the silly French formats, and this is the next best thing. Though it doesn't draw you into counterspells, here's a nice little combo with Man-o'-War and Phyrexian Metamorph if you can afford the Imperial Recruiter to go along with it.
In the past year, Animar decks have been gaining steady ground, and I can definitely understand why. In 1v1, there are very few consistent strategies that can beat it, outside of some of the "Top Tier" UR decks. Edric is banned in the silly French formats, and this is the next best thing. Though it doesn't draw you into counterspells, here's a nice little combo with Man-o'-War and Phyrexian Metamorph if you can afford the Imperial Recruiter to go along with it.
This deck has a lot of trouble beating Wraths, but it does make a majority of your opponent's best single removal useless. Animar's a deck that wants to play aggressive, and makes a case for being the best aggressive deck, as well as a very powerful Tier 2 deck.
In multiplayer, beware though- you are the innate threat. So just don't die.
ALWAYS AROUND(?)
Riku isn't a deck in my metagame, or "a deck," as in something I believe that's worth playing- yet it still seems to linger and get people excited to talk about.
I consider it very overrated, especially when you compare it to the value oozing out of Animar and the next card we're going to talk about, Maelstrom Wanderer.
Allegedly, Riku is supposed to be a competitive "Toolbox" deck predicated on doing a lot of Kiki-Jiki/Pestermite style cards with Tooth and Nail as security. Clearly, this is just shenanigans, because this is something the better decks in the format already do, and they can do it in a more concentrated, less diluted way.
This deck needs a bunch of mana to get online, and while it has green, that doesn't mean we can actualize its dream. Once Riku is gone, your little 2/2 Dudes (cause he's two creatures, I think) cost 7 to play again. Hence, why I think the fact that Riku being a playable deck, even in more casual multiplayer environments, is as mythic as the card itself.
Allegedly, Riku is supposed to be a competitive "Toolbox" deck predicated on doing a lot of Kiki-Jiki/Pestermite style cards with Tooth and Nail as security. Clearly, this is just shenanigans, because this is something the better decks in the format already do, and they can do it in a more concentrated, less diluted way.
This deck needs a bunch of mana to get online, and while it has green, that doesn't mean we can actualize its dream. Once Riku is gone, your little 2/2 Dudes (cause he's two creatures, I think) cost 7 to play again. Hence, why I think the fact that Riku being a playable deck, even in more casual multiplayer environments, is as mythic as the card itself.
UNDER THE RADAR(?)
Relative to RUG Legends, I do feel that Wanderer is slighted due to mana cost.
Still, if people haven't played this, or played against this deck, they need to know that the deck is a total house. Unlike Riku, Wanderer's need for land is aligned with the strategy that you're going to get big and play big stuff, whether it's off a Cascade trigger, or out of your hand, it doesn't matter.
Additionally, Wanderer is a 3-turn clock by itself, which forces trades, thereby allowing you to keep casting him.
While Wanderer is a key part of what I do in Animar, GG plays a deck designed around Wanderer, and it's pretty good.
Recently, one surfaced in my new playgroup, and it's doing some serious face-beating with any and all Storm spells he could find.
From what I can tell, Wanderer and Animar do a pretty good job of straddling the fun/power balance. Though certainly not fair in design, they are aggressive, and have provided the metagame with some serious threat power in the RUG wedge. In my opinion, it's just what they needed to really "tie the room together."
Until next time, don't let thugs or school bullies put your head in a toilet, or nihilists unleash a marmot unsuspectingly at bath time.
-UL
Relative to RUG Legends, I do feel that Wanderer is slighted due to mana cost.
Still, if people haven't played this, or played against this deck, they need to know that the deck is a total house. Unlike Riku, Wanderer's need for land is aligned with the strategy that you're going to get big and play big stuff, whether it's off a Cascade trigger, or out of your hand, it doesn't matter.
Additionally, Wanderer is a 3-turn clock by itself, which forces trades, thereby allowing you to keep casting him.
While Wanderer is a key part of what I do in Animar, GG plays a deck designed around Wanderer, and it's pretty good.
Recently, one surfaced in my new playgroup, and it's doing some serious face-beating with any and all Storm spells he could find.
From what I can tell, Wanderer and Animar do a pretty good job of straddling the fun/power balance. Though certainly not fair in design, they are aggressive, and have provided the metagame with some serious threat power in the RUG wedge. In my opinion, it's just what they needed to really "tie the room together."
Until next time, don't let thugs or school bullies put your head in a toilet, or nihilists unleash a marmot unsuspectingly at bath time.
-UL
Labels:
Animar,
Command Zone OG's,
Commander,
EDH,
Maelstrom Wanderer,
metagame,
Riku of Two Reflections
Sunday, February 9, 2014
Command Zone OG's #3: Deception, and Ostracized Wizards
With Grandpa and the gang out planeswalking in the real, we have another week with a triple-dose of Landdrops. Honestly, I wasn't sure what to do since they let me out off the proverbial leash, but I think I figured out between yesterday's post and today how I can accomplish the two things that are on my mind: Do an installment of Command Zone OG's, and make serious fun of Duel Commander's banlist.
For those who don't really know, the so-called 1v1 "competitive" EDH variant is referred to as Duel Commander. When you add up all those words in the back end of the last sentence, I trust that you've come to a similar conclusion about how strange and ludicrous that sounds. Apparently, it was developed by the French, so if you're looking for someone to blame, well- blame yourself if you're playing their silly, Diet Coke version of fun.
ON THE RISE(?)
This morning I saw the first lists emerge on TappedOut for Phenax, and was once again left confused and semi-excited.
The Phenax deck designs seem to be incorporating these huge do-nothing Defenders coupled with enchantments to get the God to appear.
Now, there is a big question mark here, but I thought it was just worth mentioning that it looks like Mill strategies have been given some serious power and innovation in the last year or so, and the trend is continuing.
The Phenax deck designs seem to be incorporating these huge do-nothing Defenders coupled with enchantments to get the God to appear.
Now, there is a big question mark here, but I thought it was just worth mentioning that it looks like Mill strategies have been given some serious power and innovation in the last year or so, and the trend is continuing.
More time might mean this deck gets better, I'm not sure. But even if it's not good, the deck still seems interesting enough to want to be played and played against. For some, that just might be enough to sway you.
Should any of you find good lists for Phenax, or any of the new gods, please share them with me.
Should any of you find good lists for Phenax, or any of the new gods, please share them with me.
ALWAYS AROUND(?)
It seems to me the threat of Zur at a table is a lot worse than actually having Zur around.
Apparently though, that didn't stop the Duel Commander staff from banning this guy a week or so ago.
Hailed as one of the best decks in their "format," the attempt to quell Zur's power while keeping him in the game for the longest time was to ban Vanishing, which is apparently the best card he could tutor for.
So yeah. They banned Vanishing. Only after realizing that a tutorable Rest in Peace plus Helm of Obedience was the biggest offender that they finally took Zur out of the Command Zone, unbanning the phasing Aura.
Now, I'm not saying Zur isn't good. All of this just seems a bit foolish. One of my favorite quotes is an Oscar Wilde one- "It is with the best intentions that the worst work is done." Seems to me like they could improve by taking a more Joker-esque approach. Be more like a dog chasing cards.
Again, Zur or the threat of this deck should always be around. He makes Necropotence even cheaper than it already is, and has access to plenty of free and neat tech. Even my Pauper version of this deck was pretty good.
UNDER THE RADAR(?)
Along with the Duel Commander "banning" (which is obviously not a real banning) of Zur came the surprise ban of our favorite Beast Wars Magic card.
According to their rationale, this card is just "too good with other cards." Apparently Birthing Pod gives them too much value. Hokori makes things too one-sided. And Bloom Tender gives them too much mana.
In Duel Commander Tournament circuits, this deck showed up in three different Top 8's, and that was enough for their little gang of folks to say, "No, not anymore!" and clip Derevi's poor wings.
So be on the lookout, guys. Derevi's a real terror. Sixty percent of the time, she's going to wreck your metagame every time.
Much like Zur, it's not about the lack of power. Obvious power is obvious. Banning a card because a deck designer knows how to power up cards is perhaps the worst banning explanation to date. Especially when this deck really isn't Zur in terms of its raw power.
As far as the normal metagame goes, Derevi will probably never be "under the radar" because she was part of a Commander expansion. Still, it's kind of a shock that I haven't heard dominating tales or heard of solid lists for the Empyrial Tactician. Especially none that were ban-worthy.
Again, I'd love to be proven wrong. So if you find one, send it my way in the comments below.
Here's to hoping you guys have a good Lazy Sunday.
-UL
Apparently though, that didn't stop the Duel Commander staff from banning this guy a week or so ago.
Hailed as one of the best decks in their "format," the attempt to quell Zur's power while keeping him in the game for the longest time was to ban Vanishing, which is apparently the best card he could tutor for.
So yeah. They banned Vanishing. Only after realizing that a tutorable Rest in Peace plus Helm of Obedience was the biggest offender that they finally took Zur out of the Command Zone, unbanning the phasing Aura.
Now, I'm not saying Zur isn't good. All of this just seems a bit foolish. One of my favorite quotes is an Oscar Wilde one- "It is with the best intentions that the worst work is done." Seems to me like they could improve by taking a more Joker-esque approach. Be more like a dog chasing cards.
Again, Zur or the threat of this deck should always be around. He makes Necropotence even cheaper than it already is, and has access to plenty of free and neat tech. Even my Pauper version of this deck was pretty good.
UNDER THE RADAR(?)
Along with the Duel Commander "banning" (which is obviously not a real banning) of Zur came the surprise ban of our favorite Beast Wars Magic card.
According to their rationale, this card is just "too good with other cards." Apparently Birthing Pod gives them too much value. Hokori makes things too one-sided. And Bloom Tender gives them too much mana.
In Duel Commander Tournament circuits, this deck showed up in three different Top 8's, and that was enough for their little gang of folks to say, "No, not anymore!" and clip Derevi's poor wings.
So be on the lookout, guys. Derevi's a real terror. Sixty percent of the time, she's going to wreck your metagame every time.
Much like Zur, it's not about the lack of power. Obvious power is obvious. Banning a card because a deck designer knows how to power up cards is perhaps the worst banning explanation to date. Especially when this deck really isn't Zur in terms of its raw power.
As far as the normal metagame goes, Derevi will probably never be "under the radar" because she was part of a Commander expansion. Still, it's kind of a shock that I haven't heard dominating tales or heard of solid lists for the Empyrial Tactician. Especially none that were ban-worthy.
Again, I'd love to be proven wrong. So if you find one, send it my way in the comments below.
Here's to hoping you guys have a good Lazy Sunday.
-UL
Labels:
Command Zone OG's,
Commander,
Derevi,
Duel Commander,
Duel Commander Banlist,
EDH,
Zur
Tuesday, December 31, 2013
TGZ's Command Zone OG's #2: The Uncombative Soldier, The Scarecrow, and a Mono-Colored Radar
Happy Thursday Zoners!
Uncle Landdrops here fillin' in for JC on the last day of the old year with another installment of Command Zone OG's.
For those that don't know, Command Zone OG's is more of a community based segment where we examine Legendary Creatures as Generals and whether they are On the Rise, Under the Radar, or Always Around amongst the online community.
We've got a little bit of a special one here today. Mostly due to indecision, I've got a few more creatures than I wanted- so enjoy.
ON THE RISE
The Pesky Esper Slow Roll - Oloro, Ageless Ascetic
Hey Kids! Do you like life gain? Did you think it was irrelevant in EDH because of the marginal incremental value of a few life on a given turn?
Well, even if you don't understand my heightened lingo, all you really need to know is that Oloro's here, he really does nothing, and he's already becoming more and more relevant.
Today on the first page of TappedOut I must've seen 7 or so lists alone, and the number's only going to be bigger.
Basically, the deck promotes a very slow, control based game with incremental life gain value. Because he doesn't have to trigger to be in play, he's the first Commander to give you value from the Command Zone and provide double value via Clone effects.
Eventually, my prediction will be that this is a card people will grow to hate, like Edric. What it promotes is slow games, and supports bad deckbuilding in certain cases.
Still, I think Slow-Loro AKA Oreo is one tough cookie. I'm hoping it will inspire some great control decks with late-game combos, which I think is the route to victory.
ALWAYS AROUND
The Everyman's Board Police- Reaper King
As one of the cooler-looking options for five color Commanders, Reaper King should not be a secret to EDH players anywhere. A 6/6 for five at his lowest possible cost, the Scarecrow is an imposing board threat and the centerpiece for Changeling destruction.
Destroying permanents is his best quality at the table, particularly permanents that most people find pesky yet don't have the guts or the deckbuilding know how to add in. There's a reason everyone loves Vindicate, and it is for that reason that our vine-ridden, crow-scaring artifact monstrosity is a legit contender at the table.
In his most heinous form, Reaper King combos really well with a kicked Rite of Replication to make everyone at the table ready to flip the table, scoop, or try to do both at the same time and end up with disastrous and awkward results.
I've seen quite a few different Reaper King designs, and whether it's 1v1 or multiplayer, I think his flavor text appropriately describes what it means when he's on the battlefield.
UNDER THE RADAR
No Spark? No Problem! - Ob Nixilis, the Fallen
I really like Ob Nixilis. Though he doesn't have the regenerative ability of Korlash, or the ability to double his power instantly with access to Nightmare Lash and Lashwrithe, Ob's scale to the game is still aggressive and fun enough to build around.
Optimally, this deck wants to be playing all the fetch lands. Clearly, this makes for a pretty expensive payout. Still, the ability to trigger Landfall every turn after Ob Nixilis comes out is important.
Promoting land plays is a great way you can support that all-too important quality of deck design- playing lands. Fundamentals are our friends, ladies and gentle-demons. Catering to them is a great way to reinforce positive game play and design.
The Red Undead - Squee, Goblin Nabob
The closest thing you can get to a successful "Fire Truck" deck (Red Engine? I like jokes) is Squee. He's basically indestructible, and completely reusable.
Since most of the best cards in Red decks are wheel cards, discard/draw effects, and top-tier artifacts like Skullclamp, being able to power them up with Squee creates a much more stable arena for card advantage than most other red decks.
I have yet to see this deck in a game, but I hope to some day. It's a very neat and unique archetype for its coloring.
The Hungry Hungry Hydra - Polukranos, World Eater
Everyone playing standard and other 60-card formats is beginning to understand why Rosewater said this was a big card in the Future-Future League back at Comic-Con. In conjunction with devotion, this card is nuts.
In Commander, with access to ramp and plenty of deathtouch effects, Polukranos is a wonderful aggressive Commander option that does something Omnath and Azusa can't- be removal.
The fight mechanic is one of my absolute favorite things Wizards has come out with in the past few years, and as they continue to print more of it, this deck will get stronger.
If I ever decide to retire Yeva, this is my next option.
Magpie Love - Lu Xun, Scholar General
One of the things I've been shocked about is the lack of lists for Lu Xun. I really like this card, and I'm stoked Wizards printed it in Commander 2013.
Thieving Magpie is a solid card we all know and love and have been able to access for years without paying a bunch of money. Reprinting various Portal 3 Kingdoms cards has really helped to make our format much more fun and compelling. With Horsemanship instead of Flying, Lu Xun's evasion is solid. He rewards you for attacking while helping to get damage in and doing what Blue decks really want to do- outdraw your opponent. Many blue decks fall victim to the "Draw, Go" strategy, which can often lead to skipping a crucial combat step. By playing Lu Xun, you can build this additional decision into your design, so as to create rhythm and not forget to take advantage of damage dealing.
Without any Voltron-ing, Lu Xun is 1 damage and 1 card, which most players aren't going to be too upset about in the beginning of the game if they don't plan properly, or they don't have removal.
Again, another low-cost, value-driven option that can really draw cards if you stack it up Bident of Thassa and Curiosity.
Sailing Ships And Loving Life - Gerrard Capashen
I know it's not very good, but I can dream, right?
Inherently being underestimated has its advantages. As a card we rated to be one of the most "middling" cards on a Stack episode this summer, Gerrard is definitely a creature that you can use to prove people wrong.
The incremental life gain in conjunction with Hate Bears like Rule of Law and Ethersworn Canonist helps to keep cards in hand while Well of Lost Dreams and Cradle of Vitality can be used to find cards to finish the game, or simply end the game.
Gerrard isn't simply a nostalgia choice. It can definitely become something more, if you know where to look.
Remember to feel free to share cool and awesome lists with me if you've played or seen any of these decks in the comments below.
And Happy New Year! Hope you've got more good things on the way. Cause so do we.
Until next year, and the one after that, continue to remind your friends that playing the Mimeoplasm isn't okay.
-UL
Uncle Landdrops here fillin' in for JC on the last day of the old year with another installment of Command Zone OG's.
For those that don't know, Command Zone OG's is more of a community based segment where we examine Legendary Creatures as Generals and whether they are On the Rise, Under the Radar, or Always Around amongst the online community.
We've got a little bit of a special one here today. Mostly due to indecision, I've got a few more creatures than I wanted- so enjoy.
ON THE RISE
The Pesky Esper Slow Roll - Oloro, Ageless Ascetic
Hey Kids! Do you like life gain? Did you think it was irrelevant in EDH because of the marginal incremental value of a few life on a given turn?
Well, even if you don't understand my heightened lingo, all you really need to know is that Oloro's here, he really does nothing, and he's already becoming more and more relevant.
Today on the first page of TappedOut I must've seen 7 or so lists alone, and the number's only going to be bigger.
Basically, the deck promotes a very slow, control based game with incremental life gain value. Because he doesn't have to trigger to be in play, he's the first Commander to give you value from the Command Zone and provide double value via Clone effects.
Eventually, my prediction will be that this is a card people will grow to hate, like Edric. What it promotes is slow games, and supports bad deckbuilding in certain cases.
Still, I think Slow-Loro AKA Oreo is one tough cookie. I'm hoping it will inspire some great control decks with late-game combos, which I think is the route to victory.
ALWAYS AROUND
The Everyman's Board Police- Reaper King
As one of the cooler-looking options for five color Commanders, Reaper King should not be a secret to EDH players anywhere. A 6/6 for five at his lowest possible cost, the Scarecrow is an imposing board threat and the centerpiece for Changeling destruction.
Destroying permanents is his best quality at the table, particularly permanents that most people find pesky yet don't have the guts or the deckbuilding know how to add in. There's a reason everyone loves Vindicate, and it is for that reason that our vine-ridden, crow-scaring artifact monstrosity is a legit contender at the table.
In his most heinous form, Reaper King combos really well with a kicked Rite of Replication to make everyone at the table ready to flip the table, scoop, or try to do both at the same time and end up with disastrous and awkward results.
I've seen quite a few different Reaper King designs, and whether it's 1v1 or multiplayer, I think his flavor text appropriately describes what it means when he's on the battlefield.
UNDER THE RADAR
No Spark? No Problem! - Ob Nixilis, the Fallen
I really like Ob Nixilis. Though he doesn't have the regenerative ability of Korlash, or the ability to double his power instantly with access to Nightmare Lash and Lashwrithe, Ob's scale to the game is still aggressive and fun enough to build around.
Optimally, this deck wants to be playing all the fetch lands. Clearly, this makes for a pretty expensive payout. Still, the ability to trigger Landfall every turn after Ob Nixilis comes out is important.
Promoting land plays is a great way you can support that all-too important quality of deck design- playing lands. Fundamentals are our friends, ladies and gentle-demons. Catering to them is a great way to reinforce positive game play and design.
The Red Undead - Squee, Goblin Nabob
The closest thing you can get to a successful "Fire Truck" deck (Red Engine? I like jokes) is Squee. He's basically indestructible, and completely reusable.
Since most of the best cards in Red decks are wheel cards, discard/draw effects, and top-tier artifacts like Skullclamp, being able to power them up with Squee creates a much more stable arena for card advantage than most other red decks.
I have yet to see this deck in a game, but I hope to some day. It's a very neat and unique archetype for its coloring.
The Hungry Hungry Hydra - Polukranos, World Eater
Everyone playing standard and other 60-card formats is beginning to understand why Rosewater said this was a big card in the Future-Future League back at Comic-Con. In conjunction with devotion, this card is nuts.
In Commander, with access to ramp and plenty of deathtouch effects, Polukranos is a wonderful aggressive Commander option that does something Omnath and Azusa can't- be removal.
The fight mechanic is one of my absolute favorite things Wizards has come out with in the past few years, and as they continue to print more of it, this deck will get stronger.
If I ever decide to retire Yeva, this is my next option.
Magpie Love - Lu Xun, Scholar General
One of the things I've been shocked about is the lack of lists for Lu Xun. I really like this card, and I'm stoked Wizards printed it in Commander 2013.
Thieving Magpie is a solid card we all know and love and have been able to access for years without paying a bunch of money. Reprinting various Portal 3 Kingdoms cards has really helped to make our format much more fun and compelling. With Horsemanship instead of Flying, Lu Xun's evasion is solid. He rewards you for attacking while helping to get damage in and doing what Blue decks really want to do- outdraw your opponent. Many blue decks fall victim to the "Draw, Go" strategy, which can often lead to skipping a crucial combat step. By playing Lu Xun, you can build this additional decision into your design, so as to create rhythm and not forget to take advantage of damage dealing.
Without any Voltron-ing, Lu Xun is 1 damage and 1 card, which most players aren't going to be too upset about in the beginning of the game if they don't plan properly, or they don't have removal.
Again, another low-cost, value-driven option that can really draw cards if you stack it up Bident of Thassa and Curiosity.
Sailing Ships And Loving Life - Gerrard Capashen
Inherently being underestimated has its advantages. As a card we rated to be one of the most "middling" cards on a Stack episode this summer, Gerrard is definitely a creature that you can use to prove people wrong.
The incremental life gain in conjunction with Hate Bears like Rule of Law and Ethersworn Canonist helps to keep cards in hand while Well of Lost Dreams and Cradle of Vitality can be used to find cards to finish the game, or simply end the game.
Gerrard isn't simply a nostalgia choice. It can definitely become something more, if you know where to look.
Remember to feel free to share cool and awesome lists with me if you've played or seen any of these decks in the comments below.
And Happy New Year! Hope you've got more good things on the way. Cause so do we.
Until next year, and the one after that, continue to remind your friends that playing the Mimeoplasm isn't okay.
-UL
Labels:
Command Zone OG's,
Commander,
EDH,
Gerrard Capashen,
Lu Xun,
Ob Nixilis,
Oloro,
Polukranos,
Reaper King,
Squee
Thursday, November 21, 2013
Johnny C's Command Zone OG's #1: Daxos, Darien, Sapling of Colfenor
Happy Thursday Zoners!
It's your favorite undercity connection, Johnny Confidant. Today marks the first episode of Command Zone OG's, a series featuring quick hits on Legendary Creatures
On the Rise, Under the Radar, or potentially Always Around a local playgroup.
No matter where you play, or who you play with, there's always going to be new Legends trending and old Legends re-surfacing to lead new designs into battle once more. And whichever it may be, we're going to keep you in the know.
ON THE RISE
Azorius Newcomer - Daxos of Meletis
Before Theros was even out, Daxos had a serious buzz on TappedOut and in the MTG Salvation forums for good reason. Like Thada Adel, he's cheap to cast, slips past big blockers in his mission to bring value.
Though he does come with a few obstacles to overcome, most of his problem is solved by handing him one pertinent static ability: Double Strike.
Because lands and library manipulation like Crystal Ball can really ruin your plan, Double Strike enablers like Fireshrieker, Steelblade Paladin, and True Conviction not only help net you stuff to play, but also help make this 2/2 shirtless Soldier a little more beefy and frightening.
Speaking from experience, the Voltron-ing helps. So far, the best card I've exiled is Sanguine Bond. With life gain from Daxos and Drogskol Reaver, the combo-ing was incredible. Medomai the Ageless can also help support and finish off an opponent if you need a couple extra turns to get to 21.
Here's my list if you want to check it out:
Daxos of Mediocrity
ALWAYS AROUND
Mono White - Darien, King of Kjeldor
Darien here is a Human Lord (Errata Human Soldier) from way back in Coldsnap. He makes tokens, is semi-tribal and while not very fast at 6 mana, he makes up for it with lots of White utility.
Most Darien decks run heavy sorcery-speed board sweeps, especially if they don't destroy tokens. Austure Command, Martial Coup, and Hour of Reckoning with Global sweep all-stars like Wrath of God, Day of Judgment and Phyrexian Rebirth are all reasonable expectations in a Darien.
A piece of interesting tech about Darien is putting in Pain lands that help Darien pop out his soldier babies when your opponents won't. Tarnished Citadel, Grand Coliseum, and City of Brass to essentially read {t}: add any color mana to your mana pool, X deals 1 Damage to you then put a 1/1 Soldier into play. It's an odd way to get tokens out but it works well with Skullclamp, which creates a great draw engine.
This deck wins with assistance from some Elspeth love, and stuff like Cathar's Crusade, True Conviction, White Creature Buffs, Avacyn and Mirror Entity to push through with swarms of lethally strong soldier babies.
UNDER THE RADAR
Golgari Goodies - Sapling of Colfenor
Sapling is a deck I have only seen once. Honestly I'd like to see more. An Indestructible creature with a reward for attacking is pretty nice.
What I like about her is that despite dodging the most common removal, 2 power is still not very threatening. Underestimating her is a real possibility if you're not careful.
Colfenor usually contains Pariah's Shield to buy time and take advantage of her abilities. Other strong includes are Lurking Predators and Shaman Tribal which has a strong and underrepresented presence at the kitchen table. Eternal Witness, Drana, Deathrite Shaman. They all sound good to me.
That's it for this week Zoners. Be sure to check back for the Stack on Saturday and GG on Sunday.
Have a good one.
-JC
It's your favorite undercity connection, Johnny Confidant. Today marks the first episode of Command Zone OG's, a series featuring quick hits on Legendary Creatures
On the Rise, Under the Radar, or potentially Always Around a local playgroup.
No matter where you play, or who you play with, there's always going to be new Legends trending and old Legends re-surfacing to lead new designs into battle once more. And whichever it may be, we're going to keep you in the know.
ON THE RISE
Azorius Newcomer - Daxos of Meletis
Before Theros was even out, Daxos had a serious buzz on TappedOut and in the MTG Salvation forums for good reason. Like Thada Adel, he's cheap to cast, slips past big blockers in his mission to bring value.
Though he does come with a few obstacles to overcome, most of his problem is solved by handing him one pertinent static ability: Double Strike.
Because lands and library manipulation like Crystal Ball can really ruin your plan, Double Strike enablers like Fireshrieker, Steelblade Paladin, and True Conviction not only help net you stuff to play, but also help make this 2/2 shirtless Soldier a little more beefy and frightening.
Speaking from experience, the Voltron-ing helps. So far, the best card I've exiled is Sanguine Bond. With life gain from Daxos and Drogskol Reaver, the combo-ing was incredible. Medomai the Ageless can also help support and finish off an opponent if you need a couple extra turns to get to 21.
Here's my list if you want to check it out:
Daxos of Mediocrity
ALWAYS AROUND
Mono White - Darien, King of Kjeldor
Darien here is a Human Lord (Errata Human Soldier) from way back in Coldsnap. He makes tokens, is semi-tribal and while not very fast at 6 mana, he makes up for it with lots of White utility.
Most Darien decks run heavy sorcery-speed board sweeps, especially if they don't destroy tokens. Austure Command, Martial Coup, and Hour of Reckoning with Global sweep all-stars like Wrath of God, Day of Judgment and Phyrexian Rebirth are all reasonable expectations in a Darien.
A piece of interesting tech about Darien is putting in Pain lands that help Darien pop out his soldier babies when your opponents won't. Tarnished Citadel, Grand Coliseum, and City of Brass to essentially read {t}: add any color mana to your mana pool, X deals 1 Damage to you then put a 1/1 Soldier into play. It's an odd way to get tokens out but it works well with Skullclamp, which creates a great draw engine.
This deck wins with assistance from some Elspeth love, and stuff like Cathar's Crusade, True Conviction, White Creature Buffs, Avacyn and Mirror Entity to push through with swarms of lethally strong soldier babies.
UNDER THE RADAR
Golgari Goodies - Sapling of Colfenor
Sapling is a deck I have only seen once. Honestly I'd like to see more. An Indestructible creature with a reward for attacking is pretty nice.
What I like about her is that despite dodging the most common removal, 2 power is still not very threatening. Underestimating her is a real possibility if you're not careful.
Colfenor usually contains Pariah's Shield to buy time and take advantage of her abilities. Other strong includes are Lurking Predators and Shaman Tribal which has a strong and underrepresented presence at the kitchen table. Eternal Witness, Drana, Deathrite Shaman. They all sound good to me.
That's it for this week Zoners. Be sure to check back for the Stack on Saturday and GG on Sunday.
Have a good one.
-JC
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