Atraxa Superfriends

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~ Atraxa Superfriends ~

Commander (1)


Atraxa, Praetors’ Voice

Planeswalkers (19)


Ashiok, Nightmare Weaver
Dovin Baan
Elspeth, Sun’s Champion
Freyalise, Llanowar’s Fury
Garruk, Apex Predator
Jace, Architect of Thought
Jace, Unraveler of Secrets
Karn Liberated
Kiora, Master of the Depths
Nissa, Sage Animist
Ob Nixilis of the Black Oath
Ob Nixilis Reignited
Sorin, Grim Nemesis
Tamiyo, Field Researcher
Tamiyo, the Moon Sage
Teferi, Temporal Archmage
Ugin, the Spirit Dragon
Venser, the Sojourner
Vraska the Unseen

Creatures (10)


Tasigur, the Golden Fang
Midnight Banshee
Necroskitter
Oona’s Gatewarden
Fertilid
Gilder Bairn
Deepglow Skate
Fatespinner
Silent Arbiter
Medomai the Ageless

Instants (2)


Grim Affliction
Steady Progress

Sorceries (5)


Black Sun’s Zenith
Tezzeret’s Gambit
Wrath of God
Rout
Day of Judgment

Lands (43)


Forest
Swamp
Island
Plains
Aether Hub
Ash Barrens
Evolving Wilds
Terramorphic Expanse
Tendo Ice Bridge
Hickory Woodlot
Peat Bog
Remote Farm
Saprazzan Skerry
Vivid Creek
Vivid Grove
Vivid Marsh
Vivid Meadow
Command Tower
Reflecting Pool
Ancient Den
Seat of the Synod
Tree of Tales
Vault of Whispers

Artifacts (13)


Astral Cornucopia
Chromatic Lantern
Pentad Prism
The Chain Veil
 Prophetic Prism
Contagion Clasp
Contagion Engine
Throne of Geth
Rings of Brighthearth
Serrated Arrows
Sphere of the Suns
Nevinyrral’s Disk
Norn’s Annex

Enchantments (7)


Blowfly Infestation
Doubling Season
Oath of Gideon
Oath of Jace
Oath of Liliana
Oath of Nissa
Inexorable Tide

For this deck, one of the things I wanted to see how the depletion-lands like Saprazzan Skerry work in a deck around proliferate. I might also want to try other counter-based lands like Saprazzan Cove later on, but I don’t want too many lands that come into play tapped, and the Mercadian Masques storage lands are very slow, even with the extra counters they get at their second turn. I do have a lot of mana sources, so maybe one or two aren’t a problem though.

The vivid lands like Vivid Marsh are less dangerous, and a handy source of coloured mana even without Atraxa.

A subtheme of the deck is -1/-1 counters. I didn’t want to go full-on infect, but some wither cards seem fine and I’m particularly exited about trying Serrated Arrows and Blowfly Infestation to keep the board chocking on counters.

Posted under Commander / EDH

Queen Marchesa

With the new Conspiracy set around the corner, there is one thing that cought my eye: The Monarch mechanic. There are several cards that introduce this new layer to multiplayer games. Once someone becomes The Monarch they draw an extra card during their end step. There are also promises of cards that become better when you’re The Monarch.

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Extra cards are always a good thing, but it’s the catch that makes it really interesting: When someone deals combat damage to The Monarch, they become The Monarch themselves, stealing the title. So, when someone holds the title, they also have a bit of a target on their heads.

I think it’s usually worth it to be The Monarch for the extra card alone, but you’ll need to back up your titel with a proper defense. Some players might be hesitant to take up the mantle and becoming a target, and leave you alone, and let you gradually grind to an advantage.

It’s also handy that there is a new legendary creature that helps introducing this element in games of Commander:

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Queen Marchesa will help you watch your opponents killing each other or just get an advantage over time. She’s Mardu colored () which is a combination you won’t see that often in Commander outside for Kaalia of the Vast decks, and she plays quite differently from her. Marchesa is seemingly innocuous and even killing her doesn’t stop the power struggle. Her deathtouch further disincentivizes people from attacking you. And she replaces herself almost immediatly.

The question is, what kind of deck is best with her? Or the most fun. A deck around the voting mechanic (which also comes back) seems fun. Having a few difficult to block creatures seems handy for taking back the crown. And she’s in Extort colours as well.

One nifty trick with being The Monarch is using Solitary Confinement. The extra carddraw helps keeping the confinement up, and you can’t loose the crown with confinement in play.

In the end it’s a subtle combination of pillowfort, chaos and grouphug. I look forward making a deck with her.

Posted under Commander / EDH

Updating Karrthus

With Dragons of Tarkir a lot of interesting dragons came out, and many replaced cards in my old Karrthus deck. Surprisingly, one of the new dragons I’m most exited about is a lowly uncommon. So, below is my old Karrthus deck. It has seen some changes, but the new influx of dragons does seem more of an overhaul rather than subtle tweaks:

~ Old Karrthus, Tyrant of Jund Commander ~

Commander (1)


Karrthus, Tyrant of Jund

Dragons (28)


Ancient Hellkite
Bladewing the Risen
Bogardan Hellkite
Broodmate Dragon
Changeling Titan
Dragon Broodmother
Dragon Egg
Dragon Tyrant
Forgestoker Dragon
Hellkite Charger
Hellkite Overlord
Hellkite Tyrant
Hoard-Smelter Dragon
Kilnmouth Dragon
Knollspine Dragon
Malfegor
Mana-Charged Dragon
Moonveil Dragon
Rimescale Dragon
Rorix Bladewing
Ryusei, the Falling Star
Scourge of Kher Ridges
Scourge of Valkas
Slumbering Dragon
Steel Hellkite
Stormbreath Dragon
Thundermaw Hellkite
Utvara Hellkite

Other creatures (17)


Birds of Paradise
Burnished Hart
Courser of Kruphix
Dragonspeaker Shaman
Elvish Mystic
Elvish Piper
Fauna Shaman
Fertilid
Kiki-Jiki, Mirror Breaker
Llanowar Elves
Oracle of Mul Daya
Radha, Heir to Keld
Sakura-Tribe Elder
Somberwald Sage
Xenagos, God of Revels
Yavimaya Elder
Zirilan of the Claw

Artifacts (3)


Bow of Nylea
Sol Ring
Sword of Feast and Famine

Lands (36)


Blood Crypt
Cavern of Souls
Command Tower
Darigaaz’s Caldera
Dragonskull Summit
Fire-Lit Thicket
Golgari Rot Farm
Grove of the Burnwillows
Kher Keep
Kessig Wolf Run
Overgrown Tomb
Raging Ravine
Rakdos Carnarium
Reflecting Pool
Rootbound Crag
Savage Lands
Snow-Covered Forest
Snow-Covered Mountain
Snow-Covered Swamp
Stomping Ground
Temple of Abandon
Vivid Crag
Vivid Grove
Volrath’s Stronghold

Enchantments (7)


Aggravated Assault
Bear Umbra
Crucible of Fire
Doubling Season
Nature’s Will
Parallel Lives
Survival of the Fittest

Instants (1)


Worldly Tutor

Planeswalkers (3)


Domri Rade
Sarkhan Vol
Sarkhan the Mad

Sorceries (5)


cultivate
Demonic Tutor
Death by Dragons
Into the North
Kodama’s Reach

There have been changes after trying out this deck. More dragons where added, as well as some extra lands. Some tricks where nice in theory, but didn’t work out in practice, so more emphasis is put on individual dragons. The Changelings where replaced by actual dragons. Not that they where bad, but tricks involving these and Zirilan of the Claw didn’t came up often enough to warrent inclusion. Zirilan stayed, but now playes a slightly different role.

The additions of Fate Reforged and Dragons of Tarkir also lowered the curve a bit. Dragon Tyrant is cool, but ten mana is a bit much. Atarka, World Render is both cheaper, easier to sustain and gives the double strike bonus to others as well. With more legendary dragons at my disposal, Kiki Jiki also got sidelined.

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The best new addition is probably Savage Ventmaw.  It does what the deck wants -playing dragons- and gives what the deck needs: Lots and lots of mana. When given haste it’s practically free and is a huge jump in mana, making even the higher cost dragons available far sooner. But it doesn’t really end there.

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It also makes it far easier to take advantage of Karrthus and the ability to steal dragons. It’s not inconcievable to curve into Death By Dragons and follow up with Karrthus on the same turn. Or do the same, but with Descent of the Dragons.  Making dragon tokens and immidiately stealing them with Karrthus makes the effect a lot harder to play around. Before, when I used Death By Dragons, opponents just smashed their new dragons against each other, so they rarely lived long enough to come to my side.

But the Ventmaw interactions can get even better. Before I used cards like Bear Umbra and Nature’s Will to untap lands and use that to power out infinite combat phases with Aggravated Assault or Hellkite Charger. Ventmaw doesn’t need much help doing that by himself, going infinite with the Assault and large with the Charger. The first will even generate mana, while the latter now costs an extra 1 per activation; A small price to pay for extra combat phases I would say.


 

There are more changes coming out of the new set. A commander deck is never really finished, but the low hanging fruit is easy to see. For example, Rorix Bladewing is an okay hasty dragon, but can be a little awkward sometimes, because of the trippel red, which has consequences when using ramp to find Mountains instead of spreading out over all the Jund colours. So, he is replaced by Dragonlord Kolaghan, who has similar stats, but also gives haste to all other creatures. Sure, there are other sources of haste in the deck, most notably Karrthus himself, but you’ll want to be able to attack with your dragons as often as possible, so redundancy is welcome.

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It’s easy to overlook Kolaghan though, because his last ability does very little in commander, except hose a random Relentless Rats or Shadowborn Apostle deck. But still, solid hasty stats regardless.

Haven of the Spirit Dragon is as good as almost any land in the deck. Sure, it doesn’t make Snow Mana, but the only card that wants that is Rimescale Dragon, and there is still plenty to go around. It’s miles better than Crucible of the Spirit Dragon, a land I added when Fate Regorged came out. In fact, it’s in many ways the opposite of that card. The Haven is a manafixer that comes on the battlefield untapped and is better than most lands in the deck in that regard. In fact, the closest to Haven is Cavern of Souls, which fills a similar role of mana fixing and protection.


There still needs to be a lot of dragons collected and evaluated, and deck space is limited, such as the Regent cycle. I’m willing to try out Foe-Razer Regent, since he doubles as a nice effect for Zirilan, as well as interacting with the (sparse) Fight cards, like the Dragon mode on Frontier Siege or the -2 of Domri Rade.

Deathbringer Regent might be a worthy inclusion as well, but the ‘play from hand’ clause does limits it somewhat as a toolbox card. Thunderbreak Regent is utterly fantastic, though. Shooting lightningbolt to anyone who dares target a dragon is nice, but simply being a 4/4 for makes it a champion in the lower part of the dragon curve.

 

 

Posted under Commander / EDH

Dismissive Shu Yun

I think my favorite clan leader is still Shu Yun, the Silent Tempest.  The potential for Prowess and handing out Double Strike really makes me want to make a crazy spellslinging deck around him. Because Double Strike is awesome. The feeling of dealing out a flurry of blows, doubling the effectiveness of a creature, and possibly multiplying any damage triggers. I’ve been looking at small cantripping spells. They don’t have to do much, they just need to trigger prowess and the double strike ability and draw a card (or two) so I can keep triggering whenever I want.

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And then I realized something. Even after decades of playing, I had misunderstood how triggered abilities work exactly. I was playing Duels of the Planeswalkers and noticed something odd: Whenever an ability triggered that required a target, I had to choose a target, even if I didn’t intend to pay the ‘may’ part of the ability. Generally, that’s not very useful, but the game also had a deck with a lot of Illusions, like Phantasmal Bear, which will get sacrificed if something ever targets them. Even if I didn’t pay for the ability. Or, how it is written in the comprehensive rules:


603.5. Some triggered abilities’ effects are optional (they contain “may,” as in “At the beginning of your upkeep, you may draw a card”). These abilities go on the stack when they trigger, regardless of whether their controller intends to exercise the ability’s option or not. The choice is made when the ability resolves. Likewise, triggered abilities that have an effect “unless” something is true or a player chooses to do something will go on the stack normally; the “unless” part of the ability is dealt with when the ability resolves.


So, even if I do not plan to pay the to give something Double Strike, I still can remove that Phantasmal Dragon with Shu Yun. If only if these creatures where more common at the commander table, right? The Jeskai leader would be like a machine gun assassin. Fortunately, M2014 has the perfect solution to make sure opponents has plenty of fragile Illusions.

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At Dismiss into Dream is a hefty investment. But the payoff can’t be denied. Not only does it turn the head monk into a viscious murder machine, it completely hoses almost any type of ‘Voltron’ style decks. Equipment becomes useless. Auras become deadly. And since Shu Yun also triggers off mana artifacts being played and all the draw from the cantrips meaning you rarely will miss a land drop getting to the 7 mana in Commander quickly isn’t really that far-fetched. I bet explaining rule 603.5 will raise some eyebrows though, as it feels somewhat counter-intuitive. You’d probably need to print it out, so you can show how that Brainstorm kills a dude for just while drawing you some cards and that Counterspell doubles as targetted creature removal.

Posted under Commander / EDH

Spoiler: Narset, Enlightened Master

With Khans of Tarkir around the corner, it’s time to look at what it could mean for Commander. Fortunately, the eponymous khans will be present and  ready to represent their clans. One of them is Narset, Enlightened Master, belonging to the clan The Jeskai Way, a group of fighting monks. She’s not huge for a 6 mana card, but she has some very interesting abilities.


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First of all, she has hexproof. This is always worth a look when you go for a voltron-style commander. There is also first strike, which is not that useful, but still helps her to get in there and live to tell the tale. The main attraction is her ability though. She exiles the top four cards of your deck, and then allow you to cast non-creature spells she just exiled. This opens up the possibility to use a lot of combat tricks.

cardart_gmtnm402rnBut that’s not all. It also helps you find aura’s and equipment. Yes, you only get to play those after combat, but it makes her very prepared for her next attack. She’ll quickly be even harder to remove when she has some Totem Armor, or some outright Indestructibility. Her offensive capabilities can be pushed through some Battle Mastery or even the awesome power of Eldrazi Conscription.


eldrazicon drake


Just like Anax and Cymede, she’s also a good commander to work with Sunforger. Power 3 and first strike make sure of that. The Jeskai have the “Prowess” ability which triggers off non-creature spells being played. Similarly to Anax and Cymede’s heroic trigger, this helps your monks to grow larger temporarilly when you enchant them or use combat tricks.

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Since Narset helps prowess mostly by using instants, the Sunforger will be a natural fit. The magic hammer recently got another upgrade with Kurkesh, Onakke Ancient, so it won’t be hard to create a flurry of blows while your oversized warrior monk. The Jeskai have many tricks at their disposal, but timing the various abilities efficiently will take some skill.


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All in all, Narset is an interesting commander. There aren’t a lot of alternatives for her colours; Only Numot, Ruhan and Zedruu qualify so far and Narset has a distinct play style compared to these other commanders. Six mana is still a lot for a combination that can’t rely on efficient ramp, though. But once you get the ball roling, she’ll soon be an unstoppable force.

Posted under Commander / EDH,Spoilers

Commander: Shirei, The Killing Joke

Sometimes, when making a Commander deck, I’m looking for something less serious, more cheesy. And nothing says ‘cheese’ like breaking the one-card limit imposed by Commander deckbuilding rules. So, I went for Shadowborn Apostle. To make the best of it the deck really only needs four different cards, commander not included.

swamp shadowborn
runescarred thrumming

First of all, you’ll need some Swamps. Then you use those to play the Shadowborn Apostles. These find the Rune-Scarred Demon, which in turn searches Thrumming Stone. With Thrumming Stone in place, playing just one Apostle is likely to ripple into playing all the apostles from your deck.


INSURANCE

This turns the deck into a bit of a glass cannon, so it needs some things to make it slightly more stable. This is the reason I choose Shirei, Shizo’s Caretaker as my commander. But it’s not enough to protect your army of apostles. Fortunately they are both human and cleric, so the duo of Rotlung Reanimator and Xathrid Necromancer turns them into an army of zombies in case of their inevitable demise.

rotlung xathridnecromancer

THE DEMONS

But why limit yourself to just one demon? There are plenty around that could work well with your demon summoning friends. When making a cheap and cheesy deck, there is some room for more over-the-top evil!

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demonofdeathsgateYou’d be hard pressed to find something as big, flying and tramply as Demon of Death’s Gate. With all the apostles it’s not inconceivable to have it out on turn two, for the low, low cost of three of the little cultists and 6 life. What’s 6 life when you start out with 40?

Barring any early removal, you’re set, and putting some pressure on your opponents. The downside is that it’s a little more difficult to get out six apostels to summon the rest of the demons. Given that your entire deck is a glass cannon it’s not that bad though. Most of the things that disrupt blazing out of Death’s Gate would also cripple the rest of the demons summoned that quickly.

Later on in the game, you can still summon Demon of Death’s Gate through sacrificing the apostles, and it’s a big tramply thing without drawbacks. That should keep people busy while you set up your combo or bring out the rest of your demons.

Yes, things will escalate even after you bring out a 9/9!


obnixilisWhen you open the gates of Hell, opponents will probably be scrambling to find a solution to the outpour of netherworld denizens. It may be hypocritical to try and stop people searching their decks when your deck is all about having dozens of copies of the same card, that search your deck, but hey! Demons will be demons, right?

Ob Nixilis, Unshackled isn’t even that expensive at even when he starts out as a measly 4/4. Fortunately, you’ll be sacrificing a lot of guys to get out more demons, so it shouldn’t take that long before he dwarfes Demon of Death’s Gate and starts taking names.

Being a legendary creature himself, he could even be concidered as a commander for the deck. It would mean the deck will be lighter on recursion and missing out on the fact that the Shadowborn Apostles can pull him out of the deck though. While it would be nice thematically, in the end it’s not that practical.

 


reaperfromtheabyssWhile the Shadowborn Apostles are linked to Shadowborn Demon flavour-wise, Reaper from the Abyss does pretty much the same thing, only better. His Morbid trigger is a slightly delayed version of Shadowborn Demon’s enters the battlefield trigger. And it’s repeatable.

The Reaper is also slightly bigger and doesn’t have the hassle of requiring sacrifices during your upkeep. It may be worth to keep Shadowborn Demon available, for when you need to destroy a creature right now, instead of during the end step, but in general, the Reaper should edge him out in your ritual summonings.

They do make a good tag-team, though. Morbid will also trigger from the destruction Shadowborn Demon caused. In general, the repeated sacrifice of your cult members will keep the Reaper active, while simultaniously keeping troublesome creatures from the board.

 

 


bloodgiftNot all demons are big black terrors in the sky. Some are medium black terrors in the sky, at a still respectable 5/4. Putting all your eggs in one demonic basket means there is a certain risk that it all falls on its face. That’s when you need help crawling out of a pit.

Bloodgift Demon helps getting back card advantage when things fall apart, so you’ll recover twice as fast. It’s a stop-gap measure, for sure, but sometimes you’ll be glad to have it.

There is even the option of making demonic deals with other players, giving them cards to help beat another opponent, on the rare occasion you think they might be better suited to deal with a particular problem.

Having some kind of buffer while you are ahead will help you keep the advantage. It’s also helpful in finding the last pieces of your combo and usher in the final fase of your diabolic scheme.

 


harvesterofsoulsTalking about card draw; Harvester of Souls is probably the champion. Unlike the other demons he is stuck to the ground, keeping the groundforces at a distance (hopefully) with Deaththoutch.

Whether things go horribly right or horribly wrong, creatures will die a lot, so there is a lot of potential draws coming from him. Often it will be so much that it’s better to decline using the extra draws; Your cult can’t find Demons in your hand, only in your deck.

Once you hold six apostles needed to get started again when things go awry, you probably can’t sculpt your hand into something better anyway.

If a card has the potential of giving you more draws than you can handle, it’s probably good. In fact, he may just going in the deck instead of Bloodgift Demon, not along side of him.

 

 


THE FINAL BLOW

So, you managed to bring out the entire cult of Shadowborn Apostles with your Thrumming Stone, and brought about your legion of demons. Shirei is making sure that death may die, and everything is going according to plan. All you need to do is wrap things up, hopefully in the most spectacular way possible.

ashnodsaltar exsanguinate

 Now you can sacrifice the entire cult on Ashnod’s Altar. This should leave you with more than enough mana to drain all the life force from all your opponents, laughing maniacally while they shrivel and die in what is probably total overkill.


COMMANDERS

While I choose Shirei as the commander, for his ability to keep bringing back the apostles, there are some alternatives.  The most important role of the commander is to keep bringing back the apostles, so one set of six is enough to bring out all the demons and finish the game quickly.

shirei marchesa athreos

Marchesa may be able to fill the role, as long as the Apostles can Dethrone, or get some +1/+1 counters some other way. The downside is that she has 3 colours, so the ‘80% of the deck is just 2 different cards’ thing doesn’t fly with her. She is slightly more sturdy against mass removal and she does offer a wider choice of demons, making the deck overall more varied.

Athreos, God of Passage is another option. He’s cheap enough to get out early, and by himself difficult to remove. He also opens the way to use Mirror Entity as a demon, potentially turning the Shadowborn Apostles into an army of demons themselves. Immortal Servitude is another card that could come in handy.

Multicolour decks are the opposite of where I wanted to go, though, so Shirei it will be for now.

~ Shirei, The Killing Joke ~

Commander (1)


Shirei, Shizo’s Caretaker

Creatures (60)


51 Shadowborn Apostle
Bloodgift Demon
Demon of Death’s Gate
Harvester of Souls
Ob Nixilis, Unshackled
Reaper from the Abyss
Rotlung Reanimator
Rune-Scarred Demon
Shadowborn Demon
Xathrid Necromancer

Lands (36)


36 Swamp

Artifacts (2)


Ashnod’s Altar
Thrumming Stone

Sorceries (1)


Exsanguinate

I don’t think it’s a deck I’ll bring out often, because while it may be funny the first time, it does get repetative after the novelty wears off. It’s not even that novel in the first place. It’s just nice to see it in action once in a while, as the tension build towards reaching critical mass.

Having a deck focussed on demons is awesome though. Did you know that Pit Spawn got an erratum and is a Demon now, instead of being just a Beast? When I started playing my friends thought that one was totally unfair. Or how about running a classic like The Wretched? It’s a tribe with so much potential for cruel fun!

Posted under Commander / EDH

Khans of Tarkir: Zurgo Helmsmasher

During San Diego Comiccon the first of the Khans was shown. It’s Zurgo Helmsmsaher, Khan of the Mardu clan. Mardu is the clan, with a focus on , and represents the Wings of the Dragon, which doesn’t grant flying, weirdly enough but haste and other speed-focused abilities. As a named card, Zurgo is ofcourse legendary, so he might lead a commander deck in the future. So, what does he do? Let’s take a look:

zurgohelmsmasher1For we get a 7/2 haste creature. That’s allright. As a commander, you probably will see him coming, but the threat of one-third of lethal commander damage makes him dangerous. Especially since it’s in the colours of Boros Charm, Double Cleave and Psychotic Fury.


Zurgo doesn’t trample. But that hardly matters in these colours, because Zurgo is indestructible during your turn while being aligned with the colours that do mass destruction best. It’ll be common for a Wrath effect taking care of armies of chump-blockers, while leaving Zurgo the last man standing.

jokul wrath damnation

There are plenty of removal options, so why not just run all of them and keep wiping the board over and over while poking for damage? Boom! It’s not like you’re holding back blockers anyway.


The +1/+1 counter theme doesn’t seem that important, as Zurgo is rather big already and can kill in two or three hits regardless. It does fit the Voltron-style decks he seems to gravitate towards. Despite him not having much in the way of unique abilities, Zurgo does fill his own niche. So far there haven’t been that much legendary creatures, and they’re all very different from Zurgo. In fact, 2 of these originate from the same Commander deck.

kaalia oros tariel

Kaalia of the Vast is a popular commander, but plays vastly different from Zurgo, favouring an army of big creatures (Angels, Demons, Dragons) instead of going at it alone. Oros, the Avenger is an oldy, and so not very efficient. The damage clause could help Zurgo for some extra wrathing, even though the timing of it is off. Tariel, Reckoner of Souls is a three-colour Adarkar Valkyrie, although in many ways a little worse.


This is what makes Zurgo a good commander: There simply isn’t much that’s like him available. He’s good enough to go at it alone and make some quick kills with double strike or multiple combat phases, while dodging his own mass removal. Who knows what the Mardu clan has available to complement him? He’s not the most splashy commander, when even indestructibility has become a more mainstream ability, but different enough to warrant a look.

Posted under Commander / EDH,Spoilers

M15: Siege Dragon, Generator Servant

Since I have a Karrthus EDH deck, that runs roughly 30 dragons I always pay attention when a new Dragon is revealed. Will it make the top 30 of Dragons and find a spot in the deck? With the new dragon from Conspiracy, Scourge of the Throne, the answer was a resounding yes. M2015 also brings out a new Dragon (ofcourse!) but does it really add something new?

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So, what do we have? A Dragon that costs to play. There are a lot of Dragons that cost this much. Dragons tend to cost around 6, with some particularly efficient ones like Stormbreath Dragon on the lower end. 7 mana is a lot though, so it better have some upsides.

It’s a 5/5 which is also usual for a Dragon, but a bit disappointing for one that costs this much. Then there is Flying, which Dragons have. No trample, even though that’s rare for red, but it would have been nice, for a high-end Dragon. No Haste either.

The ability itself seems rather narrow: When Siege Dragon enters the battlefield destroy all Walls your opponent control. I know some Karrthus decks like to run Blades of Velis Vel to steal some creatures, but that trick takes 9 mana. You might destroy some things, but walls usually aren’t the most threatening creatures and you’ll only slightly weaken the pillowfort player hiding behind his walls.

When Siege Dragon attacks he’ll deal 2 damage to all ground forces of defending player, if they don’t control a wall. Again, an M2015 with a cute and unnecessary drawback. The disappointing part is that there had been rumours this would deal 5 damage instead of 2. 2 damage is a little weak. Sure, it helps weed out a token army and if you give the dragon Deathtouch through, say, Bow of Nylea it becomes an effective killer. Still, things in the sky remain unscathed.

Conclusion: It’s expensive for what it does, but having a mini one-sided Earthquake sometimes can be useful. Scourge of Kher Ridges fills a similar void, but at least can do it repeatedly, while being more flexible (and just a little more expensive.)


The Generator Servant is worth a look, though. He’s ramp in red, on a decent body. While he dies producing mana, it’s mana that grants Haste when it’s used to pay for a Creature, which is a great upside. The servant generates mana, even, so it is possible to split the mana over 2 creatures being cast, and suddenly have two hasty attackers.

He helps going from 2 to 5 mana over a turn, but the most interesting Dragons at 5 already have haste by themselves, so Dragons might not be the best deck for Generator Servant. It might work best when the average creature costs around 3. He would have been a lot better if he produced but it’s pretty good as it is.

 

 

Posted under Commander / EDH
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