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Evenpence
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« on: May 20, 2010, 10:08:23 am » |
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I started playing EDH maybe two months ago and knew I didn't want to touch green or red. I started making a UWb control deck using Sen Triplets and eventually shifted to Sharuum. After playing for a week or two with a decent deck, I wanted to make it more competitive to push the limits of what my playgroup would allow. I owe a large amount of these card choices to Demars' thread on his Sharuum control build. I would not be playing many cards (Invincible Hymn, for instance) had it not been for that thread. I am in debt.
1 General 1 Sharuum the Hegemon / Sen Triplets
I sometimes play Sen Triplets instead of Sharuum with this deck. I've had to play Sen Triplets instead of Sharuum because a local runs a Sharuum deck that is artifact-creature/bounce-heavy. A lot of the synnergy is lost, but I can play stuff from the Sharuum player's hand, which kind of makes up for it, I suppose. I still build entirely with Sharuum in mind.
13 Artifacts (yep, only 13) 7 Mana Artifacts 1 Mana Crypt 1 Mana Vault 1 Sol Ring 1 Gilded Lotus 1 Coalition Relic 1 Darksteel Ingot 1 Solemn Simulacrum (I took this guy out for a while because I'm retarded, don't cut this guy)
0 Talisman of Progress (I took this out for Darksteel Ingot, primarily for the indestructibility. Having the extra mana after Disk or Stone has served me pretty well, the extra mana cost has never been a problem.)
6 Non-Mana Artifacts 1 Expedition Map 1 Crucible of Worlds 1 Nevinyrral's Disk 1 Oblivion Stone 1 Sensei's Diving Top 1 Mindslaver
0 Forcefield (I added this card because I figured it would dissuade enemies from attacking me - the opposite was true. Apparently the guy with the forcefield is dangerous. It requires a fair amount of mana to keep working when you're playing in 4+ player games, and does little to nothing vs. swarm/token decks.) 0 Mind's Eye (When this card works, it's fantastic, but five mana + activations is a little pricey, and this card makes me a giant target in multi-player games.)
31 Blue 15 Counterspells (15 is about as low as I can reasonably go, I am much more comfortable with 17-18) 1 Force of Will 1 Misdirection (this is cuttable if no one in your meta uses a lot of spells with targets) 1 Pact of Negation 1 Mana Drain 1 Counterspell 1 Remand 1 Negate 1 Forbid 1 Hinder 1 Exclude 1 Cryptic Command 1 Dismiss 1 Desertion 1 Spelljack (testing this out over Mindbreak Trap/Swift Silence, I have high hopes) 1 Overwhelming Intellect
0 Rewind (Rewind was actually very good for me and will use it as my 15th counterspell if Spelljack doesn't work out) 0 Dissipate (16th counterspell) 0 Swift Silence (17th counterspell) 0 Mindbreak Trap (18th counterspell, I have only cast this card for 0 once or twice, I tested Swift Silence in it's place and was also unimpressed with only drawing one card 75%+ of the time for a five mana spell even though it was better than MBT, I'm now testing Spelljack) 0 Spell Burst (I'd rather draw cards and discard them to Forbid if I want a counterspell that goes the distance, although this would probably be my 19th counterspell) 0 Commandeer (it's noncreature, I have no desire to run this even thought you might go broken with a planeswalker)
7 Draw 1 Fact or Fiction 1 Deep Analysis (this card has been bonkers good for me) 1 Thirst for Knowledge 1 Brainstorm 1 Frantic Search (cuttable for Ponder or some other cool spell you like, I personally like sifting through my cards and potentially filtering or generating mana, it also pitches good artifacts for Sharuum, so I like it a lot) 1 Tidings (cuttable for another draw spell, if you have a lot of counterspells and aren't afraid of being misdirected, Opportunity might be slightly better) 1 Mind Spring (this card is very hit or miss for me, it's mostly hit, but if some other draw comes along that is better, I'll easily cut this for it)
0 Ponder (the effect isn't that great, and it's pretty bad if you have a SDT out) 0 See Beyond (seems fine, just no room for it) 0 Rhystic Study (I would much rather play Mind's Eye, and that's not currently making the cut for me)
3 Tutor 1 Merchant Scroll 1 Mystical Tutor 1 Mystical Teachings (I can see myself cutting this someday)
0 Fabricate (I haven't tested Fabricate out, but I'm not sure I ever will. A three mana tutor for Mindslaver, Disk or Crucible [I can't imagine getting anything else] isn't anything special.)
2 Bounce 1 Capsize (one of my only ways to deal with plainswalkers) 1 Repeal (this is easily cuttable, I just like the extra bounce -- you can also play Repulse over this, I personally tend to have problems with artifacts/enchantments more, however)
4 Busted Effects 1 Treachery 1 Bribery (I'm not entirely sure this card will stay in much longer. It's a crazy good effect in multi-player, but depends a lot on your opponent's deck in duels, and is a 3UU sorcery, which doesn't net you +3 card advantage). 1 Temporal Manipulation 1 Capture of Jingzhou
0 Time Warp/Stretch (I don't play them because they're misdirectable, but I am VERY pleased with the time walk effects and would probably run both if I weren't afraid of just losing to a misdirection -- if I played 18-20 counterspells I would probably run Time Stretch but not Time Warp) 0 Planeswalkers (Jace 2.0, Elspeth, and Gideon are all fine choices. I can see myself running Jace because if he hits the board he has the potential to net you a card in brainstorming twice. His bounce effect is also decent. I'm much less keen on Elspeth or Gideon, although if you aren't being attacked that often in your playgroup, they're fine. I'd probably run all three if all I did was duel, also. Sorin isn't even close to worth running just because of BBB mana cost)
6 Black 1 Demonic Tutor 1 Vampiric Tutor 1 Imperial Seal
1 Yawgmoth's Will 1 Skeletal Scrying (this card is insane in EDH, casting it for 3 or more right before my turn is ridiculous) 1 The Abyss
I'm thinking about running a Grim Tutor and possibly even a Diabolic Tutor. Tutor effects are absolutely bonkers in this deck, Grim Tutor might be better than Imperial Seal in this deck atm. Will probably be cutting Ray of Distortion or Repeal and testing Grim Tutor soon.
0 Necropotence (I've toyed around with the idea of running a random Necropotence, but I doubt I'd get the BBB to cast it) 0 Night's Whisper (seems fine, just no room for it, I'd rather have more answers than a dinky draw spell, even early game)
11 White 1 Swords to Plowshares 1 Path to Exile 1 Wrath of God 1 Hallowed Burial 1 Catastrophe (random late game Armaggedon wins infinite games) 1 Moat
1 Dismantling Blow 1 Dispeller's Capsule (testing this out, I expect it to be amazing) 1 Ray of Distortion (trying this out, will update with results in a few days)
1 Enlightened Tutor 1 Invincible Hymn
0 Condemn (I'd rather play another counterspell over it, there's not enough room for it, great card otherwise) 0 Wing Shards (this was one of the first cards I cut and haven't had any desire to go back -- I'd much rather play Condemn if I wanted a way to kill attacking creatures) 0 Beacon of Immortality (I think Invincible Hymn is superior, but am willing to test BoI again -- I like BoI much more if I am running 18+ counterspells)
2 Multi-Colored 1 Vindicate 1 Magister Sphinx
36 Lands 12 Dualish Lands 1 Underground Sea 1 Tundra 1 Savannah 1 Hallowed Fountain 1 Watery Grave 1 Glacial Fortress 1 Drowned Catacomb (I'd cut this for a basic if Blood Moon were more played around here) 1 Azorius Chancery 1 Dimir Aquaduct 1 Mystic Gate 1 Sunken Ruins (I'd cut this for a basic if Blood Moon were more played around here) 1 Nimbus Maze (I'd cut this for a basic if Blood Moon were more played around here)
5 Fetches 1 Polluted Delta 1 Flooded Strand 1 Misty Rainforest 1 Scalding Tarn 1 Marsh Flats
I tested an additional white fetch for a while and was generally pretty pleased with it. I cut it because I wasn't running into as many white mana problems as I originally thought I was going to. I'm not sure I even need marsh flats, but enjoy crucible/fetch recursion and have achieved it with only Marsh Flats a few times, so I think five fetches is probably the right number.
9 Busted Lands 1 Mikokoro, Center of the Sea 1 Tabernacle at Pendrell Vale 1 Mishra's Workshop (accelerates Mindslaver Lock and can cast Sharuum, what's not to love?) 1 Strip Mine 1 Wasteland 1 Tolarian Academy 1 Academy Ruins 1 Tolaria West 1 Urborg, Tomb of Yawgmoth (dominates w/ Maze of Ith, Tabernacle, and/or Mishra's Workshop -- it can also legend strip somebody else if the opportunity arises, I never need double black on a non-yawgwill turn)
10 Basics 7 Islands 2 Plains 1 Swamp
0 Maze of Ith (I like Maze a lot and might play it over something soon, I took out Forcefield just recently, so I might need something else to dissaude early game ridiculousness, and works really well with Expedition Map / Tolaria West) 0 Ruins of Trokair (being able to fetch out the 2nd basic plains is more valuable, and I'm not going to cut an island or another nonbasic for it) 0 Manlands (no desire to play these things)
Recap:
Stuff I'd like to run (in order of best to least), but am out of room for now: Grim Tutor Maze of Ith Jace 2.0 Rewind Mind's Eye Condemn Swift Silence Diabolic Tutor Repulse Mindbreak Trap Forcefield Ponder Beacon of Immortality Scroll Rack? (see below)
Stuff I'm running which might be cut eventually: Repeal Ray of Distortion Bribery Spelljack Mystical Teachings Tidings Mind Spring Dispeller's Capsule
Some ending thoughts / requests: I find myself wanting draw throughout every point of the game. I rarely eschew draw spells and find myself tutoring for them pretty often. I'd like to play more draw spells, but don't know of many other exceptional ones other than Jace 2.0 that I'm not currently running.
I have a relatively high land count (for most EDH decks anyway), but need to make those land drops. Crucible-fetch recursion is excellent in this deck. I find myself having a full grip in the mid-late game, but often times, many of those cards will be lands. Scroll Rack might be an option there. If anyone has a better suggestion, that'd be awesome.
The Abyss and Moat are basically must-haves in multi-player. Aside Teferi's Moat, which is not good enough to see play, does anyone know of any other anti-creature enchantments which are absolutely brutal? (I've considered Propaganda, but I don't think it's good enough on its own to replace another card).
My record is something like 40-2 in duels (both losses to Zur decks) and 20-1 in multiplayer (lost due to a ridiculous game of damping matrix + blood moon + warp world with me drawing no counterspells and the warp world being unbelievably brutal *frown*).
And yeah, I can't spell.
What do you guys think about my card choices? Anything that you would think is risky, or questionable? Am I missing any insane cards that I should be running (draw, enchantments, artifacts, permanent removal)?
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