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Saturday, July 30, 2011, 3:56 PM
The following is my son's recent Vampire EDH deck. He uses Vish Kal, Blood Arbiter and it is a Vampire deck, but it shows how a tribal deck can be tribal themed, but not tribal saturated. There are plenty of Vampires, but the ones he includes (for the most part) are ones that work towards his theme of supporting Vish Kal as the main win con, and Life Gain as a secondary theme. He does not (again for the most part) include vampires because they are vampires, but only if they work.
This deck is VERY effective in 1v1, but has not been tested in multiplayer yet. On the one hand it has a ton of removal and control to protect it, on the other hand it is an obvious threat, on the third hand you do not want to draw the ire of the deck either. It will be an interesting experience to play in multiplayer.
General: Vish Kal, Blood Arbiter V
Tokens: Segnir Nosferatu V Teysa, Orzhov Scion Skeletal Vampire V
Assorted Vamps: Vampire Nighthawk V Blood Seeker V* Segnir Vampire V
Protection: Lightning Greaves Darksteel Plate Argentum Armor Champion's Helm
Creature Boost: Caged Sun Coat of Arms Urge to Feed Captivating Vampire V Blade of the Bloodchief Archangel of Strife Crescendo of War Lashwrithe
Recurrsion/Tutor: Diabolic Tutor Reanimate Karmic Guide Living Death Stitch Together Betrayal of Flesh
Life Gain: Sangromancer V Proper Burial True Conviction Kalastria Highborn V Congregate Felidar Sovereign Chancellor of the Dross *V Malakir Bloodwitch V
Control: Bloodhusk Ritualist V Ghostly Prison Vampire Hexmage V Sword of Feast and Famine Scythe Specter Chancellor of the Annex
Removal: Sheoldred, Whispering One V Cruel Edict Butcher of Malakir V Gatekeeper of Malakir V Feast of Blood Phyrexian Rebirth Journey to Nowhere Oblivion Ring Revoke Existance Austere Command Drana, Kalastria Bloodchief V Unmake False Prophet Mageta the Lion Gravepact Life's Finale Oblivion Stone
Draw: Gravestorm Skullclamp
Land: Orzhov Basilica Vivid Marsh Bojuka Bog Command Tower Caves of Koilos Emeria, the Sky Ruin 12x Plains 22x Swamp
*- These are cards I think should be removed because there are better choices, but this deck wins a lot, so who am I to mess with it. V- Vampires
Tags:
black,
Blood Arbiter,
Commander,
Control,
EDH,
Magic
, mtg,
Teysa,
vampire,
Vish Kal,
white
Monday, July 25, 2011, 3:30 PM
First of all, I should say at the start: "Hello, my name is Gern Blanston and I am addicted to card organizing.
I have organized my collection several times, either because one of my kids has dumped it, or I did not like the way I had organized previously. I have used several systems and storage containers, but the system I use now (binders) is the easiest for me when I am making decks. I can grab the few I need, take them in to the living room, and get busy. It can be a pain putting a lot of cards away, but there are a lot of ways to make this easier.
First of all I have 20, colored-coded, 3" binders (two for each color) with the colors corresponding to the color of cards in them. I also have 3" binders for each other type (artifact+Colorless, gold/multicolored). For each color (or binder as the case may be) I have most of my common and uncommon cards (intermixed) sorted by card type (Instants, Sorcery, Enchantment, Creatures), and then alphabetically. I put up to 4 cards in each pocket, and some cards I use in a lot of decks will have 3-4 pockets. If I have more than 4 of a card, and I am not likely to need multiple playsets of that card I will set them aside to glue proxy's to, or give away to new players.
The exceptions to the above are artifacts (colored and colorless) and colorless non-artifacts. Eldrazi threw my system for a loop and so far I just sort them in with the artifact creatures or artifacts (for colorless instants or sorceries).
Then I have my rare binders. These are two binders that can be zipped closed, with most of my rares not currently in decks and and not from the last two sets, that are simply sorted by color (,multi-color,artifact) then alphabetically. The lands are in another 1.5" zipper binder simply sorted by alphabetical order, with full art lands in the back sorted by color.
The final binders are three more 1.5" zipper binders that I keep my constructed staples (and my proxies that I am likely to need again), and one 2" binder for tha two most current sets. I frequently will go through the staples binders and down-grade cards from constructed staples to make room, putting the removed cards in their corresponding binders. Because I consider these staples I am less likely to trade these, but their frequency of use and sometimes value of the cards included makes in important that I can zip these closed. The Current binder is the only one I have that is sorted by collector's number, and in it there is one pocket designated for each number (with numbers on the pockets), and can hold the last three sets. I did this because I found myself having to update my other binders frequently with the last set, and I do not find organizing my whole collection by collector's number to be all that useful. By having a permanent pocket for each card in the set I never have to do anything more than slide the card in it's spot, and I can tell easily what I need more of, and what I can pass on to others. If I could find a 3" zipper closed binder that I liked I would unclude the entire current block in there, but so far no-go.
I also have a small trade binder, but I don't trade often so most of the time I do not keep it maintained.
Lastly I have a milk crate full of fatpack boxes, a couple of Archive quality photo boxes, and a few deck builders tool kit boxes. The archive boxes have been sectioned off with cardboard in to rows (one box has two rows wide enough for sleeved cards, the other 3 rows unsleeved). All of these are unsorted cards (seperated by color) that I have not put away yet, my overflow non-basic lands, snow covered basics, and basic lands (sorted by art and color).
In addition to the unsorted cards in boxes, I also have my less frequently used proxies, my decks (see Common Threads Series: Deck box for more details), and my tokens and counters. The tokens an counters I sort by color and alphabetically, and I sleeve them. Why do I sleeve worthless tokens? Because then they are less likely to get shuffled in to one of my decks at the end of the game- especially since they are frequently not the same kind of sleeve as the deck.
It was a lot of work organizing them the last time, but I enjoyed it. I would just do it in front of the TV at night and soon everything was in it's place. Now when I build a deck I just grab the binders I need and start building. If I take a deck apart or get new (non-rare) cards they might sit in unsorted, but soon get put away.
Saturday, July 23, 2011, 10:04 PM
The following is a set of instructions I give to all new EDH players, because I see many of the same construction mistakes with most new players. I try to give construction guidelines, rather than too many specific cards, as people give and get plenty of specific card advice.
- Think BIG!- You have to deal with 40 points of life (or 21 points of general damage) so your beat-sticks need to be BIG. If a creature has a power or toughness or 4 or less, then there better be another dang good reason (ie some other utility
) the card is included.
- The graveyard is a play zone, do not forget it. Your games are going to be longer and people will pack a ton of removal. Since most removal put's cards in the graveyard, you should pack ways to get them back out again no matter what color your are running. Black is not the only color abusing the grave in edh, and since playing from the graveyard is common, you should pack some ways to exile cards in the graveyard, or the whole graveyard itself.
- Becuse people use the graveyard often, try to find removal that will exile the card. Return to Dust
is staggeringly good in EDH because you will see plenty of targets to remove, and most of the time doing it during your main phase is no sweat. Keep in mind people will try to exile your cards too, and there is only one spell that brings back cards from exile, so find a way to protect your pet permanents. Oh, and don't waste an exile spell on a General unless you really have to.
- 100 cards (60 spells) seems like a lot, but it is very restricting. You are opposing a vast number of play and win strategies, and to prepare you will want to put in answers for everything. This is good, but it means you have to be really efficient about how you do it. Don't include a spell that does one thing just because it is cheap. What is efficient in standard ( Mana Leak
) is next to useless in EDH. Try to find spells that do a little something extra for a small price bump. Counterspell is still very good at what it does, but when you are adding more counters in and you look at Cancel and you think to yourself "could this do more?". Why not Fuel for the Cause ? Naturalize is okay, but Slice in Twain , and Krosan Grip are better- and Indrik Stomphowler , and Acidic Slime are miles better.
- Land base should start at 40 mana sources from land. That is pretty universally accepted. From there everyone has a little different take on how the deck style, amount of colors, or amount of other mana sources effect the final land count. For me it is something like:
-->4-5 colors is 40 lands plus a ton of mana tutor -->3 colors 39-40 depending on how well I can secure my colors (if green is present then perhaps 38) -->2 colors 38+. This is really quite flexible and is really easy to achieve. -->1 color 37-38, I might even go as low as 36 for mono-green, but I better be packin.
- 100 cards is a lot to get through, even in a long game, and as we all know: "Card advantage is king." You will need tutors (I include 4+ land tutors if the color allows) and draw spells in multiples.
- Removal will save your hide, as pointed out above. Targeted creature destruction is the easiest to avoid, so avoid it. Forcing your opponent to sac creatures is soooo much better, but most colors do not hae this option. You will see plenty of artifacts and enchantments that will ruin your day, so pack at least 4 if not 6 ways to destroy them. Remember, if it seems like your color can't do something, you are probably overlooking something. Shatter
+ Liquimetal Coating = Red enchantment destruction.
- (some may disagree wildly with me on this) Targeted land destruction is not mean. In a format where an opponent's Academy Ruins
keeps bringing back hateful artifacts you need a way to get rid of that land. Land is often used for many other things aside from mana production, and some of those things will ruin your battle plan. Targeted land destruction should be in every deck, even if it is not used to screw your opponent's pace. Creeping Mold is about as utilitarian as a sorcery can get, for green, and you should be prepared to destroy land with it. If you opponent is outpacing you (perhaps you are screwed, or he is ramping like crazy) then you need to knock off their pace in order for you to succeed. Don't be a jerk- avoid mass land destruction, but you will regret not having any targeted LD.
- You may look at these rules and say to yourself "My playgroup wont have that", but think again. Perhaps they got the same advice and they listened, or what if you play with a random dude at your FLGS, or perhaps you are just wrong and they will "have that". A winning EDH deck is all about preparing for as many situations as possible and doing it in the most efficient way.
Tuesday, July 5, 2011, 3:28 AM
This is a deck my son built, inspired by a deck one of his friends built. It can be pretty dangerous, but also draws crazy hate. He is running a few cards that I would not run, and his land base is a little lite IMO. That said he has been able to consistantly get five colors out pretty quickly, so something must be working.
General: Scion of the Ur-Dragon
Dragons, and Dragon related Cards: Dromar, the Banisher Trevor, the Homosexual Dragon Bogardan Hellkite Crosis, the Purger Teneb, the Harvester Dragon Mage (I think he should drop this one, tends to help opponents too much) Kilnmouth Dragon Bladewing the Risen Hellkite Charger Rith, the Awakener Nicol Bolas Intet, the Dreamer Darigaaz, the Igniter Oros, the Avenger Dragonstorm Steel Hellkite Dragonspeaker Shaman Numot, the Devastator Mana-Charged Dragon Vorosh, the Hunter Bladewing's Thrall
Tutor/Recursion: Green Sun's Zenith Eladamri's Call Defense of the Heart Fierce Empath Diabolic Tutor Lead the Stampede Recollect Reborn Hope Eternal Witness Nature's Spiral Zombify
Mana Assist and Discount: Birds of Paradise Chrome Mox Harrow Kodama's Reach Cultivate Search for Tomorrow Mirari's Wake Composite Golem Krosan Drover Training Grounds
Removal: Decimate Return to Dust Revoke Existence Gleeful Sabotage Day of Judgment Wing Shards Journey to Nowhere Spell Crumple Hinder
Other Spells: Harmonize Tezzeret's Gambit Trap Runner Loxodon Hierarch Anger Exsanguinate
Land: Command Tower Vivid Crag Vivid Creek Vivid Marsh Vivid Meadow Golgari Rot Farm Simic Growth Chamber Orzhov Basilica Rakdos Carnarium Azorius Chancery Terramorphic Expanse Mosswort Bridge 4x Plains 3x Island 5x Swamp 4x Mountain 9x Forest
Thursday, June 9, 2011, 10:29 PM
This is pretty standard W/B control. I decided to be a jerk and run both Hokori, Dust Drinker , and Contamination , so I tend to be the subject of much ire when I play this. It seems mana-light but it runs a ton of artifact mana sources in order to not be as screwed from Hokori. The General is Teysa, and I have included some combo pieces to make a lot of tokens, but a lot of games Teysa is never even cast.
General: Teysa, Orzhov Scion
Planeswalker: Liliana Vess
Tutor/Draw: Diabolic Tutor Dimir House Duard Weathered Wayfarer Phyrexian Arena Seizan, Perverter of Truth Sensei's Divining Top Beseech the Queen
Beats/Wincons: Divinity of Pride Eternal Dragon Exsanguinate Falling Angel Vish Kal, Blood Arbiter
Recursion: Skeleton Shard Debtors' Knell Karmic Guide Reveillark Rise from the Grave Mine Excavation Stir the Grave Resurrection Dread Return
Control: Loxodon Gatekeeper Linvala, Keeper of Silence World Queller Voidstone Gargoyle Aven Mindcensor Hokori, Dust Drinker Contamination Darkest Hour
Grave Hate: Withered Wretch Relic of Progenitus Leyline of the Void Suffer the Past
Removal/Destruction: Faith's Fetters Condemn Akroma's Vengeance Revoke Existence Return to Dust Praetor's Grasp Consuming Vapors Oblivion Ring Wrath of God Path to Exile Martyr's Bond Angel of Destruction Big Game Hunter
Protection: Leyline of Sanctity Graceful Reprieve Dawn Charm Righteous War Story Circle Whispersilk Cloak Lightning Greaves Flickerform Glory Blazing Archon Norn's Annex
Artifact Mana: Caged Sun Everflowing Chalice Sol Ring Coalition Relic Thunder Totem Journeyer's Kite Doubling Cube Orzhov Signet Dreamstone Hedron
Land: Command Tower Barren Moor Cabal Coffers Bojuka Bog Caves of Koilos Secluded Steppe Emeria, the SKy Ruin Shizo, Death's Storehouse Ghost Quarter Vivid Meadow Terramorphic Expanse Evolving Wilds Orzhov Basilica 11x Plains 6x Swamp
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