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By: Leviathan, Mike Morales
Feb 07 2014 1:00pm
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So the big deal about the Mind Seize preconstructed Commander 2013 deck is that it contains True-Name Nemesis.

 

Now from a strictly multiplayer perspective, the Nemesis isn't really that good.  I drew it a couple times and it never really helped me.  However, it can certainly help your pocketbook.  If you sell it off it should net you a good amount of tickets.  Unless you play a lot of 1v1, or Legacy, I recommend you do this.  The benefit from playing on MTGO is that you don't have to deal with the Mind Seize precon being expensive or difficult to find, as those poor paper players are dealing with.

Aside from that let's see what we get in this deck:

Mind Seize
A Preconstructed Commander Deck
Creatures
1 Augur of Bolas
1 Baleful Force           
1 Baleful Strix
1 Charmbreaker Devils
1 Diviner Spirit           
1 Echo Mage
1 Fog Bank
1 Guard Gomazoa
1 Guttersnipe
1 Hooded Horror           
1 Jace's Archivist
1 Mnemonic Wall
1 Nekusar, the Mindrazer           
1 Nightscape Familiar
1 Nivix Guildmage
1 Terra Ravager           
1 Thraximundar
1 True-Name Nemesis           
1 Uyo, Silent Prophet
1 Vampire Nighthawk
1 Viseling
21 cards

Other Spells
[Artifacts]
1 Armillary Sphere
1 Eye of Doom
1 Mirari
1 Obelisk of Grixis
1 Sol Ring
1 Swiftfoot Boots
1 Temple Bell
1 Wayfarer's Bauble
[Enchantments]
1 Arcane Melee
1 Curse of Chaos
1 Curse of Inertia
1 Curse of Shallow Graves   
1 Price of Knowledge
1 Propaganda
1 Spiteful Visions
[Instants]        
1 Annihilate
1 Crosis's Charm
1 Dismiss
1 Grixis Charm
1 Illusionist's Gambit
1 Opportunity
1 Soul Manipulation
1 Starstorm
1 Sudden Spoiling
1 Vision Skeins
1 Wild Ricochet
[Sorceries]         
1 Army of the Damned
1 Cruel Ultimatum
1 Decree of Pain        
1 Fissure Vent
1 Incendiary Command
1 Infest
1 Molten Disaster    
1 Phthisis
1 Prosperity
1 Skyscribing   
1 Strategic Planning   
1 Tempt with Reflections
38 cards
 
Lands
1 Akoum Refuge
1 Bojuka Bog
1 Command Tower
1 Crumbling Necropolis
1 Dimir Guildgate
1 Evolving Wilds
1 Grixis Panorama
9 Island
1 Izzet Boilerworks
1 Izzet Guildgate
1 Molten Slagheap
5 Mountain
1 Opal Palace           
1 Rakdos Carnarium
1 Rakdos Guildgate
1 Rupture Spire
8 Swamp
1 Temple of the False God
1 Urza's Factory
1 Vivid Creek
1 Vivid Marsh
40 cards

1 cards
 
jeleva nephalia's scourge

 

Deck Tech

So the real issue with this deck is that it's basically 2 decks in one.  The Jeleva deck has some big mana spells that you want to cast at a discounted rate.  The Nekusar deck has a bunch of Wheel type spells and more that will make your opponents hurt to draw cards.  The problems with combining these strategies is that it never fully commits to either of them, and you get stuck with a bunch of mismatched parts.  On top of that, a lot of the stuff will tick off your opponents and put a target on your head.  Unfortunately the deck can't do enough offensively to take people out, or defensively to survive long enough to hurt people.

So what you really want to do is turn this deck into 2 different decks.  Any of the draw spells and pain spells go into Nekusar.  He also gets the X spells, since they don't do crap when Jeleva tries to cast them.  You can then add more wheel effects, like Wheel of Fortune, Windfall, etc., plus stuff that makes it painful to draw like Psychosis Crawler and Underworld Dreams.  For more on a deck that I made like this check out my old Nicol Bolas deck.

windfall underworld dreams lightning greaves high market

As for the Jeleva side, she gets all the fat spells.  After that, the first priority is giving her haste.  That means Lightning Greaves, Ring of Valkas, whatever.  She needs to be able to attack immediately so that you can use the stuff she reveals.  The deck also needs a couple sacrifice outlets like High Market or Goblin Bombardment.  If Jeleva reveals crap, or you use the good stuff, you want her to die so you can cast her again.  Another option is bounce, with stuff like Erratic Portal or Crystal Shard.  Finally, pick some more fat spells, whether it's extra turns or destruction or whatever.  Curse of the Cabal, Knowledge Exploitation, Bribery, that sort of thing.  You aren't going to be able to live off of Army of the Damned alone.

Both decks need more defense.  Like I said, this deck will make you a target, and Propaganda wasn't enough.  Stuff like Pendrell Mists, No Mercy, Maze of Ith, Cyclonic Rift, even Evacuation will all be helpful.  If you want to run Dissipation Field go for it!  Finally, a little bit of mana ramp/fixing is in order.  Signets, Coalition Relic, Darksteel Ingot would all be helpful.

It's not that hard to make 2 different, viable decks out of this one.  But by itself, it just didn't do much more than make people mad at you then get beat up.

Game 1

This game is full of brand new Commanders.  I kind of whiff the first time I cast Jeleva, which actually happens a lot for some reason.  The other Jeleva is a little color screwed, but that doesn't stop her from casting Wrexial and using Bribery to get a Sphinx of the Steel Wind from Oloro.  Jeleva also steals Erebos from Oloro with Blatant Thievery, which really kind of hoses Oloro.  Eventually Jeleva gets out an Omen Machine, shutting down all the draw that people have, including Nekusar's Howling Mine.

The other Jeleva has a Lightning Greaves and can get her Commander to attack right away using any good stuff she finds.  Meanwhile, when I cast Jeleva, she doesn't last the turn.  Eventually I reveal Fissure Vent with the Omen Machine.  I decide not to blow up the Machine, since it's keeping Oloro from drawing a ton of cards and I get free stuff.  However Jeleva ends up taking us out with a combination of Conquering Manticore, Stolen Identity and Quietus Spike.

Game 2

Here I get out an early Spiteful Visions.  Although Karrthus takes care of it, it puts a target on my head.  Mikaeus reanimates an early Sheoldred but Karrthus deals with that as well, getting card advantage from Phyrexian Arena.  Meanwhile Rith gets out a Nacatl War-Pride with Cathars' Crusade, which is nuts until Mikaeus blows up the world with Plague Wind.

Karrthus ends up using his Commander to take out Mikaeus, and has card advantage over Rith and I.  He gets out Kaervek the Merciless and we just can't deal with it without hurting ourselves, and he beats us down.  I essentially did nothing this whole game.

Game 3

Here the Nekusar deck is zombie tribal, the Sun Ce deck appears to be mono-Blue control, and the Rhys deck is tokens.  Rhys gets out an early Gaddock Teeg but that gets handled when Sun Ce uses Duplicant to get rid of it.  However, Rhys is just making tons of tokens, along with Soul's Attendant to gain life.  

Basically Rhys gets out Doubling Season, Luminarch Ascension and Beastmaster Ascension to beat down the crap out of us.  While I cast a bunch of stuff, none of it really does anything.

So yeah, there you go.  Like I said, the deck is 2 in 1, and isn't focused enough on either to really be effective.  On top of that it does things that annoy people but doesn't have enough defense to really survive long enough.  If you break it down like I talked about in the deck tech, you have a much better chance of pulling off a deck.  Hope you guys liked the article.  Until next time!

Leviathan, aka Tarasco on MTGO
mrmorale32 at yahoo dot com
My Google+ Page
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CONQUEROR & COMMANDER ARCHIVE

18 Comments

Oh yeah, and Sylvan by Leviathan at Fri, 02/07/2014 - 14:16
Leviathan's picture

Oh yeah, and Sylvan Primordial got banned. Move along.

Jeleva and X spells. by Coglineerro at Mon, 02/10/2014 - 22:06
Coglineerro's picture

Jeleva needs "deals X damage to everything" cards to kill off your Jeleva without leaving yourself open. Sac effects could do this job, but you gain more momentum with wipe spells and in Jeleva's colors, you either have expensive wraths or X spells. Having picked up this deck in paper just because selling TNN made it free, I love both decks and built them into seperate decks and Baleful Force is a beast in Nekusar. You obviously want to include cards that take advantage of you drawing cards as well as ones that punish your opponents for drawing and Baleful is a huge enabler. And Jeleva's biggest weaknesses are wanting to swing into blockers with multiple good spells under her and not being able to get her to die when she doesn't. Yes, having an X spell tucked under her is bad, but so is having creatures, lands, etc. but you wouldn't build the deck without those. I'd love to see you build these decks seperate, especially Nekusar. He is my new favorite multiplayer commander due to him being a skill tester. You have to be able to differentiate between the benefits of his Howling Mine side and the negatives of his Underworld Dreams side when playing against him and it makes for interesting games. I do want to thank you for continuing to put these up. Playing only paper Magic makes it hard to find other players when you can't FNM so its nice to see a game and get my fix.

Thanks man! I think your by Leviathan at Tue, 02/11/2014 - 00:46
Leviathan's picture

Thanks man! I think your analysis is pretty spot on and I think you're right that Jeleva needs more board wipes. I would just do everything in my power to avoid X-spells, because they do NOTHING when under her. So Blasphemous Act, Chain Reaction, Damnation, etc. There are plenty of options that don't have X in the casting cost. I had plenty of times where those cards got put under Jeleva and it just annoyed the crap out of me.

As for my Nekusar deck: http://puremtgo.com/articles/conqueror-commander-vol-lxxviii-nicol-bolas
I don't think I'm going to rebuild it any time soon, but you never know.

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