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By: Leviathan, Mike Morales
Aug 04 2010 1:26am
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I.  Introduction

It's good to be back!  Some of you may have noticed, some of you probably didn't care, but I took last week off.  That's because I knew that I wouldn't have the time to devote to the column I usually do as a result of my attending Comic Con!  Comic Con is awesome and I definitely recommend that people in Southern California, and everywhere else for that matter, try to get out and see it at least once.  There's nothing like coming upon a full garrison of storm troopers marching in unison down the convention center floor to make my inner fan boy giggle with joy.

On a side note, the one thing that I took away from the convention was a ton of anticipation for a movie called Sucker Punch.  I had never heard of this upcoming movie before the convention, but after I saw the trailer I can't wait to see it, even if it doesn't come out till next year.  Here's the publicly available trailer, but the one they showed at Comic Con was almost 5 minutes and about 10 times as awesome.  I guess if you hate Zack Snyder movies, you may want to give it a pass.  But samurai, mechs, zombies, Gatling guns and dragons, all in the same movie?  Sign me up!

II.  The Eldrazi Issue

So a little while back, someone asked that I come up with an Anti-Eldrazi deck.  As most people playing EDH and Commander know, the Eldrazi, especially the legendary ones, have become potent threats in the games.

Kozilek, Butcher of Truth Emrakul, the Aeons Torn Ulamog, the Infinite Gyre
Coming to wreck you!

Personally, I think they're cute and cuddly, but I understand the concern.  They are large, hard to deal with, and can have drastic effects on games.  And since they are colorless, they can go into just about any deck.  What really pushes them over the top for most people is the Annihilator mechanic.  Each of these guys has a drastic effect on your board presence when they start attacking.  Even the smaller Eldrazi pack a punch.  Obviously, since the Eldrazi are pretty powerful, there are a lot of people that want to figure out how to fight them.  Today we are going to look at a deck that specifically has in mind Eldrazi.  But before we get to the deck we have something else to cover.

III.  Ways to Deal with Eldrazi

The biggest problem with the Eldrazi is that they require different answers for each of them.  Although just about anything can get rid of Kozilek, Emrakul can't be the target of colored spells and Ulamog is indestructible.  However, there are two cards that can get rid of all three if they are in play:

Hallowed Burial Final Judgment

Unless someone is using the Eldrazi as their generals, if they are in play and you cast one of these two spells, you can assume that you won't be seeing them for a while.  So that means we definitely need white in our deck, as these two cards are pretty much auto-includes.

Ulamog is indestructible.  Typically the easiest way to deal with him is by removing him from the game.  We can also use sacrifice effects.

Consuming VaporsChainer's EdictDiabolic EdictDuplicantSwords to PlowsharesPath to Exile

This means we will definitely be using black as well.  Keep in mind that the sacrifice effects don't work very well if your opponent has additional creatures, but hopefully you will be packing enough removal.  Now, Emrakul has protection from colored spells.  Fortunately his protection ability doesn't grant him protection from effects.  Here are just a few to consider:

intrepid heroJourney to NowhereRoyal AssassinVile Requiemseal of doomEthersworn AdjudicatorAvatar of WoeVisara the DreadfulBig game hunterShriekmawoblivion ring 

Each of these guys gets rid of Emrakul.  A few of them deal with Ulamog as well.  The concern with the enchantments like (Obivion Ring) is that if they are dealt with, your opponent gets their Eldrazi back.  But it's still nice to be able to deal with various threats.  The Adjudicate uses blue, so it looks like we have our third color.  Since we are playing blue we can also choose to steal our opponents Eldrazi.

BriberyHelm of PossessionMemnarch

Or, we can just legend rule the guys away by packing Clone effects.

CloneVesuvan DoppelgangerVesuvan Shapeshifter

Another option is to pack your own Eldrazi and just legend rule them away like that.  But since I was asked to create an "anti-Eldrazi" deck I won't go that route.  Now, you can counter two of the three Eldrazi, but there is a card that can essentially "counter" all of them, and should go in most blue decks just for the utility.
time stop

What happens if, heaven forbid, some Eldrazi manages to get through and attack you?  There are a couple of permanent based answers.  One way is by making sure that you don't get attacked.

PropagandaGhostly PrisonMoatmagus of the diskNo MercyDread

Another way is by making it so that it won't hurt as much.

HumilityGodhead of Awe

Finally, you can also cut out the middleman, and just remove the Eldrazi from your opponent's deck.
Sadistic SacramentJester's CapBitter OrdealNightmare Incursion
This list is by no means exhaustive.  There are a ton of other methods of dealing with Eldrazi, including Myojin of Cleansing Fire, Nekrataal, Reiver Demon, Vampire Nighthawk, Tawnos's Coffin, Admonition Angel, Archon of Justice, Mangara of Corondor, Mistmeadow Witch, Dance of Many, Icy Prison, Oubliette, and Icy Manipulator
What if you aren't playing these colors?  Green has Tajuru Preserver and that's about it.  Red has Threaten effects and you can sac stuff to Goblin Bombardment, but that doesn't really work for Emrakul.  Red also has cards like Obliterate and Jokulhaups to keep people from getting to the mana to cast a large Eldrazi, but people will hate you for those cards.  As you can see, both of these colors need artifact back up.  However, the point of this little exercise is to show that there are numerous ways to deal with Eldrazi.  All you have to do is be prepared.  Sometimes you won't have an answer in hand and you get wrecked even if you have multiple ways of dealing with Eldrazi in your deck, but just by knowing about these cards and having some in your deck, you are better off than you were before.
IV.  The Deck:  Now that's old school

So there are multiple powerful commanders in these colors.  However, I think that the trick is to appear non-threatening.  I really wanted to use Sharuum the Hegemon, but people expect you to play combo and sometimes start to gun for you.  You could go with Zur the Enchanter but that also puts a target on your head.  I wanted to go with a less conventional and outright powerful general.  As such, I went with Dakkon Blackblade.  
I could also have used Halfdane in this deck, as no one plays with that guy.  Well, there's a reason no one plays with Halfdane: He's poop.  Besides, Dakkon is just killer.  When I first started playing Dakkon was mythical.  He was as powerful as the amount of lands you had!  That was craziness!  Combined with the art by Richard Kane-Ferguson, he was every kid's Magic dream.  Then, he was reprinted in Chronicles, and he didn't seem nearly as cool anymore.  Maybe it was the white border.  Sad times.
Anyway, here's the deck:
Dakkon Blackblade
A Commander Deck
1 Angel of Despair
1 Archon of Justice
1 Clone
1 Dakkon Blackblade
1 Dominating Licid
1 Dread
1 Duplicant
1 Ethersworn Adjudicator
1 Gilded Drake
1 Godhead of Awe
1 Graveborn Muse
1 Kederekt Leviathan
1 Memnarch
1 Mnemonic Wall
1 Mulldrifter
1 Shriekmaw
1 Solemn Simulacrum
1 Sphinx of Magosi
1 Stonecloaker
1 Vesuvan Doppelganger
1 Visara the Dreadful
1 Weathered Wayfarer
1 Zur the Enchanter
23 cards

Other Spells
1 Coalition Relic
1 Darksteel Ingot
1 Journeyer's Kite
1 Loxodon Warhammer
1 Oblivion Stone
1 Proteus Staff
1 Sword of Fire and Ice
1 Animate Dead
1 Debtors' Knell
1 Journey to Nowhere
1 Land Tax
1 No Mercy
1 Oblivion Ring
1 Phyrexian Arena
1 Rhystic Study
1 Enlightened Tutor
1 Evacuation
1 Lim-Dúl's Vault
1 Mystical Tutor
1 Path to Exile
1 Return to Dust
1 Swords to Plowshares
1 Time Stop
1 Austere Command
1 Bribery
1 Consuming Vapors
1 Damnation
1 Demonic Tutor
1 Fabricate
1 Final Judgment
1 Grim Tutor
1 Hallowed Burial
1 Mind Spring
1 Planar Cleansing
1 Promise of Power
1 Recurring Insight
36 cards

1 Academy Ruins
1 Arcane Sanctum
1 Azorius Chancery
1 Bojuka Bog
1 Creeping Tar Pit
1 Diamond Valley
1 Dimir Aqueduct
1 Fetid Heath
1 Flooded Strand
1 Ghost Quarter
1 Godless Shrine
1 Hallowed Fountain 
5 Island
1 Marsh Flats
1 Minamo, School at Water's Edge
1 Miren, the Moaning Well
1 Mystic Gate
1 Orzhov Basilica
1 Phyrexian Tower 
4 Plains
1 Polluted Delta
1 Reliquary Tower
1 Rupture Spire
1 Shizo, Death's Storehouse
1 Strip Mine
1 Sunken Ruins
4 Swamp
1 Temple of the False God
1 Tolaria West
1 Volrath's Stronghold
1 Watery Grave
41 cards


Final Judgment

I finally figured out that I can screw around with the decklists in the editor, and have added sub-headings to let you know how many artifacts, etc. are in the deck.  Let's take a closer look at the cards:
Mass Removal  
Hallowed Burial oblivion stoneevacuationaustere CommandDamnationFinal judgmenthallowed Burialplanar cleansingkederekt leviathan
Oblivion Stone, Evacuation, Austere Command, Damnation, Final Judgment, Hallowed Burial, Planar Cleansing, Kederekt Leviathan:  Most of these have already been talked about.  Austere Command gives you choices, which is really nice, and Oblivion Stone is essentially your instant speed sweeper.  I included Evacuation because sometimes you need to deal with creatures at instant speed, and it deals with Eldrazi that are cheated out early for a while.  Also, if timed right and people have full hands, they may have to discard some cards.  The leviathan essentially fulfills the same purpose.  For really annoying shenanigans, you can Animate Dead the Kederekt Leviathan to constantly reset the board.
Spot Removal  
Angel of Despair Archon of justiceangel of despairduplicantethersworn adjudicatorShriekmawstonecloakervisara the dreadfuljourney to nowhereoblivion ringpath to exilereturn to dustswords to plowsharesconsuming vapors
Archon of Justice, Angel of Despair, Duplicant, Ethersworn Adjudicator, Shriekmaw, Stonecloaker, Visara the Dreadful, Journey to Nowhere, Oblivion Ring, Path to Exile, Return to Dust, Swords to Plowshares, Consuming Vapors:  That's a lot of spot removal.  There are a couple sac outlets to use Archon of Justice with, specifically Miren, the Moaning Well and Phyrexian TowerStonecloaker can remove an Eldrazi from the game during the split second it ends up in the graveyard before it gets shuffled back onto the deck. 
Card Draw  
Rhystic Study mulldriftersphinx of magosiphyrexian arenarhystic studygraveborn musemind springpromise of powerrecurring insightsword of fire and ice
Mulldrifter, Sphinx of MagosiPhyrexian Arena, Rhystic Study, Graveborn Muse, Mind Spring, Promise of Power, Recurring Insight, Sword of Fire and Ice:  So my first draft of this deck didn't have enough card draw.  I definitely corrected that problem.  This deck can draw a lot of cards.  I have had hands of over 20 cards, which can be a little overwhelming at times.  Obviously you want to get to your answer cards, and with the draw in this deck that shouldn't be a problem. 
Lim-Dul's Vault enlightened tutorlim-dul's vaultmystical tutordemonic tutorgrim tutorfabricatezur the enchanter
Enlightened Tutor, Lim-Dul's VaultMystical Tutor, Demonic Tutor, Grim TutorFabricate, Zur the Enchanter:  Sometimes, though, you don't have the answer in hand.  Each of these will help you get something you need.  The Vault is nice, because you can also set up your draw.  Fabricate typically searches for Journeyer's Kite early, and Loxodon Warhammer late.  Zur is obviously pretty good.  If people figure out that you basically use him to search up answers, and not to go on the offensive, they will often leave him alone to focus on bigger threats. 
Memnarch gilded drakememnarchbribery
Gilded Drake, Memnarch, Dominating Licid, Bribery:  Each of the Eldrazi can be stolen using each of these effects.  And if you don't run into Eldrazi, there are usually other good targets available.  This is my first deck using the Licid, and I've been very impressed with him, particularly for the ability to attach and unattach him at instant speed. 
Mana Help  
Journeyer's Kite solemn simulacrumweathered wayfarercoalition relicdarksteel ingotjourneyer's kiteland tax
Solemn Simulacrum, Weathered WayfarerCoalition Relic, Darksteel Ingot, Journeyer's KiteLand Tax:  So basically you want to try and lay a land every turn.  Because we are playing with Dakkon, I didn't go overboard with the artifact mana.  The Wayfarer and Land Tax help you out in the early game, and the Kite helps you out late game.  If there were a way to lay two lands a turn, that would be great.  Actually, there is a conditional way:  Terrain Generator.  That definitely belongs in the deck.  Obviously Armageddon effects can wreck Dakkon, but these cards can help you recover. 
So as you can probably tell, this is a very, very defensive deck.  You play a lot of answers and a lot of card draw.  Your beaters are large and generally serve at least two purposes.  Your hand is almost always going to be full, so Reliquary Tower is going to be your friend, which is the reason for Tolaria West being in the deck as well.
On the defensive side, No Mercy is the all star of the deck.  People just don't pack enough enchantment removal, and therefore it can stay in play for 5 turns or more.  Dread serves the same function, but people are much more prepared to deal with creatures.  Godhead of Awe is still pretty experimental.  I had one game where it sat in my hand the whole time, but I did have another where it nullified some big dudes and beat down a couple of times before it was dealt with.
I've never cast Dakkon before the 10th turn, and typically he comes out around turn 15.  Before that, you are usually holding answers or drawing cards, and your mana is used every turn.  However, by the 10th turn he's pretty big and people get scared of him, while you still have mana to play an answer.  Loxodon Warhammer, Sword of Fire and Ice, and Shizo, Death's Storehouse are all there to make sure that Dakkon's damage gets through.  Essentially, Dakkon is your game ender, as most games go at least 16 turns with this deck.
So, how did the deck do?
V.  The Game:  Fight!
I played six games with this deck, and this was the only game where any Eldrazi showed up.  It's funny, when you don't want to see them, they show up, but when you're looking for them you can't find them.  Here are my opponents:
Teneb, the HarvesterNicol BolasSilvos, Rogue Elemental
Teneb is typically a recursion based Rock deck, which can also be good stuff.  Nicol is typically Grixis control.  Silvos is probably beatdown, but I have no idea since this is the first time I've faced him.  Teneb wins the roll.  Here's my opening hand:
Lots of land, so I keep.  As usual, T = Teneb, the Harvester, N = Nicol Bolas, and S = Silvos, Rogue Elemental
Round 1
T: Swamp.
Me: Draw Land Tax, play Creeping Tar Pit.
S: Forest.
Round 2
T: Forest, Selesnya Signet.
Me: Draw Damnation, play Plains, Land Tax.
S: Forest.
Round 3
T: Golgari Rot Farm, bouncing Forest.
N: Swamp, Phyrexian Totem.
Me: Land Tax triggers. I don’t like throwing lands into the graveyard without reason, so I only search up a Swamp. I know that I've seen people just search up 3 basics, and have them end up in the graveyard at the end of the turn, but because I'm playing Dakkon I don't want to do that.  Draw Bribery. Not sure who I would play it on yet, but my guess would be N at this point, just due to his colors. Play Swamp, Sword of Fire and Ice.
S: Forest.
Round 4
T: Forest.
N: Nothing.
Me: Land Tax doesn’t trigger. Draw Swords to Plowshares. Play Orzhov Basilica, bouncing Swamp.
S: Nothing. Discards Skittering Invasion at the end of his turn to get to 7 cards. I think I know who is playing Eldrazi now.
Round 5
T: Plains, then Teneb. N casts Impulse at the end of the turn.
Me: Land Tax triggers, and I pull out an Island. Draw Duplicant. Play Island, then No Mercy.
S: Forest, then Kozilek's Predator, confirming my Eldrazi suspicions.
Round 6
T: Forest, then Echoing Decay on S’s Eldrazi Spawn, killing them. 
echoing decay
Great against tokens.
Kinda harsh on a land screwed opponent, but whatever. Attacks S with Teneb (34). Nothing in the graveyards for Teneb to dig up at this point. 
N: Mountain, Howling Mine.  Here comes the card draw. Then Brainstorm.
Me: Land Tax triggers, and I don’t pull anything, since I have lands in hand and I’m going to draw two. Draw Azorius Chancery and Kederekt Leviathan. Play Temple of the False God. Then Bribery targeting S.  Turns out that although he is playing with Eldrazi, he isn’t playing with any of the legendary ones. That’s fine, I pull It that Betrays.
S: Nothing. T cycles Swat at the end of his turn. S has to discard Awakener Druid to get to 7 cards in hand. Seems silly, as he could have cast it, but maybe he has an instant he wants to use.
Round 7
T: Plays Marsh Flats, then Duplicant on It that Betrays! Ah well. Sacs Marsh Flats (39) for a Plains. Attacks S with Teneb (28) 12 Commander damage. 
N: Swamp, then Tetsuo Umezawa. Gotta love the old school guys.
tetsuo Umezawa
No school like the old school!
Me: Land Tax triggers, but I ignore it. Draw Stonecloaker and Angel of Despair. Play Swamp, then cast Damnation. I guess I could have used Hallowed Burial to keep T from digging up Duplicant, but I’m fine with my decision. Interestingly, T lets Teneb go to his graveyard.
S: Hunted Troll, giving me the faeries. Nice. I guess there’s no bad feelings for stealing his Eldrazi.
Round 8
T: Animate Dead on his Teneb. I guess I could have used Stonecloaker, oh well. Then Syphon Mind. N discards Disaster Radius, I discard Azorius Chancery, and S discards Wildheart Invoker. Then T plays Gaddock Teeg. Luckily I have an answer in hand. T discards Culling Sun to get to 7 cards in hand.
N: Mountain, Enclave Cryptologist.
Me: Land Tax triggers, and I pull a Plains. Draw Swamp, Loxodon Warhammer. Play Plains, then equip one of my faeries with the Sword. I attack N with the faerie (37) and use the two damage to kill Gaddock Teeg, drawing Planar Cleansing. Play Loxodon Warhammer, then discard Kederekt Leviathan at end of turn to get to 7.
S: Forest, then Relic Crush, taking out my Sword and Animate Dead. T rfg’s Teneb. Then attacks T with Hunted Troll (31).
Round 9
T: Forest, Wrath of God. Bye bye faeries. Mystic Enforcer, which is big now.
N: Bloodstained Mire, sacs it (36) for a Swamp. Then casts Plague Wind to solely get rid of the Enforcer.
Me: Land Tax triggers, but I don’t use it.  Draw Mnemonic Wall and Evacuation. Play Swamp, then Angel of Despair, destroying the Howling Mine.
Round 10
T: Teneb again.
N: Nothing. Actually, he loses connection. We wait a while, but after 5 minutes it appears he isn’t coming back. We boot him.
Me: Draw Path to Exile. I Swords Teneb (37). Attach the Warhammer to my Angel, and attack T, but T tries Swords to Plowshares the Angel. In response, I use Stonecloaker to bounce the Angel, and remove Mystic Enforcer from T’s graveyard.
S: Lurking Predators. Attacks T with Elvish Visionary (36).
Round 11
T: Swamp, then Pelakka Wurm (43). LP whiffs. 
pelakka wurm
Efficient, tramples, gains life and draws a card.  What's not to like?

Me: Draw Dread. Equip Stonecloaker with Warhammer and attack T (37), going up to (46). Play Angel of Despair again, taking out Lurking Predators, which whiffs again.
S: Silvos.
Round 12
T: Sunpetal Grove. Then Demonic Tutor. Attacks me with Pelakka Wurm (39), triggering No Mercy and killing it. Then Winds of Rath, which doesn't allow Silvos to regenerate. S concedes in response. Then Kitchen Finks (39).
Me: Land Tax triggers, and I dig out an Island. Draw Rupture Spire. Play Island, then Mnemonic Wall, getting back Bribery. Play Bribery. T is not playing any Eldrazi, but I do pull Razormane Masticore
Round 13
T: Verdant Catacombs, sacs it (38) for Scrubland. Teneb for the third time.
Me: Land Tax triggers, and I don’t pull anything. I discard Rupture Spire to Masticore, and use it to hit the Finks, which persist (40). I draw Thopter Foundry. Equip the Masticore with Warhammer, and attack with the Masticore. T blocks with Finks, but drops to (33), and I go up to (47). I then cast Hallowed Burial, getting rid of T’s Commander. 
Round 14
T: Plays Mishra's Factory, then Eternal Witness getting back Demonic Tutor, which he casts. 
eternal witness
Format staple, and worth the price.
Indrik Stomphowler, getting rid of No Mercy
Me: Land Tax triggers, and I pull a Plains and a Swamp. Draw Gilded Drake. Play Swamp, then Dread, equipping it with Warhammer. 
Round 15
T: Artisan of Kozilek, which he must have had in his hand, returning Duplicant to play, which gets rid of Dread. Sad times. Attacks me with Witness and Stomphowler (41). 
Me: Land Tax triggers, and I get and Island. Draw Vesuvan Doppelganger. Play Island, then Gilded Drake, stealing T’s Artisan. I then cast Vesuvan Doppelganger, copying Eternal Witness, which gets back No Mercy, which I also cast.   
Round 16
T: Ghost Council of Orzhova, making me go to (40) and he goes to (34). Then Nezumi Graverobber. Attacks me with Gilded Drake (37), which is going to be killed by No Mercy when he sacs it to Ghost Council. Ghost Council returns at end of turn, dropping me to (36) and T to (35).
Me: I make Doppelganger become a copy of Artisan of Kozilek. Draw Journeyer's Kite, play Island. Attach Warhammer to the original Artisan, and cast Duplicant, targeting T’s Duplicant so that he won't be able to kill both Artisans by blocking. Attack with both Artisans, and T sacs 4 lands. T blocks the original Artisan with Ghost Council, Indrik Stomphowler and Eternal Witness, and the copy with Nezumi Graverobber, dropping to (31) while I go up to (49) and wiping out his team. I then cast Journeyer's Kite.
Round 17
T: Platinum Angel. At the end of his turn, I search up a Plains.
platinum angel
Great if you can protect it.

 Me: Draw Tolaria West. I forget to attach the Warhammer to my Artisan/Doppelganger and attack. T sacs a couple more lands and drops to (21). Play Plains, then Dakkon, who is a 13/13 at this point. 
Round 18
T: Chord of Calling for Nekrataal, killing my Doppelganger. I search up an Island.
Me: Draw Visara the Dreadful. Play Island, equip Dakkon with Warhammer and attack, dropping T to (4). 
Round 19
T: Teysa, Orzhov Scion. Attacks me with Nekrataal (64), which dies to No Mercy
Me: I attack with Dakkon, dropping T to (-13). He’s still alive due to Platinum Angel, but I use Path to Exile to remove it from the game, and win it in the process.
VI.  Conclusion
So this deck is pretty much the complete opposite of how I like to play:  Slow and defensive, reacting to your opponent.  I like being the aggressor.  As such, I may not have been the best pilot for the deck.  It still did well, winning half the games I played, but it probably could have done better with a more defensive pilot.
One of the issues with the deck is that it doesn't really have any "game enders."  I could have hands of almost 30 cards, and couldn't put people away quickly.  My original version had the Thopter Foundry/Sword of the Meek combo, but it was slow, mana intensive, and the pieces didn't really fit the deck very well by themselves.  In addition, when I had those large hands, I wanted to play multiple cards at the same time, but didn't have the mana to do so.  I guess you could include Cabal Coffers and Urborg, Tomb of Yawgmoth to increase your possible mana production, but a lot of the time I really wanted blue, not black mana.  Just something to deal with I guess.
So if anyone does try out something like this and run into the legendary Eldrazi, let us know how it did.  I think you should be ok, but it's always possible to just not have the right card in hand.  That's the luck of the game.  But hopefully I have given you some ideas on ways to combat Eldrazi if you have been having problems with them.  Remember, there are always answers out there, make sure and pack some.  And if you have any other ideas, mention them in the comments.
Hope you enjoyed the article.  Until next time!
Leviathan, aka Tarasco on MTGO
mrmorale32 at yahoo dot com


If we're talking about ways by Orgion at Wed, 08/04/2010 - 10:34
Orgion's picture

If we're talking about ways to deal with eldrazi in green, ignoring the various critters with deathtouch which'll do for all the legends except ulamog, I've found Lignify to be a pretty sweet answer.

It amuses me to think that if the Eldrazi were to invade Lorwyn that the treefolk would just turn them all into trees! Sure beats the crazy elaborate three planeswalker, hedron, colourless-fire trap Sorin came up with!

Somehow Ive been getting more by ShardFenix at Wed, 08/04/2010 - 11:11
ShardFenix's picture

Somehow Ive been getting more and more into Commnader the past couple weeks and I have to agree with you, I can't stand playing control/ So far Ive figured out my 'method' to improving my commander collection. I started anew with a R/G Stonebrow deck, and now have built a Jund Karrthus deck. I love just beating face. Especially turn 6 14/14 Kilnmouth Dragon.

Cool. I have been waiting for by Paul Leicht at Wed, 08/04/2010 - 11:17
Paul Leicht's picture

Cool. I have been waiting for this. Wrath of God is just as effective as Damnation so I am assuming you omitted it for art and space reasons. FYI there is a really good reason for taxing for 3 basics. You thin your deck enormously. Sure you might have to dump some cards but it can pay huge dividends later as you draw into gas and the only lands you see are the special ones you might have included for various reasons (Volrath's Stronghold, Academy Ruins, etc). Of course in this deck with only a few basics I can see why you wouldn't want to waste them. Dakkon Blackblade is definitely not the general I expected. Looks like the myriad tactics worked to protect you from the vile planar invaders.

Green definitely needs some by Leviathan at Wed, 08/04/2010 - 14:18
Leviathan's picture

Green definitely needs some help, thanks for sharing.

I like aggressive strategies mainly because the games are faster. Either you take people out quickly, or they hang up on you and take you put. This deck is definitely not like that. Its the only deck where I was almost decked in a commander game.

I don't know why I chose damnation over wrath. You make a good point about land tax though. Definitely something to consider, but it would feel strange to get rid of lands in a deck based around Dakkon.

The choice of dakkon was to stay under the radar. He is clearly not as powerful as zur, sharuum, or the triplets. But he does get cool points and can lay the smack down late game so that's why I went with him.

A big Duh! by Lythand at Wed, 08/04/2010 - 18:03
Lythand's picture

Why didnt S sacrifice the targeted spawn token to counter the Echoing Decay.

Doomhed's picture

I killed the tokens so he couldn't rush out a regenerating legend that could survive some of my board wipes.

Good deck. As much as I hate to suggest my most hated card in commander, you should add (Roil Elemental) to that deck.

I was, obviously, the Teneb player. My deck is a fairly explosive deck. It just keeps blowing things up until people run out of gas, then kick their heads in with reanimated dudes.

For the record, the most times I have cast Teneb is 7.

So 18 cmc for the 7th Teneb? by Paul Leicht at Sun, 08/08/2010 - 21:26
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So 18 cmc for the 7th Teneb? ouch.

Roil Elemental is a good by Leviathan at Mon, 08/09/2010 - 17:37
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Roil Elemental is a good suggestion. It is nice because you can steal all the Eldrazi with it. Casting your commander 7 times is a ton.