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By: Leviathan, Mike Morales
Oct 27 2011 8:45am
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INTRODUCTION:  THE GOOD OLD DAYS

I was going through all the Ravnica legends recently just to see who might be interesting to build around.  Ravnica actually has a ton of legends, and many of them aren't as popular as they used to be.  Especially with the release of the new Commanders in the Commander decks, the Rav block guys have kind of been pushed into the back of the bus.  Poor guys.

Anyways, I have always liked the Gruul guild.  You gotta love a guild whose mottos are "Crush them!" and "We eat!"  

Plus, I really enjoyed the Stonebrow deck that I made a while back.  However, the two guys I had to work with were completely different.  Borborygmos costs a crap ton of mana, and although his ability is cool, it is copied for a lot cheaper with Fangren Firstborn.  Unfortunately for the big cyclops, he just wasn't doing it for me.  The Hate Seed it is then!

THE DECK:  FEEL THE HATRED!

Let's take a look at our Commander:

ulasht, the hate seed

First thing you should know is that Ulasht has had his creature type updated to "Hydra Hellion."  Why, you may ask?  I have absolutely no idea.  Although it looks in the art like it is a hydra with hellion heads, but that's just a guess.  I doubt that it will never come up as an actual issue during regular play, but you never know.  Anyways, just looking at Ulasht and his text box, you obviously want to have a lot of creatures out when you cast him.  The more little critters you have in play, the bigger Ulasht can get.  Then, he can either start picking off opposing creatures (not that popular), make a bunch of little saprolings (pretty popular), or just beat down (most popular)!  Therefore, we are going to go the token route!

So essentially this is going to be like a Rhys or a Rith deck without the White.  Everyone knows how to make tokens, but with this deck I tried to do something a little bit different.  Instead of focusing on just pumping out tokens as quickly as possible, I tried to make this more of a control deck.  By using more utility creatures and spells, the idea is to create a deck that has a better chance in the long game, rather than coming out guns blazing and ticking off the entire board.  This will hopefully also make the deck a little more Wrath resistant.  On top of that, Ulasht isn't as popular as he used to be, as most current token makers like using Ghave.  As such, we will also hope to remain a little bit under the radar as well.  The net effect is a deck that doesn't do a bunch during the first couple turns and has a slightly higher mana curve than normal. 

Here is the decklist.

Ulasht, the Hate Seed
A Commander Deck
Creatures
1 Ant Queen
1 Arashi, the Sky Asunder
1 Avenger of Zendikar
1 Chancellor of the Forge
1 Citanul Hierophants
1 Dragon Broodmother
1 Dragonmaster Outcast
1 Duplicant
1 Eternal Witness
1 Hornet Queen
1 Kamahl, Fist of Krosa
1 Mitotic Slime
1 Mycoloth
1 Oracle of Mul Daya
1 Primeval Titan
1 Rampaging Baloths
1 Rapacious One
1 Regal Force
1 Scavenging Ooze
1 Siege-Gang Commander
1 Skullmulcher
1 Solemn Simulacrum
1 Spawnwrithe
1 Terastodon
1 Vigor
1 Wolfbriar Elemental
1 Woodfall Primus
1 Yavimaya Elder
28 cards

Other Spells
[Artifacts]
1 Eldrazi Monument
1 Expedition Map
1 Helm of Possession
1 Mimic Vat
1 Oblivion Stone
1 Relic of Progenitus
1 Skullclamp
1 Sol Ring
1 Sword of Body and Mind
[Planeswalkers]
1 Garruk Wildspeaker
1 Garruk, Primal Hunter
1 Sarkhan Vol
[Enchantments]
1 Awakening Zone
1 Beastmaster Ascension
1 Breath of Fury
1 Defense of the Heart
1 Doubling Season
1 Fecundity
1 Goblin Bombardment
1 Mana Reflection
1 Vicious Shadows
[Instants]
1 Artifact Mutation
1 Fresh Meat
1 Reiterate
1 Sprout Swarm
1 Starstorm
1 Tribute to the Wild
[Sorceries]
1 Explosive Vegetation
1 Genesis Wave
1 Hull Breach
1 Natural Order
1 Praetor's Counsel
1 Warp World
33 cards
Lands
1 Command Tower
1 Fire-Lit Thicket
1 Forgotten Cave
1 Fungal Reaches
1 Gaea's Cradle
1 Gruul Turf
1 Kazandu Refuge
1 Khalni Garden
1 Kher Keep
1 Mosswort Bridge
1 Mouth of Ronom
1 Oran-Rief, the Vastwood
1 Pendelhaven
1 Raging Ravine
1 Reliquary Tower
1 Rootbound Crag
1 Skarrg, the Rage Pits
8 Snow-Covered Forest
6 Snow-Covered Mountain
1 Spinerock Knoll
1 Strip Mine
1 Taiga
1 Temple of the False God
1 Tranquil Thicket
1 Wooded Foothills
1 Yavimaya Hollow
38 cards

Sideboard
1 Ulasht, the Hate Seed
1 cards
chancellor of the forge

 

That is definitely more controlling.

Token Production  
hornet queen Ant QueenAvenger of ZendikarChancellor of the ForgeDragon BroodmotherHornet QueenMycolothMitotic SlimeRampaging BalothsRapacious OneSpawnwritheSiege-Gang CommanderWolfbriar ElementalGarruk WildspeakerGarruk, Primal HunterAwakening ZoneSword of Body and MindSprout SwarmArtifact Mutation
Ant Queen, Avenger of Zendikar, Chancellor of the Forge, Dragon Broodmother, Hornet Queen, Mycoloth, Mitotic Slime, Rampaging Baloths, Rapacious One, Spawnwrithe, Siege-Gang Commander, Wolfbriar Elemental, Garruk Wildspeaker, Garruk, Primal Hunter, Awakening Zone, Sword of Body and Mind, Sprout Swarm, Artifact Mutation - A lot of the usual suspects here.  Hornet Queen and the Broodmother are awesome, because they produce flying tokens, which aren't that common.  The Sword has come in handy not just for the token making and protection abilities, but also for hosing people using the Mirage tutors.  Probably the weakest of these is Wolfbriar Elemental, who requires a substantial Green investment to make worthwhile.  The Chancellor was thrown in "just because" but has turned out to be decent.
Destruction  
tribute to the wild DuplicantTerastodonWoodfall PrimusOblivion StoneRelic of ProgenitusArtifact MutationStarstormHull BreachArashi, the Sky Asundertribute to the wild
Duplicant, Terastodon, Woodfall Primus, Oblivion Stone, Relic of Progenitus, Artifact Mutation, Starstorm, Hull Breach, Arashi, the Sky Asunder, Tribute to the Wild - Terastodon can actually help with token production if there aren't any other targets out there by blowing up your own lands if necessary.  Arashi blows up flyers in case you don't have any Ant Queen tokens to block.  Hull Breach is a card that is a little bit underplayed, and has been great in practice.  Finally, Tribute works by getting rid of multiple cards at instant speed, which is good but not great, since it doesn't target.
Pump  
eldrazi monument Kamahl, Fist of KrosaBeastmaster AscensionEldrazi Monumentgarruk wildspeaker
Kamahl, Fist of Krosa, Beastmaster Ascension, Eldrazi Monument, Garruk Wildspeaker - Most tokens typically start out as 1/1's, which aren't really that scary.  However the bigger your tokens are, the less you need to be able to end the game.  Having indestructible guys is nothing to sneeze at, and being able to pump up your guys with Kamahl multiple times with a fully powered Gaea's Cradle is fun.  I admit that using Garruk's pump ability doesn't come up a whole lot, but it is nice having another option.
Draw  
fecundity

Regal ForceSkullclampSkullmulcherFecundityGarruk, Primal Hunter 
Regal Force, Skullclamp, Skullmulcher, Fecundity, Garruk, Primal Hunter - This may not seem like much, but it seemed to be enough.  Most of the tokens in the deck are Green, so Regal Force does well.  Garruk, Primal Hunter has been great as a double threat of token producer and card drawer.  And since most of the time this deck will produce the most creatures, Fecundity will draw you a crap ton of cards.

Creating a huge mass of tokens is card advantage in and of itself.  And there is usually plenty to do with your mana anyways.

Tutors  
natural order

Defense of the HeartExpedition MapPrimeval TitanNatural Order
Defense of the Heart, Expedition Map, Primeval Titan, Natural Order - The Titan and Expedition Map will typically search up Gaea's Cradle, but there are a couple of other targets worth looking up as well.  I tried not to go overboard with the tutors, but you could always include Green Sun's Zenith or Worldly Tutor if you want.

By the way, does anyone know why Natural Order costs so much?  I picked mine up when it was in a precon, and someone told me it was 60 tickets now!  Crazy.

There are a lot of singular effects as well.  With all of the tokens you can make, Helm of Possession will usually let you steal the best creature on the board.  Citanul Hierophants turns each of your critters into Llanowar Elves.   Sarkhan Vol gives all your little guys haste, and can even pump out some tokens of his own.  Eternal Witness and Praetor's Counsel act as your recursion, but if you wanted you could squeeze Genesis in as well.  And Mimic Vat is awesome if you get a token creator under it like Avenger of Zendikar or Hornet Queen.

Of course, there are 2 pretty big bombs that really help put you over the top.  The first is Genesis Wave.  Everyone knows that this is a powerful card, but if you have a bunch of tokens out, along with Gaea's Cradle, you can put a whole mess of your permanents into play, typically creating a bunch more tokens.  The second big bomb is Warp World.  I have never failed to win a game when this resolved.  Usually the deck produces a good amount of tokens, meaning that it will have plenty more permanents in play than the other players.  As has been seen in the past, Warp World can absolutely crush a lot of decks out there, and as this deck has a token theme you will almost always end up on top.

The last card I want to talk about is Breath of Fury.

breath of fury

This card is either an absolute blowout, or absolutely worthless.  With a lot of tokens in play, it can create a lot of damage quickly.  However, in this deck it works out better than most.  This is because of the ability to creating flying tokens.  By having tokens with evasion, you can usually create multiple attack steps and end up crushing your opponents.  It's those times where you either don't have a decent board presence, or where you don't have any evasive or big guys that you can get frustrated with the card.  But it's goofy and fun, so I figured it was worth a shot.

Now this deck is much slower than a typical token creator.  There are often games where you don't create any tokens prior to the 7th turn.  But once you start creating them, you should be in a fairly decent position.  Like I said, it is a slower deck, but more controlling.

THE GAMES:  FIGHT!

In one game I went up against Rhys the Redeemed, Teysa, Orzhov Scion and Tolsimir Wolfblood.  Rhys starts of quickly, dropping Elvish Pioneer, Llanowar Mentor, and Rhys all by the second turn.   Teysa plays Hunted Horror, giving me the centaur tokens that I send toward Rhys.  Rhys discards multiple cards to the Mentor to create tokens, and doubles them with Rhys.  With Rhys creating the token horde he becomes the main threat.  I sacrifice one of my centaurs to Natural Order and search up Primeval Titan, getting Gaea's Cradle.   However, the Titan gets a Pacifism from Tolsimir.  In the meantime everyone was attacking Rhys, but he wasn't blocking, hoping to double his tokens as much as possible.  However he finally has to throw most of them in front of Teysa's Hunted Horror enchanted with Shadow Lance.  By this point I have an Ant Queen in play making tokens.

With Rhys down to 5, I start attacking Teysa as well, and she returns the favor.  I end up taking out Rhys, then casting Warp World after pumping out a mess of tokens.  Tolsimir concedes, and after everything resolves Teysa has a Blazing Archon in play.  That could be a problem, but I have Avenger of Zendikar, Gaea's Cradle and Eternal Witness to bring back Warp World.  I cast the Warp again, and Teysa concedes.

In another game, I'm up against Vorosh, the Hunter, Akroma, Angel of Wrath and Jhoira of the Ghitu.   The first big play is Jhoira casting her Commander.  I have an early plant token due to Khalni Garden and Relic of Progenitus to get rid of graveyard stuff.  Vorosh goes to Beast Within my Relic, which wouldn't be bad because I can always use another creature, but Jhoira uses Wild Ricochet to have it blow up my only Red producing land, Raging Ravine, instead.  She also has it target Akroma's Darksteel Ingot, which is a strange move basically giving her a free token.  Akroma casts Hoarding Dragon, searching up Mimic Vat, while Jhoira casts Shapesharer and hasn't suspended anything yet.  Primeval Titan comes to help me out with my Red mana situation, and Vorosh is stuck at 4 lands.  

Jhoira finally suspends Recurring Insight and copies my Titan with Shapesharer, but before she can attack Vorosh bounces the 'sharer with Venser, Shaper Savant.  Jhoira looks to be the biggest threat at the moment, so I start attacking her while getting Gaea's Cradle with the Titan, following that up with Dragon Broodmother.  Akroma decides to attack Vorosh before casting a bloodthirsty Furyborn Hellkite.  Seeing that things are getting out of hand Vorosh casts Living Death, acting as a Wrath, as I had just sacrificed my Relic of Progenitus to draw a card.

 

Jhoira follows up the open board with Shapesharer, while I cast Garruk Wildspeaker and create a beast token.  Akroma drops Mimic Vat and Kazuul, Tyrant of the Cliffs, which is bad news for a token deck like mine.  Vorosh plays Puppeteer Clique, stealing my Primeval Titan to get 4 lands and while attacking me.  One of the lands he grabs is Volrath's Stronghold but luckily he has nothing to worry about in his graveyard yet.  While Jhoira does nothing, I end up casting Hornet Queen, using Garruk to untap my Gaea's Cradle and cast Terastodon, getting rid of Akroma's Mimic Vat, Vorosh's Stronghold and Jhoira's Reliquary Tower before her Recurring Insight resolves.  Elephants for everyone!  The last card in my hand is Beastmaster Ascension, which should be good to go next turn.  

Akroma casts her Commander, while Vorosh casts Life from the Loam to get back his Stronghold.  Right as Recurring Insight is about to become unsuspended for Jhoira, Vorosh flashes in Teferi, Mage of Zhalfir, effectively countering it.  Jhoira isn't very happy about this, so she uses Heat Shimmer to copy my Terastodon, which she uses to blow up 3 of Vorosh's lands.  Jhoira sends her copy of Terastodon at Vorosh, who blocks with Puppeteer Clique.  The Clique persists, grabbing my Dragon Broodmother.  That could be a problem.  However, I top deck Breath of Fury like a champ.  I cast Beastmaster Ascension and put the Breath on an insect token.

People read the writing on the wall, and everyone concedes.

The deck is kind of slow, but I decided to take it out on a couple of 1v1 games.  In a game against someone playing Horde of Notions, I managed to get out a Yavimaya Elder to help me out with early mana problems while my opponent cast a Green Sun's Zenith for an Oracle of Mul Daya on turn 4, helping him get out a bunch of lands.  His next turn he gets out an Inferno Titan to get rid of my Scavenging Ooze.  I get a Solemn Simulacrum to absorb some damage, but he doesn't attack for some reason.  The next turn I cast Wolfbriar Elemental kicked once just to have more blockers, and he follows up with Consecrated Sphinx.    Things are looking grim for me, but I think I may have an ounce of hope.

I sac my token to Natural Order, grabbing Primeval Titan to get Gaea's Cradle and Yavimaya Hollow.  He doesn't do much during his turn, but during my upkeep he casts Blue Sun's Zenith for 7.  I Reiterate it, meaning that he ends up with a hand of 24 cards.  I play my Vicious Shadows, which is a killer now, and send my entire team into battle.  He can't block, and drops to 18.  With my remaining mana I cast Eternal Witness to grab Natural Order from my graveyard.  He has one turn to answer my Vicious Shadows, but can't, and loses.

CONCLUSION

So like I said earlier, the deck isn't the fastest in the world, and Natural Order really helps it out a lot.  Assuming that most of you don't have that card, I would replace it with either Worldly Tutor or Green Sun's Zenith.  In addition, Gaea's Cradle really pushes the deck into the winner's circle as well.  The deck isn't tuned to be a lean, mean, killing machine, but you can certainly have a bunch of fun with it.

I didn't get the chance to pick up a lot of Innistrad prior to making this deck, but I think Parallel Lives definitely warrants inclusion in here.  You could probably take out Chancellor of the Forge for it.  Elder of Laurels could probably use a shot in the deck, and Kessig Wolf Run could be a straight up replacement for Skarrg, the Rage Pits.  Kessig Cage Breakers is another card worth considering.

If you really wanted to make the deck more competitive, you would need to reduce the average CMC to under 4.  Right now it is around 4.5, which is really high.  This would mean some mana ramp instead of the big spells, and a little bit more spot removal.  But I will leave that up to you guys if you want to do that.

Aside from that, the deck seemed to recover well from mass destruction, which was good.  No one likes to get Wrath'd, then have nothing to do for the next 4 turns.  Some of the token production is slow but I was fine with that.  Keep in mind that Ulasht isn't a bad token producer by himself.  And if you really wanted to get goofy, include Marton Stromgald in the deck!

Hope you guys enjoyed the deck.  Until next time!

Leviathan, aka Tarasco on MTGO
mrmorale32 at yahoo dot com

CONQUEROR & COMMANDER ARCHIVE

17 Comments

When you plant a Hate Seed, a by Westane at Thu, 10/27/2011 - 10:24
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When you plant a Hate Seed, a Vengevine grows...

So, I played paper way back by geo67 at Thu, 10/27/2011 - 11:07
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So, I played paper way back in the days of "The Dark", took a break for quite some time, dabbled here and there, and have finally come back full circle.

I have really enjoyed the card availability of MTGO, and the endless stream of games to play. Commander has been the style I enjoy the most. But, I've been chewed out in matches for playing too much counter stuff, rearranged my deck to remover counter stuff, only to be shut down by counter stuff. I have read EDH mantra, and it's supposed to be a fun time had by all, yet it seems most of the online community are all about smashing your face in, run decks with no theme what so ever, and pretty much all run the same cards...i.e. "Duplicant" to name just one.

So, not so sound like a child who wants to take his cards and go home...I have fun with most of my games, but should it be geared more toward a competitive approach? Is there a group of players that meet at a certain time or night that play for fun, and the coolness of the game? Like the guy that played "mind slave", or winter orb...Isn't this douchebaggery? I don't know, help me out. I recently played a guy with at least 10 planeswalkers, a deck full of counters, and ways to get his planeswalkers out...When I politely told him he wouldn't survive in a multi game, he got snooty and said multi games were for mouth breathing idiots. Not to go into detail about my repsonse, needless to say I just conceded and blocked him.

I'm very new to commander, but it seems like the format isn't one for all and all for fun, but lets get this game over before we even get down to 80 cards.

Geo there are multiple by Paul Leicht at Thu, 10/27/2011 - 11:14
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Geo there are multiple approaches to take here. 1) Play only with friends 2) play the harshest decks you can build 3) play tuned down decks and take the lumps when you get them 4) some combination of the above.

Also there are several Player Run Events sponsored by MTGO Traders which might be interesting to you. In particular there is the EDH Chaos tourney every Sunday that starts at 3:00pm EST (sign up is at 2:30pm). This tourney in particular is a mix of Spikes, Timmies and Johnnies with no one group consistently prevailing as the building challenge changes weekly. (See the forums on the mothership to find out what each week's challenge is.)

@Geo... I feel your pain. by Scartore at Thu, 10/27/2011 - 12:05
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@Geo... I feel your pain. I've been drifting away from commander because I see the same spikey decks over and over again. It seems like every other game ends with a turn 5 Genesis Wave for 23 or some other nonsense. When I do play I always advertise as a "Friendly Game". Obviously the fellow you played wouldn't fit that description.

Friendly does not really by Paul Leicht at Thu, 10/27/2011 - 12:34
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Friendly does not really convey what you want though. There are some very friendly players(self-described) that play turn 4-5 combo decks regularly and without qualms.

Also Genesis Wave imho is fine. (Same with any X spell, Exsanguinate included.) The problem are the enablers that give you infinite or near infinite mana/tokens etc. 23 is actually pretty tame from the things I've seen, though I am sure it was enough to ensure a win for them.

Geo, the problem lies in the by Leviathan at Thu, 10/27/2011 - 17:12
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Geo, the problem lies in the anonymous nature of playing online. If you had a regular EDH playgroup in paper, it would be easy to figure out the appropriate power level of your decks. People that played annoying stuff that the group doesn't like would get frozen out and have to adjust since you would see them every time you played and they would want to be included.

However, when playing online typically you play different people each game. That means that you could be playing against a guy who uses one of the Commander precons, another guy playing with draft leftovers, and another guy with a tuned Azami combo deck. Each of these people have different ideas about what is acceptable in Commander, and what isn't. One of the best ways to avoid this is to do as Paul suggested and just play with people you know online. This way the guess factor is effectively decreased about what is ok, but the ability to find a game when you want is decreased as well.

Like I said, everyone has a different idea about what is ok, and what isn't. Many people see that certain cards aren't banned, and figure that it's fine to use them. And many of those types of cards have a purpose, even if it isn't fun to play against them. On the other end of the spectrum are those people that lot read Sheldon Menery over at Starcity, the godfather of the format, and see that he never plays combo (ok, Survival into a big Living Death is about as combo as he gets) or mass land destruction and practically never plays counterspells. The guy lives in the red zone, so his readers think that's what is acceptable. However, the first group sees a wide open card pool and tons of ways to break it, and enjoy doing so. There's a guy over at mtgoacademy who writes a column called "Who's Your Daddy" that does a good job of pushing things to the limit. If you watch his videos, you will also see the insane amount of hate he often gets, but he keeps running out combo and land destruction anyways because he likes it.

The thing is that you have to realize you are going to run into all types. So with my decks I figure I am going to try and win through combat damage, and I need some answers, but that I'm just going to roll over and die most of the time to locks and mass land destruction. I'm fine with that and realize that I can't win many times against combo without a concerted effort between all opponents because that's just how I play. If someone wants to run a deck that wins on turn 5 while other people are setting up their mana (Azami with Mind Over Matter looking for Laboratory Maniac), well, so be it. I just move on to the next game.

With all that said, I prefer to win, and want to give those combo guys a run for their money. That's why you see me include dual lands, Primeval Titan, and Natural Order in my decks. Even with my cheap 20 ticket decks I will still run powerful stuff to help me toward my end goal. You just have to run what you feel comfortable with and realize that you aren't always going to be pleased with what your opponents play, and they aren't always going to like what you play. Once you're happy with that, things should get easier.

1v1 is a whole different matter. Currently, it's pretty laid back there, with the occasional guy busting out their Azami deck that used to get them gang blocked in the multi player room. But I have a feeling it is going to get much more cutthroat soon.

Finally, I've also noticed that I have a better experience when the group is chatting. Going through the motions with a deck with no interaction feels weird and sterile. If you can insert a joke or two and get people involved, a lot of that tension is diffused. Most of the time, at least.

I dunno if this helps, but it's how I approach things. Good luck, and don't give up on the format!

Lol i love Sheldon Menery and by ShardFenix at Fri, 10/28/2011 - 01:09
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Lol i love Sheldon Menery and think his articles and playstyle are fantastic and actually mirror mine. THought Travis at MTGOAcademy has some of the funniest videos and his decks are inventive if a bit grieferish

Hi, I just want to say thanks by geo67 at Fri, 10/28/2011 - 13:53
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Hi, I just want to say thanks for all the kind words from everyone. I took a look in the mirror, and realize, that as a potential novice in the EDH realm, I have a lot to learn, and that my deck builds aren't the sharpest tools in the shed. I guess I kinda missed the entire EDH point, and just because I want to have a long, banter back and forth duel, the next guy may not. He may just want to stomp. That's not his fault, and I shouldn't take it personal.

I played several games yesterday, had a good time, maybe got the "W" in one out of five, but I was ok with it. I struck up conversations with the people I played against, and realized that all of my decks need some overhauling...even my really fun GrimGrin deck.

Grimgrin is my next zombie by Paul Leicht at Fri, 10/28/2011 - 16:08
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Grimgrin is my next zombie boss to build for :D I bet it was fun.

That was definitely a weird by Paul Leicht at Thu, 10/27/2011 - 11:10
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5

That was definitely a weird game with Jhoira acting as a kind of spoiler and things going awry for all. :) I'd forgotten all about that game. I preferred the one where you gave me the game by attacking me. :p

Yeah, attacking into your by Leviathan at Thu, 10/27/2011 - 17:14
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Yeah, attacking into your Massacre Wurm while you had Nim Deathmantle out and I had a whole mess of 1/1's and one large dude was a dumb idea. And you thought you had lost that game :)

grrr....my edh decks are by ShardFenix at Thu, 10/27/2011 - 11:48
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5

grrr....my edh decks are slowly becoming similar...

I have WG Rhys tokens, BG Nath Tokens, and now after seeing this deck their is no way i can't try it out so now I guess i have R/G tokens. Which is cool i love tokens, haha. Now i just needto make either Krag, Momir, or Edric tokens haha

Awesome as always by PatrykG at Thu, 10/27/2011 - 15:25
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5

I always enjoy reading your articles, mainly because I love playing Commander over anything else, but also because you have differing opinions on what cards to use, and there's nothing greater in my book than finding a new favorite card.

Speaking of which, I was trying to figure out what Precon you got Natural Order from, because according to MTGO there's only the Visions one available. I definitely wouldn't spend 70 bucks on a single sorcery, no matter how good it would be. On that topic, besides the obvious Green Sun's Zenith, another replacement that's a good deal cheaper (but not 10c cheap) is Survival Of The Fittest. Sure, it doesn't go on the battlefield straight, but it is repeatable. I bought it right after it got banned in some format, and it's an auto-include in any Green deck I play. Best $10 bucks I've spent card wise... Well, besides the typical speculation purchases that make profit, of course :)

He means an ACTUAL precon by Westane at Thu, 10/27/2011 - 15:42
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He means an ACTUAL precon back when Visions was being sold online.

http://www.wizards.com/magic/tcg/productarticle.aspx?x=mtg_tcg_visions_t...

I remember reading a State of by Leviathan at Thu, 10/27/2011 - 17:17
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I remember reading a State of the Program a while back which mentioned that Natural Order was selling for 15 tickets, but that it was still available in the precon. This was about a year ago I think, when people were using it to sac a Llanowar Elf for Progenitus. I figured it was a good pick up and bought one before they were pulled from the shelf.

The funny thing is that I still read that column all the time, and just never noticed that it was on that top 10 most expensive cards list at the end of the articles. I still think that price is nutty.

Good as always. This one was by bogtrog at Fri, 10/28/2011 - 08:39
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Good as always. This one was particularly fun for me, because it is the first time your general is the same as one of my regular decks.

My decks is very different though. Sure it has plenty of token love, but my primary focus was Ulasht's pinging ability. My deck is centered around pinging and deathtouch with token to support that. It is a lot of fun, and pretty effective. Average cost comes in at 3.5 to so it is a bit faster.

Still I picked up a few new ideas. I can't believe it hasn't occurred to me to put Citanul Hierophants in the deck, and it is going in for sure. I also need to find a spot for Spawnwrithe. How good is the Hornet Queen for you? I have thought about her, but just haven't shelled out the tickets for it. I also may have to give Warp World a whirl.

Other things you might want to consider. Dragonmaster Outcast and Jade Mage are nice little token producers that come out cheap to lower you average casting cost. As far a destruction stuff goes Nullmage Shepherd is awesome in a token deck. Also Shivan Harvest can potentially be abusive and mean, but at the very least it can take care of any opposing problem lands.

Hornet Queen has been sweet. by Leviathan at Fri, 10/28/2011 - 17:48
Leviathan's picture

Hornet Queen has been sweet. The casting cost is rough, but she brings flying tokens that are great on offense and defense. Certainly better than something like Pentavus or Triskelavus.

Jade Mage is an interesting idea, sort of a back up to Ant Queen. The Outcast is in the deck, I just forgot to list it under the token makers. Nullmage Shepherd is a good idea too.