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Decks (Magic The Gathering) => Commander => Topic started by: Voxsin on April 09, 2013, 11:48:07 PM

Title: A commander hand
Post by: Voxsin on April 09, 2013, 11:48:07 PM
Ok so I want to make 1 more edh deck that's all about winning and I want to try it being 3 color but I don't know who to use and how to make it. My other 2 deck are a  {Niv-Mizzet, the Firemind} and a  {Lazav, Dimir Mastermind} so any help would be nice.
Title: Re: A commander hand
Post by: Dudecore on April 10, 2013, 12:18:34 AM
Well. First question: what do you like to do? Do you like control? Aggro? Combo?
Title: Re: A commander hand
Post by: izik99 on April 10, 2013, 07:08:37 AM
Zur the Enchanter is the best one for aggressive decks
Title: Re: A commander hand
Post by: Agrajagzz9 on April 10, 2013, 08:05:33 AM
Zur a only good if you are playing one person. In group games he is a target.

Play either  {Animar, Soul of Elements},  {Riku of Two Reflections},  {Karador, Ghost Chieftain}, or  {The Mimeoplasm} for three color generals that are a perfect balence of power and abilities that won't make you a target. The key to winning in edh is to not be the best during group games. Being te best usually means you kill a player quickly ad then everyone kills you. You want your deck to be middle of the pack most of the game but then can immediately jump into things when the dust of the top player settles. I think either  {Karador, Ghost Chieftain} or  {Animar, Soul of Elements} are best for this. Both can help you cast things in their own way, both have great ramp being on green ad each has a few strategies you could use for ending games in a hurry.  {The Mimeoplasm} also isn't bad but depending on how you build it it's may not work. The big blob monster is a great midrange deck because it does everything edh wants. Ramp tutor counter.

Hope this helps
Title: Re: A commander hand
Post by: FlickerYourOwnIdentity on April 10, 2013, 12:02:56 PM
Animar is a fun general I agree.
Title: Re: A commander hand
Post by: Voxsin on April 10, 2013, 07:15:28 PM
well Thanks to all of ya
Title: Re: A commander hand
Post by: Wsuryanjeska on April 10, 2013, 10:50:58 PM
Quote from: Agrajagzz9 on April 10, 2013, 08:05:33 AM
Zur a only good if you are playing one person. In group games he is a target.

Play either  {Animar, Soul of Elements},  {Riku of Two Reflections},  {Karador, Ghost Chieftain}, or  {The Mimeoplasm} for three color generals that are a perfect balence of power and abilities that won't make you a target. The key to winning in edh is to not be the best during group games. Being te best usually means you kill a player quickly ad then everyone kills you. You want your deck to be middle of the pack most of the game but then can immediately jump into things when the dust of the top player settles. I think either  {Karador, Ghost Chieftain} or  {Animar, Soul of Elements} are best for this. Both can help you cast things in their own way, both have great ramp being on green ad each has a few strategies you could use for ending games in a hurry.  {The Mimeoplasm} also isn't bad but depending on how you build it it's may not work. The big blob monster is a great midrange deck because it does everything edh wants. Ramp tutor counter.

Hope this helps

Zur is a target yes, but does that mean he will get targeted? No, because if you are playing him right he will always have hexproof and/or totem armor. Zur is easily one of the best generals.
Title: Re: A commander hand
Post by: Agrajagzz9 on April 11, 2013, 08:00:32 AM
Quote from: Wsuryanjeska on April 10, 2013, 10:50:58 PM
Quote from: Agrajagzz9 on April 10, 2013, 08:05:33 AM
Zur a only good if you are playing one person. In group games he is a target.

Play either  {Animar, Soul of Elements},  {Riku of Two Reflections},  {Karador, Ghost Chieftain}, or  {The Mimeoplasm} for three color generals that are a perfect balence of power and abilities that won't make you a target. The key to winning in edh is to not be the best during group games. Being te best usually means you kill a player quickly ad then everyone kills you. You want your deck to be middle of the pack most of the game but then can immediately jump into things when the dust of the top player settles. I think either  {Karador, Ghost Chieftain} or  {Animar, Soul of Elements} are best for this. Both can help you cast things in their own way, both have great ramp being on green ad each has a few strategies you could use for ending games in a hurry.  {The Mimeoplasm} also isn't bad but depending on how you build it it's may not work. The big blob monster is a great midrange deck because it does everything edh wants. Ramp tutor counter.

Hope this helps

Zur is a target yes, but does that mean he will get targeted? No, because if you are playing him right he will always have hexproof and/or totem armor. Zur is easily one of the best generals.

Yeah cuz getting blown out by clone or image seems good. And yeah everyone would target you it's zur. It's like momir, anyone who has played against him knows to kill him first
Title: Re: A commander hand
Post by: Wackaman9001 on April 11, 2013, 01:45:51 PM
Zur may not be a target, but you definitely will be
Title: Re: A commander hand
Post by: Wsuryanjeska on April 11, 2013, 05:24:34 PM
Quote from: Agrajagzz9 on April 11, 2013, 08:00:32 AM
Quote from: Wsuryanjeska on April 10, 2013, 10:50:58 PM
Quote from: Agrajagzz9 on April 10, 2013, 08:05:33 AM
Zur a only good if you are playing one person. In group games he is a target.

Play either  {Animar, Soul of Elements},  {Riku of Two Reflections},  {Karador, Ghost Chieftain}, or  {The Mimeoplasm} for three color generals that are a perfect balence of power and abilities that won't make you a target. The key to winning in edh is to not be the best during group games. Being te best usually means you kill a player quickly ad then everyone kills you. You want your deck to be middle of the pack most of the game but then can immediately jump into things when the dust of the top player settles. I think either  {Karador, Ghost Chieftain} or  {Animar, Soul of Elements} are best for this. Both can help you cast things in their own way, both have great ramp being on green ad each has a few strategies you could use for ending games in a hurry.  {The Mimeoplasm} also isn't bad but depending on how you build it it's may not work. The big blob monster is a great midrange deck because it does everything edh wants. Ramp tutor counter.

Hope this helps

Zur is a target yes, but does that mean he will get targeted? No, because if you are playing him right he will always have hexproof and/or totem armor. Zur is easily one of the best generals.

Yeah cuz getting blown out by clone or image seems good. And yeah everyone would target you it's zur. It's like momir, anyone who has played against him knows to kill him first

No offense, but the people I play with don't play moden or legacy, so our EDH decks are really good. We all have RIDICULOUS commanders, combos and strategies going on. It's not nearly as linear as you seem to think EDH is. There is never one general we instantly single out, because we are experienced enough to know that is absolutely heinous, when the balance of power is shifting so frequently. Zur is an amazing general, sure you might get targeted a good amount if he starts getting ridiculous, but when you are playing against a bunch of great EDH decks, it's never going to be as simple as "oh man looks like we all have to kill Zur!"
Title: Re: A commander hand
Post by: Double-O-Scotch on April 11, 2013, 05:33:52 PM
I have to say, {Zur the enchanter} is one of the fastest generals out of the gate. At the beginning of the game, if someone is playing Zur, that person is in my sights foremost if only because I know from experience how quickly Zur can get out of hand. Now I'm not saying "Zur dies first!" But I sure as hell am not going to leave them alone...lol...

That being said, there are other generals out there that are just as quick and brutal and I guess it all depends on how strong or weak your deck might be against some of them.

However, I already have a score to settle with Zur, regardless of who's playing him, and I'm vindictive like that lol
Title: Re: A commander hand
Post by: Agrajagzz9 on April 12, 2013, 10:35:33 AM
I mean ok yeah your playgroup is the  best your decks are awesome. I know edh an I play it quitefrequently and zur is a great general. Just not in multiplayer. He can keep a single person from interfering in his plans with permission but if someone gets a clone on him it's so hard to recover because you put all the crucial enchantments on him first. They go the the yard and you have lost all advantage. They basically just x for 1-ed you. X being the enchantments on him. Congrats of having a cool playgroup and all but people know enough to keep zur from getting out of hand. Edh is not  liner and that's obvious but zurs strategy when he hits is. Everyone knows what's about to happen. He is amazing 1v1 for sure but that's about it. You can't put you eggs in one basket like that an hope to kill everyone. If you try supreme verdict or merceless eviction is going to make you cry every time. Everyone playgroup has good players so don't disrespect people because you consider yourself a better player or because you have alot of money put in your deck. I have seen budget deck crush value deck on many occasions. Zur might be fine for you and that's cool but I think I'd rather play a deck that is powerful, has synergy with itself and is fun for myself and other to play against. I have played with and against zur and it wasn't fun either way. Edh is about making amazing plays with cards you would never otherwise get to play because of format metas and about the synergy that all of magc has. If I wanted to play a liner deck that won quickly I would play {Vendilion Clique} and a bunh of bounce and counter magic
Title: Re: A commander hand
Post by: iTzTowelie404 on April 12, 2013, 10:44:10 AM
{Doran, the Siege Tower} can be very fun to play and has great synergy with a lot of cards
Title: Re: A commander hand
Post by: Agrajagzz9 on April 12, 2013, 01:26:49 PM
I agree about doran. He is very underrated and can easily mess up a lot of decks strategies just with his static ability. Also he is essentially a 5/5 for 3 mana...
Title: Re: A commander hand
Post by: Wsuryanjeska on April 12, 2013, 03:25:27 PM
Quote from: Agrajagzz9 on April 12, 2013, 10:35:33 AM
I mean ok yeah your playgroup is the  best your decks are awesome. I know edh an I play it quitefrequently and zur is a great general. Just not in multiplayer. He can keep a single person from interfering in his plans with permission but if someone gets a clone on him it's so hard to recover because you put all the crucial enchantments on him first. They go the the yard and you have lost all advantage. They basically just x for 1-ed you. X being the enchantments on him. Congrats of having a cool playgroup and all but people know enough to keep zur from getting out of hand. Edh is not  liner and that's obvious but zurs strategy when he hits is. Everyone knows what's about to happen. He is amazing 1v1 for sure but that's about it. You can't put you eggs in one basket like that an hope to kill everyone. If you try supreme verdict or merceless eviction is going to make you cry every time. Everyone playgroup has good players so don't disrespect people because you consider yourself a better player or because you have alot of money put in your deck. I have seen budget deck crush value deck on many occasions. Zur might be fine for you and that's cool but I think I'd rather play a deck that is powerful, has synergy with itself and is fun for myself and other to play against. I have played with and against zur and it wasn't fun either way. Edh is about making amazing plays with cards you would never otherwise get to play because of format metas and about the synergy that all of magc has. If I wanted to play a liner deck that won quickly I would play {Vendilion Clique} and a bunh of bounce and counter magic

Have you ever heard of totem armour? I mean seriously? There are multiple cards with it, and It can make Zur live through any form of wrath effect! And if you are in blue, you should counters for things like clone, right? Seriously dude this is what I meant by having a playgroup who takes the format a bit more seriously. You on the other hand, should work on your spelling/grammar a bit first, and then try educating people on the likes of EDH and Zur, the enchanter.
Title: Re: A commander hand
Post by: Keyeto on April 12, 2013, 03:32:05 PM
I think someone who takes the game so seriously would know that totem armor has no effect on the legend rule. Totem armor will do nothing against clone effects.

Edit: This post doesn't make much sense now, since you edited your post in response, but I'll leave it up all the same. Please make sure you know the rules of cards before flaunting their effects in an attempt to boast your gaming prowess. Nobody likes a brag, and we're all here to have fun and learn about the game we all love.
Title: Re: A commander hand
Post by: Agrajagzz9 on April 12, 2013, 07:11:32 PM
I agree with the above and as far as my spelling and grammar are concerned I just simply am typing on an iPhone and don't care. Anyhow you only have so many counters and things like cavern of souls will really hurt you. I know the game of magic and I am very experienced in edh. I know what works and what doesn't and if you feel so much more experienced than everyone else the why bother posting to us lesser players? Just go smell your farts with your extra experienced play group.  And yeah legend rule says suck it to totem armor. Just saying of people actually let you win a multiplayer game with zur, your playgroup is doing it wrong
Title: Re: A commander hand
Post by: Agrajagzz9 on April 12, 2013, 07:15:44 PM
Btw resorting to commenting on my grammar and spelling just goes to show how little of an argument you have against my points. It is a childish and immature response to someone who expressed a different opinion than yourself. relax it's a card game. How about you consider that last part before you educate people on anything whatsoever related to magic
Title: Re: A commander hand
Post by: Wackaman9001 on April 12, 2013, 07:35:30 PM
Just throwing this out there, but maybe keyeto is just trying to help, which is why he comments about what we "lesser players" say. I see nothing wrong with what he said and I didn't know totem armor didn't save from the legend rule. I dislike zur because he is an Aggro feel, and I like commander games to last longer than 10 turns, they are just more fun that way.
Title: Re: A commander hand
Post by: Keyeto on April 12, 2013, 08:17:49 PM
I apologize if my comment came off as harsh. I was only trying to look out for the other players, since it seemed like they were being looked down upon. I meant no harm ;)

This was created because a player wanted some advice, and it started to turn into a "my playgroup is better" argument, which isn't helping the OP. Again, I apologize for any harsh tones in my comments.
Title: Re: A commander hand
Post by: FlickerYourOwnIdentity on April 13, 2013, 12:26:46 AM
Anyone for any of the new legendaries in DMZ
Title: Re: A commander hand
Post by: Gorzo on April 13, 2013, 02:39:04 AM
Quote from: FlickerYourOwnIdentity on April 13, 2013, 12:26:46 AM
Anyone for any of the new legendaries in DMZ

Oh my, yes! I'm looking very forward to them! I can see {Valroz, the Scar-Striped} being a particularly frightening commander.
Title: Re: A commander hand
Post by: Agrajagzz9 on April 13, 2013, 10:00:52 PM
Quote from: Gorzo on April 13, 2013, 02:39:04 AM
Quote from: FlickerYourOwnIdentity on April 13, 2013, 12:26:46 AM
Anyone for any of the new legendaries in DMZ

Oh my, yes! I'm looking very forward to them! I can see {Valroz, the Scar-Striped} being a particularly frightening commander.

Oh yeah! Card is busted! It's going to be really powerful alongside jarad
Title: Re: A commander hand
Post by: Moneekahh on April 13, 2013, 11:27:00 PM
 {Kaalia of the Vast} is a great 3 color commander who stomps in both multi player and one on one.
Title: Re: A commander hand
Post by: FlickerYourOwnIdentity on April 15, 2013, 11:55:36 AM
If anyone can remember the land in zendikar that gave you an extra turn if you payed an eon counter, remember how good that was with proliferate?

How about pairing that with the simic commander.
Title: Re: A commander hand
Post by: Keyeto on April 15, 2013, 12:27:37 PM
Quote from: FlickerYourOwnIdentity on April 15, 2013, 11:55:36 AM
If anyone can remember the land in zendikar that gave you an extra turn if you payed an eon counter, remember how good that was with proliferate?

How about pairing that with the simic commander.
The only issue with proliferate/vorel is that while they can add another eon counter, {Magosi, the Waterveil} returns to its owners hand whenever you remove one. You can put a thousand on there, but if you want an extra turn, they're all going to go away.
Title: Re: A commander hand
Post by: FlickerYourOwnIdentity on April 15, 2013, 12:31:48 PM
Aww I forgot about that one...
Well I know that we can still win with {Darksteel Reactor}
Title: Re: A commander hand
Post by: Keyeto on April 15, 2013, 12:39:13 PM
Quote from: FlickerYourOwnIdentity on April 15, 2013, 12:31:48 PM
Aww I forgot about that one...
Well I know that we can still win with {Darksteel Reactor}
That and {Helix Pinnacle}! I can see some pretty silly decks overall with the new Simic champion.
Title: Re: A commander hand
Post by: FlickerYourOwnIdentity on April 15, 2013, 12:48:00 PM
Helix has shroud sadly....
Title: Re: A commander hand
Post by: Keyeto on April 15, 2013, 12:49:42 PM
Quote from: FlickerYourOwnIdentity on April 15, 2013, 12:48:00 PM
Helix has shroud sadly....
Not only that, Vorel can't even target enchantments. Man, I did not think that one through lol. Never mind!
Title: Re: A commander hand
Post by: FlickerYourOwnIdentity on April 15, 2013, 01:22:56 PM
Quote from: Keyeto on April 15, 2013, 12:49:42 PM
Quote from: FlickerYourOwnIdentity on April 15, 2013, 12:48:00 PM
Helix has shroud sadly....
Not only that, Vorel can't even target enchantments. Man, I did not think that one through lol. Never mind!
Yeah, well cards like {Lightning Coils} will do even better now.