1 {Nekusar, the Mindrazer} 1 {Vesuva} 1 {Urborg, Tomb of Yawgmoth} 1 {Academy Ruins} 4 {Swamp} 1 {Bloodstained Mire} 1 {Akoum Refuge} 1 {Steam Vents} 1 {Temple of the False God} 1 {Watery Grave} 2 {Mountain} 1 {Command Tower} 1 {Vivid Marsh} 1 {Evolving Wilds} 1 {Forgotten Cave} 1 {Bojuka Bog} 1 {Rakdos Carnarium} 1 {Blood Crypt} 1 {Lonely Sandbar} 1 {Swiftwater Cliffs} 1 {Reflecting Pool} 1 {Vivid Creek} 4 {Island} 1 {Bloodfell Caves} 1 {Opal Palace} 1 {Izzet Boilerworks} 1 {Rupture Spire} 1 {Dismal Backwater} 1 {Crumbling Necropolis} 1 {Crosis's Catacombs} 1 {Molten Slagheap} 1 {Polluted Delta} 1 {Barren Moor} 1 {Transguild Promenade}
40 lands
1 {Clever Impersonator} 1 {Niv-Mizzet, the Firemind} 1 {Erebos, God of the Dead} 1 {Psychosis Crawler} 1 {Charmbreaker Devils} 1 {Echo Mage} 1 {Galvanoth} 1 {Fate Unraveler} 1 {Jace's Archivist}
9 creatures
1 {Cruel Tutor} 1 {Black Sun's Zenith} 1 {Soul Manipulation} 1 {Wheel of Fortune} 1 {Starstorm} 1 {Otherworld Atlas} 1 {Sudden Spoiling} 1 {Price of Knowledge} 1 {Vision Skeins} 1 {Iron Star} 1 {Nevinyrral's Disk} 1 {Darksteel Ingot} 1 {Vampiric Tutor} 1 {Propaganda} 1 {Teferi's Puzzle Box} 1 {Prosperity} 1 {Crosis's Charm} 1 {Library of Leng} 1 {Underworld Dreams} 1 {Molten Disaster} 1 {Spiteful Visions} 1 {Font of Mythos} 1 {Memory Jar} 1 {Grave Betrayal} 1 {Armillary Sphere} 1 {Counterspell} 1 {Whispering Madness} 1 {Howl of the Horde} 1 {Molten Psyche} 1 {Ophidian Eye} 1 {Lightning Greaves} 1 {Forced Fruition} 1 {Mirari} 1 {Windfall} 1 {Incendiary Command} 1 {Jace Beleren} 1 {Cyclonic Rift} 1 {Reforge the Soul} 1 {Skyscribing} 1 {Fork} 1 {Sol Ring} 1 {Jokulhaups} 1 {Waste Not} 1 {Scroll Rack} 1 {Decree of Pain} 1 {Demonic Tutor} 1 {Rakdos Charm} 1 {Obliterate} 1 {Reverberate} 1 {Staff of Domination}
50 other spells
Sideboard
Notes: Took the precon Mind Seize deck, made some changes to it and this is where I stand currently. The main strategy is to cause as much pain to opponents while forcing them too many cards and having them discard them. Also a sub theme of force sacrificing opponents creatures that manage to make it onto the field
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Need to get my hands on {Howling Mine} and {Font of Mythos} for starters, and all the pinging damage, {Exquisite Blood} wouldn't hurt
Added some new cards but still have some work to do.
{Underworld Dreams}
{Teferi's Puzzle Box}
{Teferi's Puzzle Box} is already in there
Perhaps something like {Black Sun's Zenith} or {Chain Reaction} to replace {Infest}?
Also, {Forced Fruition} and {Otherworld Atlas} work well with your Nekusar's "draw = pain" ability.
If your pockets are lined with diamond studded gold, {Chains of Mestiphosles} (I know I messed that up)
{Phyresis}. {Grafted Exoskeleton}. {Tainted Strike}
Tech for nekusar - where one well timed spell can kill the entire table and leave you victorious.
Nekusar already becomes public enemy number 1 when active, so why not up the ante and really challenge the table :)
Since adding infect to my nek deck I can happily say that it is much more respected :)
Another update to the deck.
Any further recommendations?
Quote from: FlickerYourOwnIdentity on November 29, 2013, 11:34:27 PM
If your pockets are lined with diamond studded gold, {Chains of Mestiphosles} (I know I messed that up)
The local legacy circuit in my area has a few people with a play set. That card is pure evil incarnate.
You could add {Trinket Mage} and {Sensei's Divining Top}. The Mage also searches sol ring which is pretty big.
I enjoy playing this deck, but am looking at making it more competitive, what cards should I be looking at adding/removing to do so?
It's been awhile since I've done anything to this deck. Mostly due to a 6 month hiatus from MTG. Post khan's release this is how the deck stands now. What does the edh community think for some changes to this while still keeping along the same theme. The sacrifice subtheme can go if there becomes enough for the main engine of draw=pain.
This is what I'm adding to a deck that is basically the same thing.
{Underworld Dreams} (Already said)
{Liliana's Caress}
{Megrim}
{Waste Not}
{Reforge the Soul}
I know there's more but basically cards that just keep cycling their hand over and over. Take advantage of both the draw AND the discard (just make sure the cards that "cycle" the hand actually says player discards). So far, I've had a hard time making the deck consistent. Good luck.
I made a Grixis card discard/reanimator deck here (http://imtgapp.com/forum/index.php?topic=40729.0). It might be kind of helpful. The deck runs a dual Commanders depending on the mood.
Dudcore, I do really like that idea of draw and discard, especially capitalizing on wheel type effects. I feel like that is the direction that I need to take this deck. Looking at your deck I feel like I'll have to invest in a {Liliana of the Veil}, {Wheel of Fortune} and a {Waste Not}. That interaction t2 and t3 is fairly powerful if playing with enough people. Plus the hate {Waste Not} would generate when all of the wheel effects start showing up.
Quote from: Drgnwr1 on October 06, 2014, 08:36:03 PM
Dudcore, I do really like that idea of draw and discard, especially capitalizing on wheel type effects. I feel like that is the direction that I need to take this deck. Looking at your deck I feel like I'll have to invest in a {Liliana of the Veil}, {Wheel of Fortune} and a {Waste Not}. That interaction t2 and t3 is fairly powerful if playing with enough people. Plus the hate {Waste Not} would generate when all of the wheel effects start showing up.
Every now and then a card comes along like {Waste Not} that is just too good to pass up. I think opponents are more afraid of {Nekusar, the Mindrazer}. In my experience with Commander deck building is to keep bringing the heat. The more threats you put out, the sooner your opponents will run out of answers. And for the record, they will run out of answers.
Your opponents will never let you draw 5 cards, have 10 mana and 6 2/2 zombies ordinarily, which is why you do it turn 3 with a {Windfall}. It will draw hate, it should. It's pure advantage.
How'd this get stickied?