Rafiq of the Many

Started by Vileo, October 05, 2013, 01:53:48 AM

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Vileo

Rafiq of the Many

100 cards, 0 sideboard


1 {Rafiq of the Many}

Commander


1 {Reliquary Tower}
1 {Evolving Wilds}
1 {Temple Garden}
6 {Plains}
1 {Breeding Pool}
1 {Command Tower}
1 {Glacial Fortress}
1 {Tolaria West}
1 {Hallowed Fountain}
1 {Temple of the False God}
5 {Island}
1 {Lonely Sandbar}
1 {City of Brass}
6 {Forest}
1 {Vivid Meadow}
1 {Transguild Promenade}
1 {Secluded Steppe}
1 {Hinterland Harbor}
1 {Vivid Grove}
1 {Mosswort Bridge}
1 {Ancient Tomb}
1 {Sunpetal Grove}

36 lands


1 {Stoneforge Mystic}
1 {Cephalid Constable}
1 {Medomai the Ageless}
1 {Serra Ascendant}
1 {Cold-Eyed Selkie}
1 {Ranger of Eos}
1 {Mulldrifter}
1 {Prophet of Kruphix}
1 {Fierce Empath}
1 {Phyrexian Metamorph}
1 {Eternal Witness}
1 {Mother of Runes}
1 {Stonehewer Giant}
1 {Noble Hierarch}
1 {Spellskite}
1 {Avacyn's Pilgrim}
1 {Qasali Pridemage}
1 {Sublime Archangel}
1 {Prime Speaker Zegana}
1 {Solemn Simulacrum}
1 {Seedborn Muse}
1 {Clone}
1 {Sun Titan}
1 {Birds of Paradise}

24 creatures


1 {Gilded Lotus}
1 {Swiftfoot Boots}
1 {Sword of Vengeance}
1 {Cultivate}
1 {Grafted Exoskeleton}
1 {Dissipate}
1 {Star Compass}
1 {Muddle the Mixture}
1 {Sword of Feast and Famine}
1 {Chromatic Lantern}
1 {Detention Sphere}
1 {Green Sun's Zenith}
1 {Strionic Resonator}
1 {Kodama's Reach}
1 {Venser, the Sojourner}
1 {Rhystic Study}
1 {Pact of Negation}
1 {Sword of Light and Shadow}
1 {Swords to Plowshares}
1 {Steelshaper's Gift}
1 {Shield of the Oversoul}
1 {Rancor}
1 {Trailblazer's Boots}
1 {Faith's Reward}
1 {Supreme Verdict}
1 {Sword of Fire and Ice}
1 {Oblivion Ring}
1 {Bant Charm}
1 {Sol Ring}
1 {Steel of the Godhead}
1 {Path to Exile}
1 {Lightning Greaves}
1 {Garruk, Primal Hunter}
1 {Nature's Claim}
1 {Wargate}
1 {Spell Crumple}
1 {Asceticism}
1 {Finest Hour}
1 {Paradise Mantle}

39 other spells


Sideboard

Vileo

This is my current Rafiq EDH deck. It's my baby. The commanders I've had before this were {Ghave, Guru of Spores} and {Gisela, Blade of Goldnight}. This deck does it better than both of those combined. It's not uncommon for me to attack for lethal, or draw 30 cards (I have done so exactly 3 times), or chain together a bunch of spells to do something awesome.

Let me know what you guys like/hate/wonder why it's there/idk. If anyone has any suggestions, I'm more than glad to consider them.

Arzair

Looks like a very solid deck :)

A few things I noticed...

It looks like your running 0 tutors.... Any particular reason why?

If I could I would +1just for running trailblazer boots, they do work in EDH :)

Vileo

If tutor is to be defined as "search your deck for x," I have roughly 13 tutor cards. They are...
1. {Evolving Wilds} - Basics
2. {Tolaria West} - Can fetch any land, can also fetch {Pact of Negation} although not at instant speed, it's still good.
3. {Stoneforge Mystic} - Sexy Kor Artificer. Also occasionally doubles as a mana dork early by fetching {Paradise Mantle}
4. {Fierce Empath} - can get Medomai, Sun Titan, or Zegana
5. {Solemn Simulacrum} - Sad robot
6. {Ranger of Eos} - Fetches Birds, Mom, Pilgrim, Serra Ascendant, and Hierarch
7. {Stonehewer Giant} - Sexy sword surprise
8. {Green Sun's Zenith} - Mainly fetches the Prophet or the Fierce Empath
9. {Steelshaper's Gift} - Sets up early equips
10. {Muddle the Mixture} - Counter or tutor
11-12. {Kodama's Reach}/{Cultivate}
13. {Wargate} - Insanely good. Also fetches Planeswalkers. If I absolutely need a land drop, I can eot it for 0 and get like a {City of Brass}

So I actually tutor quite a lot. It sucks because I also have to shuffle a lot, but I like having just super explosive turns to get ahead via tutors.

Arzair

Very well :)  I guess I overlooked some of the intricate workings of this deck.  It looks like a ton of fun, utilizing more of a toolbox of options rather than (fill in the blank) is my wincon, and for that I applaud you.

Vileo

#5
Lol thanks. It also happens that I draw a lot of cards most of the time, like Zegana with 6 counters, then resonator her etb for 21 cards, stuff like that. Or I just make a huge Selkie and draw cards off the double strike, etc.

Edit: But I would really like to know you guys' opinions on whether or not I should play one card in place of another etc. I'm not really posting this here for praise, I just want to get a bunch of other opinions to make the deck better.

Arzair

Ok, with that in mind, why are you not running cyclonic rift?

Vileo

Quote from: Arzair on October 06, 2013, 03:02:20 PM
Ok, with that in mind, why are you not running cyclonic rift?
I guess I honestly never thought about it. It's a good suggestion. But what would you recommend replacing with it?

Pirate John

{rogue's passage} is really good in EDH, esp with creatures that need to get damage through.

{cyclonic rift} is actually a new EDH staple. Must make room for it if you can't find a card you can drop

Vileo

Except I have a lot of things that grant unblockable, and the activation cost is pretty nasty IMO.

I really have no idea what I would take out for rift though. Which is why I asked for suggestions lol

Pirate John

You could just drop the graft exoskeleton. In EDH, the infect counter kill moves up to 15

Vileo

Quote from: Pirate John on October 07, 2013, 04:01:35 PM
You could just drop the graft exoskeleton. In EDH, the infect counter kill moves up to 15
Except with my general, who already deals 12 infect with just the exoskeleton on him

Arzair

Quote from: Pirate John on October 07, 2013, 04:01:35 PM
You could just drop the graft exoskeleton. In EDH, the infect counter kill moves up to 15

Actually, infect remains 10 for lethal...

And in regards to what to drop for cyclonic rift, the only thing that I can see is garruk... Planeswalkers draw so much hate in EDH, and I think rift would be worth it.

Pirate John

#13
Quote from: Arzair on October 07, 2013, 09:18:25 PM
Quote from: Pirate John on October 07, 2013, 04:01:35 PM
You could just drop the graft exoskeleton. In EDH, the infect counter kill moves up to 15

Actually, infect remains 10

House rules typically allow for 15-20 counters. If you stress that it's 10 in the rulebook, I'd just like to point out that this is a casual format

Arzair

The Comprehensive Rules cover Commander rules (903) in about a page. It only lists one additional rule for winning/losing the game. Yes, 10 infect / poison counters kills you in Commander. No, infect/poison damage doesn't count double, Commanders that deal infect/poison damage, deal damage as any other infect/poison creature would deal damage.

903.13. The Commander variant includes the following specification for winning and losing the game. All other rules for winning and losing the game also apply. (See rule 104.)

903.13a A player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)


I understand that EDH is what the playgroup will make of it, but to discourage the use of a great tool for this deck based on house rules would in my opinion be a disservice to the OP.

That being said, I don't want this to degenerate into a rules/ competitive vs casual discussion, rather than helping the OP with card suggestions and potential "upgrades" for his deck.