Showing posts with label commander. Show all posts
Showing posts with label commander. Show all posts

Tuesday, 3 April 2012

MTG: My Commander choice part 2 ~ Restless spirits

So there might be other directions I can take my deck construction but sticking with my choice of bouncing creatures and spirits and if you like even cycles, I remember another spirit cycle this time from the Ravanica block, the 'eidolon' cycle.

These ghostly sisters fit right in with the theme Im building on, all at 4 mana you can sacrifice them for various gains. early on into the game verdant eidolon will net me back 3 of any colour mana for 1 green making her net cost 5 (2G and 3) to activate and then use that mana to cast maybe a second eidolon for 3 if my commander Animar is in play (as he would have gained +1+1 from the verdant casting reducing the cost of other creatures) and then also gaining an another +1+1 for the potentially free second creature.

So on to how Im planning to bounce my eidolons, well playing an eidolon will bounce my onnas just for being a spirit, but to return these creatures to my hand I need to cast a multicolored spell (note this dont have to be a creature, but can be) and these will return from the grave (also making them ideal blockers).
For this task Ive chosen the bouncing multicolored creatures from Planeshift, there in every colour combo you can think but im playing in red/green which gives me 3 results, all coming in at different costs from 2 to 5 which hopefully I will only ever pay 2 for (1R 1G) using Animars abilitiy.

Sparkcaster is ideal a 5/3 body which deals 1 damage to an opponent face on entry, he will effectively make eidolond return to your hand from the graveyard and if you dont have a red or green creature to return to your hand as part of his first ability just target himself bouncing him back to recast for another 1 damage.

The combo Im looking to pull off is cast verdant and sac' use the mana to cast sparkcaster (after adding red or green to the verdant mana) returning verdant to your hand, dealing 1 damage out and returning sparkcaster to your hand, netting animar +1+1 twice making the higher cost creatures that will win you the game cheaper.

With 3 eidolons, 3 onnas, and 3 multicolored bouncers making up 10% of the deck the chances of seeing different variations of this combo are high in my opinion.

And if netting myself counters is my goal by adding a 'doubling season' into my deck will give me options too. basically giving my commander a free counter every time I cast a creature making my deck work twice as fast making my mana go further. It also has an added bonus that I can also build on, it doubles up tokens that are made by other effects.



There are a few things I can use with doubling season but if I wanted to add another spirit into the mix giving my onnas more reuse and abusing the hell outta doubling seasons ability it has to be the legendary Sekki.

His "enters with 8 counters" will now be "enters with 16". While preventing up to 16 damage from attackers he would spawn 32 spirit tokens. using just 8 of those tokens I can sac them to revive Sekki again (as is the theme of reuse/recycling were working towards). He would once again enter as 16/16 spawning another 32 tokens hopefully by the time of his death, and this is another fun repeatable combo each cycle gaining 32 tokens and sacing 8 tokens. Maybe I should find away to beef up their stats making them more dangerous? Also being able to damage Sekki for 16 on my own turn spawning 32 tokens and recasting him via sac' 8 tokens which would leave me with a 16/16 body and 24 1/1 tokens waiting to throw themselves infront of any threats my opponents may swing at me with.

MTG: My Commander choice part 1

MTG: So this is my commander for the game Im putting together, dont know why just really love this guy, cheap casting cost, 3 colour wedge creature with alot of abilities, and the potentual to get massive and stomp face, and has protection from 2 of the 5 colours cant ask for more the that.


The idea Im running with for this deck is getting maximum re-usability out of the 99 other cards in the deck, the first creature I thought of when I decided to make this was kiri-onna from saviors of kamigawa. By casting her and targeting herself with her ability I can bounce her back to my hand giving Animar a +1+1 and basically reducing the costs of all other creature spells I play onwards.

Kiri onna is part of the onna cycle of cards from saviors (there is an 'onna' in each colour all with the same ability but reflecting the colours own slant on things) which means I can also have the red and green onnas which will also help my bounce mechanic via the second ability of casting a spirit (they are all spirits).





This brings me to the second part of squeezing as much juice out of the cards as possible, playing with dead things when not playing black. Who says necromancers get to have all the fun digging in the graveyard.

For all my useful spirits that I want to keep in play/hand I need a way of fishing them back from the grave, Kamigawa has a lot of spirits with 'soulshift' which are essentually 1 trick ponies as you can only 'soulshift' downwards, like a creature with a cmc (converted mana cost) of 9 will net you a cmc spirit of 8 or less.

This isnt too much of a problem as I dont plan on paying 9 for our friend 'Body' here, by time I want to play him I should only be payin 2 green as Animar will hopefully have 7 counters on him. so losing an 8/5 beat stick with trample wont be too painful when I only paid 2 for it in the first place, and maybe pull him out of the grave using another reanimation spell creating a second round of soulshifting netting me more reusable creatures.

My next task is to find ways in which I can get use of lands cards in and out of the graveyard. But I guess thats what Ill do for the next post maybe?