I enjoy playing Commander in multiplayer but only when the group is small; five people at maximum. More than that and it takes too long to get (and sometimes take) your turn; why not just split up and play two games?
But this weekend I faced off against Fuz alone, and multiplayer games are not quite the same as 1v1. Most of those games were against his Sedris deck but there were a few against some of the pre-made Commander decks from 2011.
Things I learned:
Frantic Search is still evil. I should start putting that card in every Commander deck I own. Even if they don't run blue.
I think the hole I spoke of last time, that there aren't a lot of global effects in this deck, may be something that has to be addressed, whether I tilt this deck to 1v1 or multiplayer. Getting outnumbered early is something that can easily happen and a chance to start over is helpful. Conversely, I could add in more card drawing or search effects in order to push combos like Triskelion and Mephidross Vampire, or other tribal synergies. Dark Ritual is the card most likely to come out, as is False Demise if I don't upgrade the creature removal suite.
On the flipside, cards like Vampire Lacerator give me an opportunity for an early rush and have earned their stay in the deck. Forcing an opponent to use their removal on tiny creatures is always helpful when I'm hoping to cast Blood Tyrant later. Plus, with the Bloodlord of Vaasgoth, the opportunity for cheap huge creatures is there. The drawback that the small creatures provide isn't outweighed by the synergy, yet.
This is a blog about the Magic the Gathering decks I make, the games I play and the general thoughts I have about the game...and occasionally other stuff but hopefully only as it relates to play.
Showing posts with label Garza Zol. Show all posts
Showing posts with label Garza Zol. Show all posts
Tuesday, October 22, 2013
Monday, October 14, 2013
Pros and Cons
The thing about doing a tribal deck, especially in Commander, is that some questions don't even need to be asked. There are various synergies that come with a tribe and as a result, certain things don't come under consideration because cards like Urge to Feed trump the addition of other removal spells.
I bring this up because what it means is that between the tribal theme and my own philosophy, I tend to eschew mass removal spells like Meltdown over cards like Sunder from Within and Sinkhole. In multiplayer, this can be problematic. On the upside, my evaluation process is tested further, so I get better at that but on the downside, I can easily find myself in a bad situation because I haven't picked the right tools for the job.
In this case: against Noah's Niv-Mizzet deck, he was able to use some artifacts in order to set up a situation where he drew 37 cards 4 times in a row, and killed Seth and I.
But I'm in Canada now, so I can test decks with Fuz and I am certain something good will come of it.
I bring this up because what it means is that between the tribal theme and my own philosophy, I tend to eschew mass removal spells like Meltdown over cards like Sunder from Within and Sinkhole. In multiplayer, this can be problematic. On the upside, my evaluation process is tested further, so I get better at that but on the downside, I can easily find myself in a bad situation because I haven't picked the right tools for the job.
In this case: against Noah's Niv-Mizzet deck, he was able to use some artifacts in order to set up a situation where he drew 37 cards 4 times in a row, and killed Seth and I.
But I'm in Canada now, so I can test decks with Fuz and I am certain something good will come of it.
Thursday, October 10, 2013
Commander: Garza Zol, Plague Queen
I generally don't name my Commander decks, because they already have unique titles: the Commander leads the deck, thus bestows the name. But in this case, I have a little subtitle for this one, Everybody I Know Has Fangs.
I suppose that the first thing I ought to do is repeat my general Commander philosophy. This format is where I get to shove in all the weird, unused cards or singletons that I wouldn't get to play otherwise. In Commander, I try a little harder to consider theme and the glory of cool things, than I do the success of a plan in relationship to victory.
I realize that making a vampire tribal deck may not seem like something out of the ordinary but I dislike making decks that I know work. Vampires have been pushed steadily since Zendikar block and while I don't know that a winning vampire deck has been mapped out, making a traditional 60 card deck is just too easy. Unless I can put a slant on it that is unique (read: probably bad) then I find it difficult to be interested.
I frontload all this because I have had people tell me, in a slightly pitying tone, "Vampire Lacerator really doesn't work in Commander."
Trust me: I know how this format works. It works any way you want it to and I want to make a vampire tribal deck. It's OK if some of the cards are bad; that's partly why I'm writing, to properly look at these decks and swap bad cards for better ones.
But in Commander I'm more willing to accept my choices because they are cool. Telling me that something doesn't work when it's clearly part of the theme is ignoring what my goals are and is unhelpful advice. That doesn't mean I'm going to keep the Lacerator in forever but it's good for the time being.
Let's roll it out!
| Commander: Garza Zol, Plague Queen | Artifacts Blade of the Bloodchief Obelisk of Grixis |
| Enchantments False Demise Control Magic | Sorceries Blood Tithe Blood Tribute Dream Cache Earthquake Rush of Knowledge Slave of Bolas Sinkhole Feast of Blood Exsanguinate Consume Spirit Soul Burn Sunder from Within Demolish |
| Lands Crypt of Agadeem Dreadship Reef Urborg Volcano Crosis's Catacombs Lake of the Dead Barren Moor Izzet Boilerworks Dimir Aqueduct Rakdos Carnarium 9 Mountain 9 Island 11 Swamp | Instants Brainstorm Dark Ritual Lim-Dûl's Vault Swerve Murmurs from Beyond Repulse Yamabushi's Flame Glacial Ray Reverberate Sulfurous Blast Think Twice Urge to Feed Vampiric Fury Vampiric Tutor |
| Creatures Lord of Lineage/Bloodline Keeper Blood Tyrant Vampiric Dragon Vampire Nighthawk Vampire Lacerator Izzet Chronarch Skeletal Vampire Sengir Nosferatu Sengir Vampire Baron Sengir Irini Sengir Child of Night Blood Seeker Rakish Heir Falkenrath Marauders | Creatures Krovikan Vampire Kalitas, Bloodchief of Ghet Malakir Bloodwitch Guul Draz Vampire Gatekeeper of Malakir Butcher of Malakir Pulse Tracker Drana, Kalastria Bloodchief Mephidross Vampire Mirri the Cursed Guul Draz Assassin Captivating Vampire Bloodlord of Vaasgoth Triskelion Olivia Voldaren |
I suppose that the first thing I ought to do is repeat my general Commander philosophy. This format is where I get to shove in all the weird, unused cards or singletons that I wouldn't get to play otherwise. In Commander, I try a little harder to consider theme and the glory of cool things, than I do the success of a plan in relationship to victory.
I realize that making a vampire tribal deck may not seem like something out of the ordinary but I dislike making decks that I know work. Vampires have been pushed steadily since Zendikar block and while I don't know that a winning vampire deck has been mapped out, making a traditional 60 card deck is just too easy. Unless I can put a slant on it that is unique (read: probably bad) then I find it difficult to be interested.
I frontload all this because I have had people tell me, in a slightly pitying tone, "Vampire Lacerator really doesn't work in Commander."
Trust me: I know how this format works. It works any way you want it to and I want to make a vampire tribal deck. It's OK if some of the cards are bad; that's partly why I'm writing, to properly look at these decks and swap bad cards for better ones.
But in Commander I'm more willing to accept my choices because they are cool. Telling me that something doesn't work when it's clearly part of the theme is ignoring what my goals are and is unhelpful advice. That doesn't mean I'm going to keep the Lacerator in forever but it's good for the time being.
Let's roll it out!
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