Showing posts with label Garza Zol. Show all posts
Showing posts with label Garza Zol. Show all posts

Tuesday, October 22, 2013

Why is that, do you think?

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.

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.

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.

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!