Monthly Archives: November 2011

Game Report: Tolsimir Wolfblood

This is good:


That is all ๐Ÿ˜‰


Posted by on November 27, 2011 in EDH/Commander, Game Report



Damia – Finished Decklist

Well after the overwhelming zero responses to my desperate pleas for help, I finished up the first draft of this deck. Decklist first, comments later:

1 Damia, Sage of Stone

1 Birds of Paradise
1 Coiling Oracle
1 Cultivate
1 Dimir Signet
1 Dreamscape Artist
1 Elves of Deep Shadow
1 Explosive Vegetation
1 Farseek
1 Fertilid
1 Golgari Signet
1 Harrow
1 Kodama’s Reach
1 Llanowar Elves
1 Mana Vault
1 Oracle of Mul Daya
1 Primeval Titan
1 Sakura-Tribe Elder
1 Search for Tomorrow
1 Simic Signet
1 Sol Ring
1 Wood Elves

Good, for Cheap
1 Allosaurus Rider
1 Animate Dead
1 Avatar of Woe
1 Cryptoplasm
1 Durkwood Baloth
1 Gatstaf Shepherd
1 Hypergenesis
1 Living End
1 Mortivore
1 Phantasmal Image
1 Scute Mob
1 Skullbriar, the Walking Grave
1 Stitch Together
1 Vesuvan Shapeshifter
1 Villagers of Estwald

1 Abundance
1 Bottled Cloister
1 Herald of Leshrac
1 Ice Cauldron
1 Moonring Mirror
1 Null Profusion
1 Psychic Possession
1 Psychosis Crawler
1 Sages of the Anima
1 Teferi’s Puzzle Box
1 Thought Gorger
1 Urborg Syphon-Mage
1 Vinelasher Kudzu
1 Wild Mongrel
1 Zombie Infestation

1 Black Sun’s Zenith
1 Darksteel Plate
1 Eternal Witness
1 Genesis Wave
1 Indrik Stomphowler
1 Krosan Grip
1 Lightning Greaves
1 Nezumi Graverobber
1 Regrowth
1 Rite of Replication
1 Spitting Image
1 Swiftfoot Boots
1 Wickerbough Elder

1 Barren Moor
1 Breeding Pool
1 Command Tower
1 Dreadship Reef
1 Drowned Catacomb
1 Exotic Orchard
1 Lonely Sandbar
1 Overgrown Tomb
1 Temple of the False God
1 Tranquil Thicket
1 Twilight Mire
1 Woodland Cemetery
13 Forest
5 Island
5 Swamp

(Link to deckstats here)

I have a few thoughts on the list; for starters there are a lot of “some of this, could be more, but isn’t…” like Dreamscape Artist and Urborg Syphon-Mage, for something to do with excess lands in my hand, but no other spellshapers…. I’m sure there are others I could put in (Rampant Growth guy, at least, springs to mind). Likewise I’m playing Allosaurus Rider but not Soul Spike – because in EDH it’s quite, quite bad – and I would be playing Commandeer if I had one. Likewise with Suspend spells – I could put a lot more of them in (Riftwing Cloudskate and Errant Ephemeron spring to mind straight away but I’m sure there are others)

There are also quite a lot of experiments in this deck. Will Bottled Cloister live for more than a turn? Will Moonring Mirror work in this deck? Do I have too much ramp? Are the werewolves any good? If so, am I running the right ones? Do I need more graveyard removal? Destruction in general? Counterspells?

Comments (yeah right ๐Ÿ˜‰ ) below!


Posted by on November 26, 2011 in Challenge of Doom, EDH/Commander



Damia – BIG pile of cards

Well I’ve finished building Damia… 99 cards and a general. Problem is, only about 10 of the cards are land ๐Ÿ™‚

Like I did with the Nin build, I’m turning to you guys for help – what do I cut? What have I missed? What was I thinking? I’ve divided the cards up into categories to help me see what I’ve got – despite already having too many cards in here, I’m actually pretty short on finishers here.

I’m also having a bit of a moral dilemma (of sorts) – I love me a theme deck, and I’ve been pretty vocal about my dislike of “goodstuff” decks that are only there for the general’s colours. This is rapidly turning into a goodstuff deck, mostly because I can’t think of a decent theme. I will definitely be casting Damia early and often, but at the moment it’s to take advantage of filling my hand with goodstuff cards, which to be honest I’m not too comfortable with. Having said that though, there are a lot of cards in here which key off or get better with a full hand, and wouldn’t make your usual goodstuff deck, so maybe I’m ok. What do all y’all think?

Anyway, on to the many many many cards:


Birds of Paradise
Boreal Druid
Coiling Oracle (sometimes)
Dimir Signet
Dreamscape Artist (see also “Better with cards in hand”)
Edge of Autumn
Elves of Deep Shadow
Explosive Vegetation
Golgari Signet
Kodama’s Reach
Llanowar Elves
Magus of the Coffers
Mana Vault
Oracle of Mul Daya
Primeval Titan
Reap and Sow
Sakura-Tribe Elder
Search for Tomorrow (also can be played cheaply)
Simic Signet
Sol Ring
Sylvan Scrying
Wood Elves

Cards that can be played cheaply for big effect

(note on this category, especially in reference to the “traps” – I’m only playing the ones which will be reasonably easy to “trigger” so in 75% of situations I’ll get them for the reduced cost. Suspend guys go in here too, as it counts as playing them cheaply. The reason for cheap cards is so I can play the maximum number each turn for Damia to refill)

Allosaurus Rider
Animate Dead
Avatar of Woe
Baloth Cage Trap
Corpulent Corpse
Death Rattle
Durkwood Baloth
Gastaf Shepherd*
Nantuko Shaman
Phantasmal Image
Scute Mob
Skullbriar, the Walking Grave
Stitch Together
Stitched Drake
Ulvenwald Mystics*
Vigor Mortis
Villagers of Estwald*
Vinelasher Kudzu
Vulturous Zombie

Cards that work better on a Full Hand

Delirium Skeins
Hypergenesis (TOTALLY sick with Sages of the Anima)
Oblivion Crown (to empty my hand)
Psychosis Crawler
Sickening Shoal
Soul Spike
Spitting Image (lots of cardsย = some lands = retrace)
Trespasser il-Vec (more to empty my hand pre-Damia than anything else if I want to trade my hand in)
Urborg Syphon-Mage
Wild Mongrel

Cards that are useful when not in my hand

This is a hard one to pin down; when you see the cards here you’ll see what I mean; it means I can get them out of my hand (to draw more stuff), but they are still useful afterwards

Coffin Purge (graveyard removal)
Ice Cauldron (can literally store cards from my hand to cast later)
Seal of Doom (creature removal)
Wickerbough Elder (artifact/enchantment removal)


Abundance (really good with Damia)
Black Sun’s Zenith
Bottled Cloister (see below)
Crop Rotation (not ramp, but cheap and can get any land)
Darksteel Plate
Deconstruct (esentially a “free” spell)
Eternal Witness
Falkenrath Noble
Indrik Stomphowler
Krosan Grip
Lightning Greaves
Moonring Mirror (works better when you’re drawing a lot of cards…)
Nezumi Graverobber
Null Profusion (has some neat little synergies with Damia)
Plaxcaster Frogling (the little frog mutant that could)
Rite of Replication (derp derp)
Sages of the Anima (all the creatures!)
Shriekmaw (can be played as Terror)
Syphon Mind
Teferi’s Puzzle Box (“At the beginning of your draw step… ๐Ÿ˜€ )
Trygon Predator
Vigor Mortis


Barren Moor (card draw late game – I can see having lands stuck in my hand if I draw lots of them with Damia. These let me cash them in for other cards)
Breeding Pool
Command Tower
Dreadship Reef
Drowned Catacomb
Exotic Orchard
Lonely Sandbar
Overgrown Tomb
Temple of the False God
Tranquil Thicket
Twilight Mire
Woodland Cemetery

*The werewolves are an experiment. I literally have no idea how easily they’ll transform, or how easily they’ll transform back. I’m also tempted to run Ludevic’s Test Subject and/or Delver of Secrets, but I’d have to trade for both of them.

Bottled Cloister

One of those potentially disastrous cards… but if I have Cloister and Damia in play at the same time (and stack the triggers properly) I’m guaranteed to draw seven new cards with Damia, get my old hand back, and draw an extra one. The chance seems too good to pass up.

So that’s it so far; by my count it’s 90 cards plus land, so plenty of cutting to do. And I’ve probably missed some obvious things too.

Comment away!

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Posted by on November 22, 2011 in Challenge of Doom, EDH/Commander


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Deck List – Tolsimir Wolfblood

It’s been mentioned a couple of times in game reports but I haven’t yet posted the Decklist for Tolsimir up; I’ve been trading reasonably heavily to make this better and have just made 8 changes. Notably I took out most of the Thallids, which were funny but not very good, Orocho Eggwatcher and Sarpadian Empires which were too slow, and Gleeful Sabotage which was too slow and the worst artifact/enchantment removal in the deck. The replacements are in bold below, but since this is the first time I’ve posted it up it won’t mean too much to anyone who hasn’t seen it before

The Deck

Tolsimir Wolfblood

Token Token Makers
1 Acorn Harvest
1 Ant Queen
1 Beacon of Creation
1 Chatter of the Squirrel
1 Cobra Trap
1 Fresh Meat
1 Garruk Wildspeaker (see also: Fearsome)
1 Kessig Cagebreakers
1 Living Hive
1 Mercy Killing
1 Night Soil
1 One Dozen Eyes
1 Parallel Lives
1 Pollenbright Wings
1 Psychotrope Thallid
1 Rampaging Baloths
1 Raise the Alarm
1 Scatter the Seeds
1 Seed Spark
1 Seed the Land
1 Selesnya Guildmage
1 Sprout Swarm
1 Squirrel Nest
1 Storm Herd
1 Symbiotic Beast

Making Stuff FEARSOME
1 Beastmaster Ascension
1 Coat of Arms
1 Eldrazi Monument
1 Essence of the Wild
1 Gaea’s Anthem
1 Glorious Anthem
1 Leyline of the Meek
1 Marshal’s Anthem
1 Muraganda Petroglyphs

Draw Some Cards
1 Collective Unconscious
1 Fecundity
1 Regal Force
1 Slate of Ancestry

Gain Some Life
1 Essence Warden
1 Faith’s Fetters
1 Fracturing Gust
1 Loxodon Hierarch
1 Soul Warden
1 Soul’s Attendant
1 Stir the Pride
1 Suture Priest

Other Stuff
1 Bathe in Light
1 Chord of Calling
1 Condemn
1 Day of Judgement
1 Glare of Subdual
1 Hour of Reckoning
1 Indrik Stomphowler
1 Kodama’s Reach
1 Krosan Grip
1 Nullmage Shepherd
1 Overrun
1 Oversoul of Dusk
1 Perilous Forays
1 Privileged Position
1 Relic Crush
1 Return to Dust
1 Shield of the Oversoul
1 Skullclamp
1 Swords to Plowshares

Making the Mana
1 Arctic Flats
1 Ghost Quarter
1 Gavony Township
1 Graypelt Refuge
1 Khalni Garden
1 Oran-Rief, the Vastwood
1 Saltcrusted Steppe
1 Secluded Steppe
1 Swarmyard
1 Temple Garden
1 Tranquil Thicket
1 Vitu-Ghazi, the City-Tree
13 Forest
9 Plains

Deck analysis here

Comments as always very welcome

EDIT: Another change; -1 Plains +1 Gavony Township


Posted by on November 19, 2011 in Challenge of Doom, EDH/Commander


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Game Report: Garza Zol (again)

Made some small changes to the deck before taking it out for a whirl, since I was short on blue sources last time out:

-1 Shinka, the Bloodsoaked Keep
-1 Forgotten Cave
-1 Altar’s Reap

+1 Halimar Depths
+1 Vivid Creek
+1 Urge to Feed

Ended up being a 6 person free-for-all – I was quite enjoying it, but I think most folks got sick of this one before the end, as you’ll see later on.

The Table:
Intet, (my) Nin, Scion of the Ur-Dragon, Garza Zol, (my) Tolsimir, (my) Jaya Ballard

Intet: Land, go
Land, Sol Ring, Signet, go.
Rest of Table: Oh shit….
Me: How come I never get that start with my own decks!

As it turned out, Nin didn’t actually have a whole lot to do, and his turn two, with 5 mana (another land) was Kami of the Crescent Moon and Darksteel Myr. The Kami of the Big Buttcrack keeps everyone with full hands, and most of us end up discarding a few cards – I get a Crystal Ball into play, and I remember keeping a Condescend for something important but then forget to use it on Intet’s Scroll Rack, and instead keep the ultra important, uh, something from Scion (the player to my right) just to get the card out of my hand and scry before I draw my next two cards.

Highlights of the early-mid game:

  • Tolsimir gets an early Suture Priest
  • Jaya gets an early Spellshock
  • Intet gets Scroll Rack
  • Nin gets…. Nin. And by my count, four of the six counters which are in the whole deck, which he uses to counter most of Intet’s stuff.
  • Scion gets…. well it’s a Dragon deck. It doesn’t get much early on
  • I gets a Crystal Ball, and a Bloodlord of Vaasgoth, although that dies before it does anything.
  • Tolsimir discovers a very well hidden combo in Seed the Land and Suture Priest (bwahahaha)
  • Jaya starts throwing her weight around, for some reason latching onto Scion and attacking him with burny burn spells (like Meteor Shower), usually fueled by Mana Geyser. This turns into a bit of theme, for some unknown reason. The spellshock – which lasts for as long as Jaya does!!! – in conjuction with the Suture Priest is keeping everyone’s life down, so pretty much everyone is in the mid-20’s before anything really useful starts happening. Tolsimir is ahead of most people due to the Suture Priest working for him.
  • I gain some life from a Falkenrath Noble, when the inevitable happens and creatures die. For a 2/2 for 4, he’s surprisingly good.
  • Intet sticks a Body Double, choosing the Iona in Scion’s graveyard, naming blue. Luckily for me I only have one blue spell in my hand (Dream Leash), but it shuts Nin down for a while.

Eventually Scion casts Wrath of God, leaving the Spellshock and Seed the Land as the only important permanents remaining. There’s a little jockeying for position, but no one seems willing or able to do anything about the Spellshock, or it’s controller, and so it keeps chip chip chipping away at peoples life totals. I jump into the lead with a Malakir Bloodwitch (more to protect against a Yosei that just hit the table than anything else) which gains me 15 while draining everyone else for 3 (I also had a Viscera Seer and Garza Zol on the table). From that point on everyone starts getting picked off – I’m on close to 40, but Jaya keeps picking on Scion, and to cut a long and not particularly exciting story short, being on three times as much life as everyone else (who are mostly in single digits by now) is enough for me to win the game. Not a particularly satisfying win, but I’ll take it!

MVP: Malakir Bloodwitch
LVP: Crossway Vampire, who I had to discard because I couldn’t find two red sources (obviously still haven’t got the mana right; I think I’ll drop a Swamp and put Shinka back in – it doesn’t come into play tapped, and I have three targets for the First Strike ability)
Close, yet so far away: Crown of Empires in play, Throne of Empires in my hand when the game ended. One day…..


Posted by on November 16, 2011 in EDH/Commander, Game Report


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Game Report – Garza Zol; epic game is epic

Got a game in with the Garza Zol deck last night – but before the game started I managed to trade for two of the cards I really wanted for the deck:

– Blight Sickle
– Aura of Dominion

+ Death Pits of Rath
+ Thornbite Staff

Thanks Sam ๐Ÿ˜‰

A big game this time – 5 player free-for-all, involving:

Ghave, Ruhan, Garza Zol, (my) Tolsimir, and Intet

The action starts pretty much straight away when Tolsimir drops a Soul Warden and Ruhan an Auriok Champion, although they don’t get much value out of them immediately asย we allย have a pretty slow start. I only haveย the Thornbite Staff and Crown of Empires on the board. Much comment about the Crown is made, and about how bad it is… but it did its job nicely, and is one of those things (apparently) that no one can be bothered destroying because there are other more important things to get. The first real significant play is when Ruhan plays Callous Oppressorย – and then we can’t figure out who gets to choose the creature type. As it turns out, having now checked, it’s the Oppressor’s controller:

Q: In a multiplayer game, I play Callous Oppressor. Who chooses the creature type?

A: An opponent of your choice gets to choose. The choice of opponent isn’t targeted.

StarCityGames Ask the Judge, 25 May 2004

ย In the end I think that’s how we did it anyway; the Ruhan player chooses the Intet player who names….. Goblin. Apparently he likes his Kiki-Jiki ๐Ÿ˜‰ Thus begins my uphill battle to get rid of the stupid thing, before it keeps taking my best Vampires away from me – something I forget when I get to 7 mana, cast Garza Zol, and he grabs it before he finds out who I’m attacking (it would have been him anyway).

It’s about now that the game really starts going, and the Ruhan player with the aid of his Auriok Champion and a Wall of Reverence is hovering around 80 or so life. As it turns out he has quite a theme of stealing other people’s stuff going on, between Callous Oppressor (targeting me), Evangelize (with buyback, targeting me) and Insurrection (targeting everyone, natch). Maybe I should point him at my Threat Analysis article… By the time all that dust clears (this is pretty far into the game) the Insurrection takes out Intet (who had Scroll Rack active, and had used Praetor’s Counsel a few turns earlier, and had an Avenger of Zendikar, a Phyrexian Avenger of Zendikar, 20 2/3 plant tokens, and various other nasties. I had Chancellor of the Dross and Nicol Bolas, Tolsimir had a bunch of Saprolings, and Ghave had goodAkroma and Skullbriar. (Ruhan had Auriok Champion – still!! he was pretty happy with the double Avenger shenanigans – Callous Oppressor and bugger all else.) It wasn’t enough to kill everyone so he killed off Intet and made Ghave discard his hand with my Nicol Bolas. After that it was open season on Ruhan and he got knocked out fairly easily.

By this stage I’d got Bloodchief Ascension active and that plus Chancellor of the Dross had got me to 51 life. I got knocked down to 45 and then Tolsimir dropped his general and Overrun on the same turn and took me out, before I did the same to him (he was on 5). However, for a few turns before that I got to live the dream (a little) – I had Death Pits of Rath and Chancellor of the Dross with Thornbite Staff and got to ping creatures away (for two mana a time, unfortunately. If I’d drawn one of my Fire Whip variants I would have been very happy indeed ๐Ÿ™‚ )

So it was down to Tolsimir and Ghave, and after a lot of back and forth, Ghave was dead (from 20-odd) on Tolsimir’s next turn. “I have a card in my graveyard that will finish this..” he says, and then flips the top card of his library – without knowing what it was – onto the table…. (see here —>)

And the card in his graveyard: Bond of Agony


Stealth Addendum: This was the swingiest, funnest, and also longest game of EDH I’ve played in quite some time. It took about 2 1/2 hours to play, and involved exactly one Wrath of God variant: Desolation Giant. Coincidence? I don’t believe so. Creatures die in combat, but not having Wraths means people actually get to play their stuff and build a board presence. I really enjoyed that aspect of it. More of the same, please!


Posted by on November 9, 2011 in EDH/Commander, Game Report


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My Decks: Power Rankings

Just made this post over on, thought I may as well post it here too.

Starting from the bottom in the power stakes:

Fun: 7
Power: 3

There’s something about this deck; it just never seems to fire. I have some quality fliers in here now (Baneslayer, Yosei, Glen Elendra Archmage) and a biggish suite of counters (about 9 in total, counting things like Draining Whelk) but I have yet to even get close to winning a game with it. I may have to look at a few other lists to see what they’re running differently, but I’ve been trying to avoid that (to me, it would feel too much like someone else’s deck. Yeah I know, I should get over myself ๐Ÿ˜‰ )

Fun: 6
Power: 4

This is the deck of mine that really needs the most work. It’s basically the Political Puppets precon with a few changes thrown in. I have some ideas for this, but it’ll have to wait until I take a break from actual deck building. Occasionally I’ll trade for some cards for it and chuck them in, but really I should basically redo the whole deck from the word go.

Fun: 6
Power: 6

Treefolk Tribal. If I’m honest I went a bit overboard with the theme on this one – too many Treefolk, not enough stuff that deals with other peoples things – I have a Lignify, a Rootgrapple…… and that may be it. I have a Solar Tide that REALLY should go in here, but again this is a deck that needs 15-odd cards taken out, and 15-odd “destroy/exile target X” cards thrown in. Can attack for stupid amounts of damage fairly early on though.

Fun: 7
Power: 7

Token deck. Somewhat Wrath-resistant given Fecundity, Cobra Trap, and Fresh Meat, but it needs upgrading for things like Dauntless Escort and/or Concordant Crossroads… basically things that let my “little” 3/3 or 4/4 Saproling army actually attack ๐Ÿ™‚

Kitsune Mystic
Fun: 8
Power: 6

Mono-White enchantments. I loving playing this deck, but if the the rest of the table is playing “properly” the whole thing is a 2-for-1 waiting to happen. When it goes off (usually with an Open the Vaults or Retether) the board state gets awesome ๐Ÿ™‚

Fun: 7
Power: 7

Savra is all about sacrificing my guys to keep your guys off the table – it’s not a slow grinding control deck (I can’t build – or play – those types of deck properly) but it intends to get massive Lord of Extinctions and Golgari Grave-Trolls and beat face. I’m listing this after KMystic even though it’s less fun to play because it is more powerful. The groans when Mindslicer hits the table make this deck worth playing all by itself ๐Ÿ™‚

Fun: 8
Power: 7

My latest complete deck that I’ve actually played a game or two with. Nin can do some stupid good stuff, and is lots of fun to play. It plays the political game quite well as it can let other people draw a ton of cards, then when it’s time to pounce it can take those players out quite quickly. In theory ๐Ÿ˜‰

Fun: 9
Power: 7

I think – when it works – this is by far the most fun deck I have. I guess that speaks more about my inner Timmyness than anything else, but when I’m smashing peoples faces in with Demons, Dragons and Angels it make me very big happy ๐Ÿ™‚ Truth be told though, it’s not very powerful and without Kaalia it’s just an overpriced Fatty deck

Fun: 8
Power 8

Another fun deck, this one can also take the rest of the table out pretty quickly – very low on creatures so not affected too much by boardwipes. Burn baby, Burn! ๐Ÿ˜‰

There’s a fairly major gap between the previous decks and the other 4 – All of the ones below here are capable of winning pretty consistently, although (as always) there are always improvements to be made

Ghost Council
Fun: 7
Power: 9

This deck more than any of my others has the late game sewn up. It’s all about controlling the board, and plinking away for 5 or 10 or so per combat phase. It has a “blink” theme in it, but I’ve made sure that the creatures that it can blink want to be either leaving or entering the battlefield, like Skeletal Vampire or Cloudgoat Ranger.

Fun: 9
Power: 9

One member of our playgroup got to live the dream with Omnath last week; he managed to kill the table by turn 6, using General Damage. Essentially this is a very linear deck – make mana, make Omnath huge, give him trample/make him unblockable (Trailblazer’s Boots is tech!) and SMASH. Add mana doublers, Seedborn Muse and Patron of the Orochi for the huge lol’s. It does have the big dumb green spells like Terastodon and GWave in here, but this deck, more than any of the others is all about the General Damage. Tons of fun, and my fastest deck by quite some margin.

Fun: 10
Power: 9

My first EDH deck, and still my favourite. What’s not to like about putting all the bestest creatures in the world in one deck (Blue and Black creatures need not apply)? Mana Mana Mana, big dude, big dude, 2 big dudes…. Love it.

Fun: 8
Power: 10

Easily my most powerful deck, I built Animar to be flat-out good while at the same time fun. It’s the only deck I purposefully built an infinite combo into (Cloudstone Curio + Animar + two Eldrazi/morphs, for an infinitely large Animar.. add Tidespout Tyrant to bounce every (targetable) permanent on the board), and it’s designed to be able to do it’s thing under duress. Having said that, you can still make a lot of crazy, silly, fun plays with this deck.

I’ve just finished a Garza Zol deck, and I’m now building Damia. From looking at it I’d say Garza is about 7 fun/6 power, and the way I’m thinking about building Damia will make it about 6 fun/8 power.

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Posted by on November 7, 2011 in Challenge of Doom, EDH/Commander


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