Tag Archives: blue

On to the next: Damia, Sage of Stone

OK so having built Garza Zol – a deck I had no idea about what I wanted to do – I’m moving on to something I’ve been thinking about for a while – Damia. Lets have a look at her:

This one is going to be reasonably straightforward; assuming I can keep her in play, I want to dump my hand every turn and refill, and simply overwhelm the board with card advantange. To that end this deck is going to revolve around a few core concepts:

  • Mana acceleration. To be able to cast multiple cards per turn, I’m going to need a lot of mana. On the plus side (and not exactly a side effect, but another bonus) Damia costs 7, so I’d need some anyway
  • Spells with alternate mana costs – in particular “pitch” spells like Commandeer, Sickening Shoal, and Allosaurus Rider, but also “you may play this for free” spells like Massacre. Other things which fall broadly into this category are Suspend spells like Errant Ephemeron and Pfthisis and Retrace spells like Spitting Image or Worm Harvest (giving me something to do with the extra lands I’ll no doubt end up with). Dream Halls is a no-brainer – although it gives the ability to all your opponents as well, which isn’t so good.
  • Cards or abilities which let you “store” cards for later. This is a much harder ability to pin down, but the King of all these cards is Ice Cauldron. Go ahead, read the card. For bonus points, read the actual card text, then the oracle text, then all the explanations of the oracle text, then read the card again :D. The cliff notes version of Ice Caudron is this:
                 Tap: Exile a card from your hand. You may play that card as long as it’s exiled.
    The rest of the abilities (and explanations) pretty much deal with adding mana to, or removing mana from the Ice Cauldron. The really important bit is you can still cast the spells from exile, even if Ice Cauldron is destroyed. The tricky thing is that you can only exile one card every two turns without help, since you need to get rid of the charge counter on Ice Cauldron before you can activate it again. But I digress… There are some other cards which let you store cards for later – you could argue the Suspend mechanic does it – but something that sorta fits is Bottled Cloister. It means you have no hand for all of your opponent’s turns – which is a pretty major disadvantage – but if it survives until your next upkeep and your stack the triggers properly, you draw 7 off Damia, then get your hand back and draw an extra card.
  • There are a few more bits and pieces I’ll be throwing in too (hint: Spellshapers) but I’ll get to them when I type out the list
  • Something I haven’t been able to think of a way to abuse is the “skip your draw step” ability – is there anything I can cram in there?

So I have heaps of ideas for this one – except I have hardly any of the cards (apparently I own zero Pfthisisisisesesisises) so the first build will be interesting…



Posted by on November 6, 2011 in Challenge of Doom, EDH/Commander


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Garza Zol, Plague Queen: Finished List, Mk I

As I threatened to earlier, I’ve put this together with the cards I can find, and will give it a whirl in the next few days. I mananged to squeeze in all the themes I wanted (Vampires, Royalty, Mind Control, and just a touch of plague, er Pestilence).

You can see a breakdown of the deck here

The decklist:

// Chief Bloodsucker and Queen of the Damned
1 Garza Zol, Plague Queen

1 Anowon, the Ruin Sage
1 Blood Seeker
1 Blood Tyrant
1 Bloodlord of Vaasgoth
1 Butcher of Malakir
1 Chancellor of the Dross
1 Crossway Vampire
1 Drana, Kalastria Bloodchief
1 Falkenrath Marauders
1 Gatekeeper of Malakir
1 Kalastria Highborn
1 Malakir Bloodwitch
1 Rakish Heir
1 Screeching Bat
1 Sengir Nosferatu
1 Sengir Vampire
1 Skeletal Vampire
1 Vampire Hexmage
1 Vampire Nighthawk
1 Vampire Outcasts
1 Viscera Seer

//Sucking the Blood
1 Barter in Blood
1 Blood Tribute
1 Bloodchief Ascension
1 Corrupt
1 Cruel Ultimatum
1 Sign in Blood
1 Pestilence
1 Vampiric Fury

//The Machines that go “PING”
1 Arcane Teachings
1 Fire Whip
1 Flame Fusillade
1 Hypervolt Grasp
1 Lavamancer’s Skill
1 Viridian Longbow

//Your mind is weak…
1 Dream Leash
1 Enslave
1 Mind Control
1 Persuasion
1 Ray of Command
1 Traitorous Blood
1 Word of Seizing

//I say what is allowed in my domain
1 Condescend
1 Hinder
1 Rewind
1 Spell Crumple

//The Royal Court
1 Aura of Dominion
1 Beseech the Queen
1 Crown of Empires
1 Scepter of Empires
1 Throne of Empires
1 Royal Assassin

//Minions, Schemes and Tricks
1 Altar’s Reap
1 Avatar of Woe
1 Blight Sickle
1 Clone
1 Crystal Ball
1 Dimir Signet
1 Garza’s Assassin
1 Nicol Bolas
1 Soul Manipulation
1 Terminate
1 Traitor’s Roar
1 Vesuvan Shapeshifter

//Making the Mana
1 Barren Moor
1 Steam Vents
1 Blood Crypt
1 Temple of the False God
1 Rakdos Carnarium
1 Dimir Aqueduct
1 Izzet Boilerworks
1 Tresserhorn Sinks
1 Terramorphic Expanse
1 Lonely Sandbar
1 Jwar Isle Refuge
1 Frost Marsh
1 Forgotten Cave
1 Evolving Wilds
1 Dreadship Reef
1 Bojuka Bog
1 Dragonskull Summit
1 Graven Cairns
1 Shinka, the Bloodsoaked Keep
1 Stensia Bloodhall
12 Swamp
2 Island
1 Mountain

There are a number of changes I’d make immediately if I had the cards/could be bothered moving them from other decks, most notably Basilisk Collar, Death Pits of Rath, and Thornbite Staff. But in the meantime I’ll play it like this and see how it goes. I was a little worried that the curve for this deck would be too high and I’d spend the first few turns doing nothing, but I was surprised at how many playable vampires there are in CMC 1-3, so I may be able to put early pressure on. After I’ve played a couple of games I’ll give all y’all my impression of it.


Posted by on November 3, 2011 in Challenge of Doom, EDH/Commander


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Garza Zol: A journey of a thousand miles…

…begins with one step, apparently. Since I’ve hit a bit of a wall when it comes to ideas for Ms Zol, I’ve decided I’m just going to build the damn thing and then tweak it from there. I’m going to go with a Vampire/damage dealing/grow-a-creature type strategy, with a little “you work for me now” vampire charm (<– see what I did there?!) thrown in and see how strong (or otherwise) it turns out to be. So, to the cards!


Cards in Italics I don’t own and will have to try and trade for. Further broken down by:

Vampires that grow themselves or other Vampires

Baron Sengir (this guy is expensive, I probably have no chance of getting one)
Blood Tyrant
Bloodcrazed Neonate
Bloodlord of Vaasgoth
Falkenrath Marauders
Mephidross Vampire
Mirri the Cursed
Nirkana Revenant
Rakish Heir
Repentant Vampire
Sengir Vampire
Stromkirk Noble
Vampire Nocturnus
Vampire Outcasts
Vampiric Dragon
Vein Drinker

Vampires that take control of other creatures

Krovikan Vampire
Kalitas, Bloodchief of Ghet (kinda)
Soul Collector

Vampires that do both

Captivating Vampire
Olivia Voldaren

Other Vampires

Anowon, the Ruin Sage
Ascendant Evincar
Blood Seeker
Bloodghast (I have one but it’s in a deck that actually cares about it coming back. It’ll probably stay there) 
Bloodline Keeper // Lord of Lineage (would you believe I had two of these and traded them both? I so smart…)
Butcher of Malakir
Chancellor of the Dross
Crossway Vampire (probably weak, but nice boobs art, and helps to get other guys through)
Drana, Kalastria Bloodchief
Falkenrath Noble (wrath punishment)
Gatekeeper of Malakir
Kalastria Highborn
Malakir Bloodwitch
Skeletal Vampire
Screeching Bat // Stalking Vampire
Vampire Hexmage
Vampire Nighthawk

Doin’ Damage, direct-styles

As well as crashing into other people in the combat phase, there’ll be a few cards which help the Vamps “ping”. Unfortunately most of them are Auras, so are pretty bad, esp since you can’t move them from creature to creature very easily. The best of them (cheap, or more resistant to removal) are:

Arcane Teachings
Fire Whip
Flame Fusillade (I like this card 🙂 )
Furystoke Giant (like this one too)
Hermetic Study
Hypervolt Grasp (One of the few that I can get back)
Lavamancer’s Skill
Power of Fire
Psionic Gift
Thornbite Staff (expensive to activate)
Viridian Longbow

There are other things in this category too like:

Warstorm Surge

But generally speaking these effects are pretty bad…. I’ve done a couple of searches and turned up some others, but they all seem to only effect one creature, or are a one-shot (instant or sorcery). I do like the imagery of a flock of Vampires (what else are you going to call them?!) descending on a poor unsuspecting Primeval Titan and biting him to death…

Taking Control

A much-hated part of blue’s colour pie (especially by me!), taking control of other people’s creatures is a pretty strong strategy. I do try and avoid it in my decks, but in a Vampire deck it fits the theme as well as being good, so I’m going to chuck a few of them in – but only if the name and flavour of the card fits! No Bribery here, we Vampires are much too sophisticated to resort to mere coin! At the moment I’m looking at:

Control Magic
Mind Control
Ray of Command
Scythe of the Wretched
Slave of Bolas
Traitorous Blood
Word of Seizing

 Other Stuff

Some of this interacts with the other themes; some of it is goodstuff inclusions, and some of it is just things I’ve wanted to put in a deck…. 😉

Avatar of Woe
Backlash/Traitor’s Roar
Basilisk Collar (I have one, but it’s in another deck. I could see moving it to here though)
Beacon of Unrest
Blade of the Bloodchief
Blight Sickle
Clone/Metamorph/Vesusvan Doppelganger etc etc etc
Fang Skulkin (probably not…)
Fists of the Demigod
Gorgon Flail
Hinder/Spell Crumple
Phyrexian Arena
Quietus Spike
Rite of Replication
Vesuvan Shapeshifter

Well, that’s a… pile of cards…

I think I’ll throw this together with the cards I have, add some more draw and removal, and call it a deck. I’m still not too happy about how this ended up, but maybe it’ll be more fun to play than it looks. I’m definitely going to revisit this deck in the very near future – one thing I haven’t mentioned yet that keeps popping into my head is a Proliferate subtheme – I have some proliferate cards in Animar and they’ve been surprisingly useful.

Comments, as always, are welcome – but be gentle with me! This doesn’t look much like a deck to me, at least, not at the moment!


Posted by on October 27, 2011 in Challenge of Doom, EDH/Commander


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Brainstorming: Garza Zol

OK so straight on to the next one! My next general is Garza Zol, Plague Queen:

I’m going to break this bad girl down and see what jumps out at me; I really don’t know what kind of deck she wants to be the general for….


Garza Zol, Plague Queen. Not too much to work with there… maybe some reference to plague? A quick search reveals there are 15 cards with Plague in them; all black apart from Ms Zol herself. And some of them are awful (looking at you Plague Fiend). Bonus points to me if I get some plague cards in there though… As for Queen; well Royalty is a harder search to pin down, but off the top of my head you have things like Royal Assassin, Decree of <X>.

Sidebar: I just did a search for “King” and it turns out two of the Kings in Magic (Sol’Kanar and Sedris) are in the same colour combination… coincidence? (Aside from Darien, but that guy’s a masochistic jerk 😉 ). See also Prince of Thralls and Princess Lucrezia…. this is getting downright weird…

Mana Cost

4UBR, also known as 7. Seven mana is a lot, even in EDH, even for a general. The problem with 7 to cast generals is that – when you’re not in green – you’ll only cast them once or twice before the game is over. They have to be very good, or effect the board immediately.

Sidebar number 2: My generals in my 13 decks so far (wow…) are CMC 2 (1 general), 3 (6), 4 (4) and 5 (1) and 6 (1). That’s actually surprisingly low for me, since I like my big dumb guys 🙂

UBR obviously sets my colours, and up to a point tells me what I’m going to do with the deck. Card draw and counters and fliers for blue, killing stuff for fun and profit in black and damage and haste in red, to generalise.

Creature Type

Vampire. Not a lot to work with here either – my first thought was to build a Vampire tribal deck. Up until Innistrad there were 62 vampires in Magic – 1 White/Black (Vish Kal), 1 Red/Black (Vampiric Dragon), 2 Blue/Black (Szadek and Morioii) 2 Blue/Black/Red (Garza and Blood Tyrant), and 56 mono-black. Kind of defeats the purpose of a multicolour EDH deck. Innistrad has kind of added 14 Vampires; 6 Red, 5 Black (one of which gets counted twice since it’s a transform card with Vampire on both sides), 1 Red/Black (Olivia Voldaren), and one which is a Vampire only when it’s transformed (Screeching Bat//Stalking Vampire). Still not a lot to work with, although some of them are quite appealing (Falkenrath Marauders and Rakish Heir seem pretty good). I may still have quite a few Vampires in the deck, but it looks like not enough to have cards that key off certain creature types.


Flying, Haste. Haste is a pretty good ability in my playgroup, especially at the time when Garza’s likely to be played – in the later stages of most of our games creatures tend to get wiped every other turn so you’re lucky to be able to swing with non-hasty creatures at all. So on one hand it’s nice to have haste and be able to swing; on the other hand if Garza gets wrathed away as soon as she hits recasting her could be a problem. Flying severely limits what can stop her getting through when she does swing, although again by that stage there are more likely to be Dragons and Demons and Big Things With Reach on the battlefield, which makes the flying less relevant than it would be earlier.

Whenever a creature dealt damage by Garza Zol, Plague Queen this turn dies, put a +1/+1 counter on Garza Zol.
Whenever Garza Zol deals combat damage to a player, you may draw a card.
OK so technically this is two abilities but they’re linked (in my twisted little mind) as one triggers when she is blocked and one triggers when she is not blocked. But hang on there Tiger, lets read that first ability again;
Whenever a creature dealt damage by Garza Zol, Plague Queen this turn dies, put a +1/+1 counter on Garza Zol.
What that doesn’t say right there is “combat damage”… A little Arcane Teachings, maybe? Arena, perhaps? Triangle of War, hmmm? (Okay so I’m… probably… kidding about Triangle of War) Warstorm Surge and possibly Electropotence. Flame Fusillade with Garza and Sengir Vampire and Rakish Heir seems fun…

The second ability does have that pesky “combat phase” wording, but will come in useful, especially with the flying and the haste.

What direction do you fine folks think I should go? Comment away!


Posted by on October 9, 2011 in Challenge of Doom, EDH/Commander


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Nin, the Pain Artist – Finished deck, Mark I

OK, I have the initial Decklist. This is what I’m going with:

Mistress of Pain

Nin, the Pain Artist

Delicate Instruments

Adamaro, First to Desire
Aeon Chronicler
Darksteel Myr
Darksteel Sentinel
Manor Gargoyle
Psychosis Crawler

Keeping the Hand Full

Ancestral Vision
Blue Sun’s Zenith
Careful Consideration
Compulsive Research
Deep Analysis
Font of Mythos
Howling Mine
Jace Beleren
Kami of the Crescent Moon
Minds Aglow
Mystic Remora
Temple Bell

Keeping the Hand… cycling

Frantic Search
Forced Fruition
Jace’s Archivist
Magus of the Jar
Memory Jar
Molten Psyche (see also “One is Good…”)
Teferi’s Puzzle Box
Tolarian Winds

Hand Size? What Hand Size?

Library of Leng
Venser’s Journal

Graveyard Control

Relic of Progenitus
Scrabbling Claws
Tormod’s Crypt

Spell Control

Cryptic Command
Dream Fracture
Faerie Trickery
Overwhelming Intellect (also keeps the hand full)

One is Good…

Cerebral Vortex
Parallectric Feedback
Soul’s Fire
Spiraling Embers
Sudden Impact

Two is Better

Echo Mage
Mischievous Quanar

Other Stuff

Darksteel Ingot
Inner Fire
Izzet Signet
Lightning Greaves
Mana Geyser
Meishin, the Mind Cage
Niv-Mizzet, the Firemind
Rite of Replication
Sensei’s Divining Top
Sokenzan Spellblade
Sol Ring
Spin Into Myth
Trinket Mage
Word of Seizing


Reliquary Tower (Hand Size)
Riptide Laboratory
Steam Vents
Evolving Wilds
Terramorphic Expanse
Buried Ruin
Temple of the False God (does anyone else think it’s weird that you can’t really cast Karona, False God off this without having mana left over? 😉 )
Izzet Boilerworks
Tectonic Edge
9 Mountains
16 Islands

The amazingly astute among you will note that this is 67 non-land cards, which is probably two too many. Currently I’m probably going to cut Concentrate and Deep Analysis. Having said that I want to add Thousand-Year Elixir and Soramaro, First to Dream when I trade for them, so will have to take another two cards out. However, I’ll burn that particular bridge when I get to it 😉

Link to deck analysis here

Comments, as always, welcome 😉


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


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Nin: Big Pile O’ Cards

Stage 2 of the build: I have 77 cards I want to put in the deck 🙂 As much as I’d like to throw 23 land in and have a go, it seems that probably wouldn’t work too well. So. Here are the cards I’m considering, with notes where appropriate. What should I keep? Cut? What did I miss?

Drawing Cards

Aeon Chronicler
Ancestral Vision
Azure Mage
Barbed Shocker
Careful Consideration
Compulsive Research
Deep Analysis
Font of Mythos
Frantic Search
Howling Mine
Jace Beleren
Jace’s Archivist
Jace’s Ingenuity
Kami of the Crescent Moon
Magus of the Jar
Memory Jar (obvious card is obvious!)
Mystic Remora (Yes Rhystic Study is better. I don’t got any)
Teferi’s Puzzle Box
Temple Bell
Think Twice
Thought Reflection (win more?)
Tolarian Winds
Vision Skeins
Words of Wisdom

Damaging You

Adamaro, First to Desire
Cerebral Vortex
Molten Psyche (slightly nervous about enabling Metalcraft with this one)
Niv-Mizzet, the Firemind
Psychosis Crawler
Sokenzan Spellblade
Soul’s Fire (Targets: Adamaro, Aeon Chronicler, Psychosis Crawler, Soramaro)
Spiraling Embers
Sudden Impact

No Hand Size

Library of Leng
Reliquary Tower
Venser’s Journal

Indestructible Dudes to draw cards off

Darksteel Brute
Darksteel Myr
Darksteel Sentinel
Manor Gargoyle

Copy Effects

Echo Mage
Mischievous Quanar

Mana Rocks/Spells

Darksteel Ingot
Inner Fire
Izzet Signet
Mana Geyser
Manalith (this is kinda meh, I realise)

Counter Suite

Cryptic Command
Dream Fracture
Faerie Trickery

Graveyard Hate

(This gets its own heading because of the way this deck probably works. People will have full hands, and will be discarding a lot of cards. I want to make sure I can clamp down on graveyard shenanigans)
Relic of Progenitus
Scrabbling Claws
Tormod’s Crypt

Good Stuff (good in general, not necessarily on-theme)

Call the Skybreaker
Lightning Greaves
Rite of Replication
Sensei’s Divining Top
Sol Ring
Spin into Myth
Word of Seizing

Cute Stuff (the first to get cut, probably)

Mask of Memory
Ivory Crane Nestuke (Can’t find any Ebony Owl Netsukes, which would be much better)
Comet Storm (or any other X spell. I’m just not sure that I’ll be far enough ahead on life to run things like Molten Disaster/Earthquake)
Akki Underling (Even a 4/2 first striker isn’t that good)
Keep Watch (the very definition of “narrow application”)
Parallectric Feedback (my super-secret Genesis Wave tech. Not sure if it should be in here, but kinda keen to keep it)
Quenchable Fire (in EDH this is basically 6 damage for 3R. Good enough?)
Forced Fruition

Importantish Notes

There are still cards I don’t have that I’m trying to trade for that will go in here; among them:

Blue Sun’s Zenith
Graceful Adept
Myojin of Seeing Winds
Soramaro, First to Dream
Stroke of Genius

Koth of the Hammer
Vicious Shadows

Creepy Doll
Stuffy Doll
Thousand-Year Elixir

Also there are a number of spells in here that I’m not particularly attached to, but I’d like second and third opinions – what would you add? remove? keep?


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Deck Building Exercise – The Marvellous Madam Nin

So finally we get to what I plan to actually use this blog for – discussion (well, it’s only a discussion if I get comments… hint hint!) on the building of future decks. As you can plainly see from the title, this time it’s Nin, the Pain Artist. Let’s have a look at her:

(image from, and presumably (c) Wizards of the Coast Gatherer search engine)

Well, we can tell straight away this isn’t a deck that’s reliant on the General getting through for the big damages. Despite stories around my playgroup of Kiku, Night’s Flower or Azusa, Lost but Seeking getting there for 21, a point at a time, this won’t be the focus of this deck. Nin is pleasantly cheap though (not like that 😉 ), and so will hopefully be having an effect on the board from as early as turn 2. Neither is her type particularly relevant; as much as I love tribal decks, this isn’t going to be a Vedalken or Wizard deck (although there may be a card or two that interact with those types). No, I chose this general because of her activated ability. As someone somewhere on the internets said, it turns every creature on the board into a Stroke of Genius. But how to break this? Can it be broken? Of course it can… there are some bits and pieces around this ability which aren’t immediately apparent:

 – The creature doesn’t have to die, to draw the cards
 – You can deal more damage to the creature than it has toughness, and get more cards out of it
 – Drawing cards can be a bad bad thing….

With those not-very-stunning revelations in mind, this is how I decided to build the deck:

1. Have a smattering of indestructible creatures of my own that I can ping to get cards
2. Make big amounts of mana to make a player (could be me, could be someone else) draw a ton of cards
3. Punish my opponents for drawing cards
4. Punish my opponents for me drawing cards
5. With a side order of “make sure my hand size is unlimited”

How to accomplish these things? Well, lets go through them in order

1. Indestructible Creatures to Target

When it comes to indesctructible creatures (in red and blue) the choice is actually pretty limited. We have:

 – Blightsteel and Darksteel Colossi: Too expensive
 – Creepy and Stuffy Doll: Definite potential, esp since Stuffy Doll helps me to kill somone deader than a doornail.
 – Darksteel Gargoyle, Juggernaut, Myr, and Sentinel: The only one I’d consider here is Darksteel Sentinel; the others don’t do enough (in my opinion) for their cost
 – Manor Gargoyle: This guy is interesting. He’s indestructible when you want it to be, and gets in there for 4 when you need him to.
 – Myojin of Infinite Rage: I don’t do mass land destruction. Pass.
 – Myojin of Infinite Drawing: This, on the other hand, is an absolute shoe-in.
 – Ulamog, the Infinite Gyre: See Collosi.

So from that list, I think I’m going to end up with Creepy Doll, Stuffy Doll, Manor Gargoyle, Myojin of Seeing Winds, and maybe Darksteel Sentinel. The only problem with that plan is that of those, I only own a Darksteel Sentinel. To the trading post! In the meantime, I’m going to run Sentinel, Darksteel Myr, and Darksteel Brute (not even a creature, really)

2. Make mana, for making the damage, for drawing the cards.

There are some very interesting one-shot effects in red which can net you a TON of mana. The two that fit into this deck particularly well are Mana Geyser (which, really, goes in any red multiplayer deck. This card is sick) and Inner Fire, which is usually not very good but in this deck could be fantastic. There’s also Koth of the Hammer, and Mana Seism, although that’s a pretty risky proposition. Blue gets, ah, shafted in the fast/lots of mana category. Other random thoughts on what should go in here:

 – Izzet Signet (Is It??!)
 – Dreamstone Hedron
 – Journeyer’s Kite
 – Darksteel Ingot
 – Gilded Lotus
 – Some variety of lands which tap for the manas (pity there’s no R/U storage land, but)
 – Braid of Fire. Yes, really. Now that the mana disappears in the upkeep, right after you’ve paid for it, I have to do it before I draw for the turn, but what else am I going to do with 1,342 mana in my upkeep? Besides, with no mana burn any more, this card is pure upside.

3. You drew cards! You’ve fallen into my trap!

Runeflare Trap, that is! Cards that perform a similar role:

 – Sudden Impact
 – Gaze of Adamaro (aka Sudden Impact mk II)
 – Cerebral Vortex
 – Molten Psyche
 – Adamaro, First to Desire (I’ve been looking for a deck for this guy for AGES)

4. You let me draw cards? What were you thinking?!

Simply letting me draw cards in the first place is a bad idea, but when I have these bad boys in play, you’re in for a world of hurtin’….

 – Sokenzen Spellblade (read his non-Bushido ability. Then read it again. Now imagine I’ve activated it four times. How much damage do you think you’re taking?)
 – Niv-Mizzet, the Firemind
 – Psychosis Crawler

5. You know what they say about people with big hands…

Pretty standard set here, there aren’t many options and they all fit into this deck

 – Library of Leng
 – Reliquary Tower
 – Venser’s Journal
 – Spellbook (I’ll probably leave this one out)
 – Graceful Adept

 Other Stuff

Ill need a bunch of other stuff as well; burn spells, counters, creatures, recursion, bounce (having a dead opponent makes Stuffy Doll a sad little toy), and so on. A few thoughts I’ve had in regards to other bits ‘n pieces:

 – Looks like I’ll have a few wizards scattered through here, and I happen to have a Riptide Laboratory. Might throw it in here to see how well it works.
 – Nin’s a bit fragile, so Greaves/Boots/Helm (or combination thereof) should go in too
 – More draw spells. I don’t own either Stroke of Genius or Blue Sun’s Zenith, but will try to trade for some. In the meantime things like Jace’s Ingenuity, Concentrate, maybe Whispers of the Muse? Maybe Think Twice? When you start really looking, there’s an awful lot of blue spells that don’t actually use the word “draw” on them! Suggestions on the back of an envelope please, or in the comments section below
 – Thousand-Year Elixir, for the lols.
 – Random burn spells. Since I’m gonna be makin’ the mad mana, I think X spells will work ok in here. I’m particularly partial to Molten Disaster, Comet Storm, Demonfire, Banefire and Red Sun’s Zenith. Any other suggestions for decent burn spells?
 – Counters. I’ll probably start with my “standard” package of Hinder, Dream Fracture, Faerie Trickery and Draining Whelk. To add to that, Overwhelming Intellect obviously goes in this deck

Season to taste, and you’ve got yourself a Nin deck. What do you all (both of you 😉 ) think?


Posted by on September 30, 2011 in Challenge of Doom, EDH/Commander


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