Tag Archives: Isperia

Permanent Links to my decklists

As some of you have discovered, I’ve been working on a set of pages for my decks, proposed or existing. It’s up there, and the main page has links to all my decks, what’s in them, and how they’re supposed to work. If you hover over the main page link, you’ll also get a dropdown showing the sub-pages (which hopefully will be self-explanatory).

I’ll be updating those pages every now and then, especially when cards go on or off the Wantlist and Watchlist (which will be available for each deck… eventually.) When I make changes to the decks I’ll still post here, but I’ll also update the decklists on these pages.

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Posted by on March 16, 2012 in Challenge of Doom, EDH/Commander


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Game Reports: Blech

(Decks I’m playing in italics)

Game 1:

Karn, Glissa and Merieke vs Kaalia

I scoop in response to my fourth creature getting killed/taken control of before I can swing with it. That game goes another hour and apparently it’s my fault because they don’t have their own creatures to use

Game 2:

Isperia, Tolsimir, Sliver Legion (5 colour angels)

I pull out Isperia one last time before it gets ripped apart and rebuilt (see General Damage Control). Isperia actually pulls out the win, but not before all three decks get into a horrible creature stall. Pride of the Clouds is a 24/24, and that’s after the angel deck is taken out of the game!

Game 3:

Nin, Child of Alara (5-colour tokens), Jaya Ballard

Nin gets turn 2 Kami of the Crescent Moon. 12 turns, 24 spells and 6 FREAKING LAND later, I die.


I hate EDH…..


Posted by on January 17, 2012 in EDH/Commander, Game Report


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Next Up: Well, maybe….

It’s been a while since I posted anything – there are lots of reasons for that but the most relevant is that I’ve been internalising a really complictated situation in my ‘ead (Those of you who don’t get the reference – and most probably won’t – click here 😉 ). While building my last 3 or 4 decks, I keep running into cards and thinking “Hey that would work really well in Sek’Kuar!” I have tons of ideas for this deck and it will be one of the more syngergistic and therefore hopefully smoother and better decks that I have.

But then I look at poor old Doran, and Isperia, and the newer but no less disappointing Garza Zol and Damia – all of which could be fun and interesting and dangerous – but at the moment they’re definitely below the curve on power level, and some of them just aren’t that interesting.

So I have bit of a dilemma – do I build Sek’Kuar, or rebuild some of my less fun, less “good” decks?

I have some ideas for each of these poor suffering decks, and I think I’ve been a bit guilty (especially with Doran, Isperia and Garza Zol) of sticking too much to the theme at the expense of power. All of the decks mentioned can simply be ignored by the other players and taken out pretty much at leisure (with the odd exception – all the decks have won games except Damia and I’ve only played that twice), and that’s the sign of a bad deck, surely.

What do you folks think? All of my ideas for Sek’Kuar are more or less entrenched and I won’t forget about them soon, but I like putting decks together and giving them a play to see how they go. I also have a great dislike for decks I know should be better, and aren’t.

What to do, what to do….


Posted by on December 8, 2011 in Challenge of Doom, EDH/Commander


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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 😉 )

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 🙂

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 🙂

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 🙂

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 😉

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 🙂 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! 😉

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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Game Report: Isperia (again), and Kaalia

Had time for a couple of games last night; both were kind of underwhelming but some lessons were learned 🙂

Game 1: Isperia the Inscrutable

The Table: Isperia, (my) Doran, Child of Alara, Glissa the Traitor

After last week’s horrendous performance (three posts ago), I wanted to take Isperia out for another test. I still maintain that despite having Baneslayer Angel, Yosei the Morning Star, Meloku the Clouded Mirror and Glen Elendra Archmage, and more counterspells than any of my other decks, this is by far one of my weakest. All it does really is cast fliers and swing at people; I’ve ranked my decks in power from 1 to 5, and I’ve given this one a 2, tied for least powerful with Zedruu. I started off OK, and had a Pride of the Clouds (as a 1/1) with the Pointy Stick O’ Doom but it wasn’t to last too long and by the time it got destroyed I hadn’t added to the board except for Sensei’s Divning Top. Doran wasn’t faring much better, and actually now that I think about there was very little going on except killing whatever did make it on to the board. I had kept a marginal hand, and was concentrating on trying to get some land into play. At one point I cast Spy Network on the Child player (hey Sam!) and saw Putrefy, Akroma’s Vengeance, a couple of land and Oblation, with a Ward of Bones on top of his deck. On top of my deck (Spy Network is actually pretty good!) was Yosei, Godhead of Awe, Riftwing Cloudskate and Vengeful Archon – four decent fliers, but no land… At this stage I had 6 land and the Divining Top in play. A couple of turns later I had Yosei and a Thieving Magpie in play, with Remand, Cloudskate and Archon in my hand. Child had dropped a Deceiver Exarch. Somehow my spidey-combo senses failed to go off – I think because I “knew” what was in his hand… mental error on my part, for sure. After he drew into Demonic Tutor and cast Kiki-Jiki (waiting until I had tapped out, since I was the only other blue player at the table), infinite Exarchs kill us all just as we were getting some board presence. Although our group generally frowns on infinite combos, I don’t mind them if they end the game on the spot, and I dropped the ball not once but twice for this game; I saw the Exarch and never even considered why such a sub-par card would be in the deck, and I just plain didn’t hear or see him casting the Tutor, which should have set off real alarm bells. As it happens the only counter in my hand was Remand, but he didn’t have 6 red sources to cast Kiki-Jiki twice, so it would have bought us at least one turn. As Sam pointed out after the game, lesson learned, and that deck probably won’t be able to pull that one off again, now that people know about it.

Game 2: Kaalia of the Vast

The Table: Akroma, Angel of Wrath, Kaalia, (my) Nin, the Pain Artist, Ghave, Guru of Spores

I had no preference of what to play in the second game so rolled randomly and came up with Kaalia. I like this deck; it’s very linear and very aggro, and can hit you for 20-30 out of pretty much nowhere. But it doesn’t have much of a Plan B, and it’s a bit of a glass cannon. Aside from Mayael, my Kaalia deck has by far the highest average mana cost, and so it’s rare that I can play a lot of spells. (By way of example, in the later parts of the game I had 10 mana available and could cast exactly (any) one of the cards in my hand, but not two.) Again I kept a marginal opener, with only two lands, but a bunch of Dragons and Demons I wanted to cheat into play – so much for that plan (see later…) I get a third, but not a fourth land, so Kaalia waits not-very-patiently in the Command Zone. In the meantime Nin has landed a Jace’s Archivist, so my awesome hand of beat-down is looking extremely shaky 😦 There’s a fair bit of back-and-forward, then I decide Kaalia has been waiting long enough, so I just cast her naked and hope she survives. She survives approximately 30 seconds, as Nin untaps and casts Soul’s Fire targeting his Archivist and Kaalia. Sad face, but it was what I was expecting. That was just me running out of patience, and slightly frustrated at my mana issues (which was my fault, as well!). Eventually the inevitable happens, and Jace’s Archivist forces me to discard my hand which at the time was Carnifex Demon, Kuro, Pitlord, Angel of Despair, Dragon Tyrant, Rune-Scarred Demon and Hellkite Charger. What do I get back? Aegis Angel, and some spells. SUPER MEGA UNHAPPY FACE 😦 At this point I start wondering why Living Death isn’t in this deck; stuff dies, and Nice Angels...the stuff that dies in this deck is Big And Stompy And Scary. Mental Note: Put the Living Death from the BWG Commander deck into Kaalia. Or Savra. Hrmm. I draw Shattered Angel, and since I can actually cast it, I do so. Nin untaps, Mana Geysers for a million (or 14, one of those) and Rite of Replication with Kicker (of course) my Shattered Angel. Seems good… A little too good for the rest of the table, who then go on to make sure all the tokens die. Meanwhile, on the quiet (sorta) Ghave has got Lurking Predators and Hunting Grounds going, and although they get bounced and/or dealt with, what eventually happens is that they both get exiled to Akroma’s Admonition Angel. A fine plan, until eventually the Angel mets it’s timely demise, at which point Ghave gets his free creatures back. In short time, Ghave has a not very small army and overruns us all, with (effectively) the last turn being when I draw my own Akroma’s Vengeance, and go to cast it before realising that one of the creatures on Ghaves considerable board is Vagrant Plowbeasts. What. The. Hell. Nin cracks the Memory Jar he has hoping that I’ll find my Damnation, but I don’t and we get run over by eleventy-million damage. (Yes the Vengeance would have got rid of the Predators and Hunting Grounds, but it was way too late for that to matter.)

Lessons learned from these two games:

Don’t keep two land hands, ya idiot. In both games I kept a two-lander with potential, and in both games I never really got going. I should know better than that, but sometimes I just want to get on and play the game, instead of shuffling up and trying for a better hand (we are a very casual playgroup; our mulligan “rule” is if it’s no good, throw it back and draw seven again. Yes, that’s incredibly open to abuse. No, none of us abuse it.)

Keep your eye on what the hell is going on. In game one, and to a lesser extent in game two (I could have Liliana‘d up a Vengeance to deal with the Predators/Grounds but chose not to) I lost to not knowing what was coming up, when I really should have seen it coming both times.

Blood Clock is not a good card. OK, so I pretty much knew this already. Blood Clock is in my Kaalia deck so I don’t have to pay pesky upkeep triggers (such as for Dragon Tyrant) or annoying combat triggers (such as for Rakdos the Defiler – who’s not even in the deck yet!), but it’s SUPER bad when your opponents can return Trinket Mages (Nin) and Eternal Witnesses (Ghave) with it! This is coming out RIGHT NOW and being replaced with Living Death, or another Kill Everything effect, which means I may well have to not put Rakdos in at all; that makes me Sad Panda, because I really like the big lug (Ravnica block is my all-time favourite block by about a thousand million miles).

Epic Games are Good Times. Despite losing both games, and not really having a whole lot of effect on either of them (although much more than last week’s dismal effort), I had a really good time slinging cards and watching big awesome stuff happen. Oh, and my Omnath deck (in another game) won on Turn 6 due to stupidness with Seedborn Muse and Patron of the Orochi 🙂


Posted by on November 2, 2011 in EDH/Commander, Game Report


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Game Report: Isperia (and Mayael, and Jaya)

Thought I’d take my newly updated Isperia deck for a tryout; as you’re about to find out, it wasn’t much of a test.

5-player free-for-all; Sisay, Isperia, Intet, (my) Mayael, and (my) Jaya.

The game started off very well, with the newly added Sensei’s Divining Top in my opener, along with some lands and some spells. Hooray! However, that was pretty much the high point of the game. To cut a very long story short, I had to pull through a clump of 5 land in a row, then almost immediately after that, 9 (yes, 9!) land in a row. Needless to say I was never in this one 😦

Intet is basically a RUG goodstuff deck, and after it Tooth and Nail‘ed for Kiki-Jiki and Primeval Titan it got hated out pretty quickly. After that we focussed in on Mayael, as it had Spearbreaker Behemoth and 4 or 5 other big creatures, including Tornando Elemental (having an indestructible Tornado Elemental is pretty good, I guess…). He got taken out with a combination of flying beats from me, and forestwalk from Sisay’s Jedit Ojanen, but not before killing me with a million and two damages. Jaya and Sisay fought it out briefly, but Jaya didn’t find the board wipe it needed and Sisay took it out.

In terms of learning about my deck, this was an awful game. I learned that SDT helps me get through land clumps, until there’s more than 3 land in a row on top of my deck. Shock and Amaze! Ah well. Next time maybe.


Posted by on October 26, 2011 in EDH/Commander, Game Report


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