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 Post subject: My, Oh My, Medomai
AgePosted: 2014-Feb-01 12:27 pm 
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Joined: 2009-Jun-02 3:54 am
Age: Elder Dragon
Location: Germany, near Berlin
Medomai is a beast. A flying monster, that makes extra turns, in a color that gives access to double strike is really dangerous. This deck is still undefeated (for like 3 or 4 games total.)

If you have any idea on how to make this deck even better, feel free to suggest.
Just leave Dovescape+Guile in and keep it controlish.

//Commander
1 Medomai the Ageless

//Lands
1 Academy Ruins
1 Azorius Chancery
1 Calciform Pools
1 Celestial Colonnade
1 Command Tower
1 Glacial Fortress
1 Hallowed Fountain
10 Island
1 Kor Haven
1 Mistveil Plains
1 Mystic Gate
1 Nimbus Maze
1 Opal Palace
9 Plains
1 Seachrome Coast
1 Sejiri Refuge
1 Temple of the False God
1 Thespian's Stage
1 Tolaria West
1 Tundra
1 Vesuva

//Spells
1 Ajani, Caller of the Pride
1 Austere Command
1 Bident of Thassa
1 Coalition Relic
1 Condemn
1 Counterspell
1 Curse of the Swine
1 Cyclonic Rift
1 Darksteel Ingot
1 Decree of Justice
1 Dismiss
1 Dovescape
1 Elspeth, Knight-Errant
1 Elspeth, Sun's Champion
1 Enlightened Tutor
1 Fireshrieker
1 Followed Footsteps
1 Gideon Jura
1 Gilded Lotus
1 Gravitational Shift
1 Idyllic Tutor
1 Jace Beleren
1 Journey to Nowhere
1 Kirtar's Wrath
1 Leyline of Anticipation
1 Mimic Vat
1 Mobilization
1 Norn's Annex
1 Oblivion Ring
1 Polymorph
1 Pongify
1 Proteus Staff
1 Render Silent
1 Revoke Existence
1 Rhystic Study
1 Rite of Replication
1 Sacred Mesa
1 Saltblast
1 Skullclamp
1 Sol Ring
1 Spell Crumple
1 Steelshaper's Gift
1 Supreme Verdict
1 Swiftfoot Boots
1 Sword of Fire and Ice
1 Swords to Plowshares
1 Tamiyo, the Moon Sage
1 Terminus
1 Tezzeret the Seeker
1 Tithe
1 Torpor Orb
1 True Conviction
1 Umezawa's Jitte
1 Wayfarer's Bauble

//Creatures
1 Academy Rector
1 Archetype of Imagination
1 Consecrated Sphinx
1 Guile
1 Phyrexian Metamorph
1 Sphinx of Uthuun
1 Windreader Sphinx

Deck Stats


+ Archetype of Imagination
+ Counterspell
+ Decree of Justice
+ Journey to Nowhere ... or Soul Snare maybe?
+ Mobilization
+ Oblivion Ring
+ Saltblast
- Basilisk Collar
- Elixir of Immortality
- Entreat the Angels
- Eternal Dragon
- Path to Exile
- Sphinx of Magosi
- Vow of Duty

_________________
If your only tool is a hammer, every problem looks like a nail.

Generals:
too many, and always changing... except:

Rakdos, Lord of Riots (Demon Tribal)
Melek, Izzet Paragon (Dragonstorm) -> these must stay because of a house rule


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 Post subject: Re: My, Oh My, Medomai
AgePosted: 2014-Feb-02 12:07 pm 

Joined: 2013-Jan-07 1:45 am
Age: Dragon
I like it. I think you're right to include all the planeswalkers - that's probably the most devastating thing you can do with your extra turns, apart from attacking with value-dudes. That said, Venser, the Sojourner might be better than some of your 'walkers. With a double-strike medomai you've got a real chance to ultimate him; and also he makes dudes unblockable.

I sort of question the token sub-theme here. How's it working out? I'd be tempted to drop the skullclamp, sacred mesa, mobilization, gravitational shift, etc. in favor of bigger more powerful draw spells and more wraths. Although, if you like the token plan, stick with it. :)

Other suggestions:

value-dudes: Attack with them!
sphinx ambassador
augury adept
sun titan

These guys are a ton of fun if you're making guys unblockable or giving them doublestrike. I'd definitely try out the sphinx, at least. Whispersilk cloak is pretty strong in this kind of build, too.

ramp:
weathered wayfarer
land tax

Land tax looks awesome in here with all the basics.

gravitational shift -> teferi's moat might be better.

No Grand Arbiter Augustin IV ? Also aura of silence is pretty amazing.

_________________
Decklists:
Kothophed (mono black control, ETB abuse)
Teferi, Temporal Archmage (blue pillowfort superfriends)
Glint-Eye Nephilim (combat tricks, card draw, & creature pump)
Oloro Upkeep Tribal (enchantment-based control)
and more:Decklists


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