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MTG Commander/Elder Dragon Highlander • View topic - Dralnu's Control

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 Post subject: Dralnu's Control
AgePosted: 2011-Dec-23 5:12 am 

Joined: 2011-Dec-23 3:22 am
Age: Wyvern
Hi all,
after years (and years :( ) of inactivity I recently came back in the Magic world...and I have to admit it, I fell in love with the Commander format, so after some "beta testing" decks I finished up with this! I have tested it in various games (1 VS 1, multiplayer ecc ecc) and it gives me real fun...!

Oh...I use at the moment only cards I have (the cards I still have not sell...!), so feedback obviously is more than wellcome :D ...many thanks in advance! :wink:

Commander:


Creatures:




(I don't have )











Draw/Tutoring spells:

(I don't have :( )




















Control spells:




























Artifacts:




Lands:











12
10

Here are some strategies:
The most important thing to remember is "protect" your General, I don't want to sacrifice permanents, but also remember that you have a Snapcaster Mage at every turn, so you have potentially double the counters and double the drawers!!

The first and faster is to use /// to put an opponent's card on the bottom of his deck, than cast and wipe out his entire deck...maybe you want also to exile the graveyard with (there are plenty of drawers and tutors after all ;) )

Another way is to have on the field (choosing "blue") and , search and when you can generate 14 blue mana (7 lands producing at least a blue mana) you have infinite turns to play...so simply think about how you can beat each one of your opponents and do it...you have all your deck and all the time you want after all... ;)

With /, and the proper amount of lands you can generate infinite mana, so "maybe" :) if you also have in your hand or you can force your opponent to draw too much cards...or opponents if you also have !

You can mix these strategies, you can also eradicate an opponent deck with the aid of , and the , you can steal your opponent's best creatures, permanents and alike, disrupt their combos, counter and control the field and when the situation is dreadful...you can use , or !

I'm thinking about but I don't know...

Anyway, as I said feedback is more than wellcome and thanks a lot in advance for that, hope you'll find this deck "interesting"!

_________________
Just remember what ol' Jack Burton does when the earth quakes, and the poison arrows fall from the sky, and the pillars of Heaven shake. Yeah, Jack Burton just looks that big ol' storm right square in the eye and he says, "Give me your best shot, pal. I can take it."


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 7:28 am 

Joined: 2011-Mar-03 12:40 pm
Age: Dragon
32 lands is crazy low. I'd want at least 40 in that deck, and play some mana artifacts too. At a minimum , , and belong. would be ideal, but just more basics would be fine. More islands than swamps since you have more blue deck manipulation to find black mana if needed.

Note that if you have them it's legal to play the other fetchlands - plays Underground Sea just as well as Polluted Delta.

Needs a too, and probably , and . is much better than Stroke of Genius (which is still fine).

Try a little harder to focus your control spells to interact with your general. For instance, Enslave is a fairly strong spell (but you're missing ?), but offers a similar effect, can steal animated lands that are attacking you, and can be re-used with Dralnu's flashback.

Cards I would cut for land:
Fatespinner
Rootwater Thief
Frantic Search
Sadistic Sacrament
Dream Leash
Planar Portal (I like it, but really it's pretty redundant with Dralnu given the number of search and draw effects you have, and it costs 20% of the mana in your deck to cast or activate!)

_________________
I collect misprints and other examples of Magic's history. I'm especially interested in Alternate 4th Edition, Artist Proofs of Legends cards, and good misprints. See my buy list at MOTL if you have anything like that.


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 8:18 am 

Joined: 2011-Dec-23 3:22 am
Age: Wyvern
Thanks gzeiger,
I've just tested and you're right, more lands and works better, thanks a lot!! :D I've played still with Planar Portal and Fatespinner...I just love them but I still want to try without the "girl"...!! :P

Thanks a lot, really!

N.B. Yes...I missed Confiscate...sadly I don't have it...yet... ;)

_________________
Just remember what ol' Jack Burton does when the earth quakes, and the poison arrows fall from the sky, and the pillars of Heaven shake. Yeah, Jack Burton just looks that big ol' storm right square in the eye and he says, "Give me your best shot, pal. I can take it."


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 8:40 am 

Joined: 2011-Mar-03 12:40 pm
Age: Dragon
Of the cards I suggested, I think Coalition Relic is the most expensive at $2. Confiscate can be had from an online retailer for 15 cents plus shipping (and $1 shipping is available in many cases). Well, Sol Ring is expensive, but also available in the precon decks so it's at least readily available.

Just noticed you're missing Dimir Aqueduct too. That's really one of the best lands available.

_________________
I collect misprints and other examples of Magic's history. I'm especially interested in Alternate 4th Edition, Artist Proofs of Legends cards, and good misprints. See my buy list at MOTL if you have anything like that.


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 8:55 am 

Joined: 2011-Dec-23 3:22 am
Age: Wyvern
Oh that's not a problem, I have all that cards exept Confiscate :( ...Sol Ring is not a problem, I have plenty of them (Revised and Unlimited)...! :wink:

Only a question...why do you prefer Skeletal Scrying...? I think Stroke is much better if you consider Dralnu's ability...or not?

_________________
Just remember what ol' Jack Burton does when the earth quakes, and the poison arrows fall from the sky, and the pillars of Heaven shake. Yeah, Jack Burton just looks that big ol' storm right square in the eye and he says, "Give me your best shot, pal. I can take it."


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 9:12 am 

Joined: 2011-Mar-03 12:40 pm
Age: Dragon
Stroke just costs so much mana, and compares unfavorably to alternatives at almost every mana cost. It takes six mana to make it better than , at which point is still better until you hit nine mana.

It's true that Skeletal Scrying has poor synergy with Dralnu, but most of the time once you start activating him you'll be fine. Rarely will you get more than one activation per turn out of him, and you have enough draw spells that you should always have something worthwhile to do with it. Better to focus your deck on making sure you have enough life and mana to get to that point. Stroke is better once you're already in a dominant position, but because of the lower mana cost Scrying is far better at setting you up for that position, digging out of mana screw or finding a key sweeper when you're about to be killed. Also, the negative synergy isn't as bad as you think. Granted I usually play Scrying in a 5-color deck that has more fetchlands, but even in this deck there should be plenty of low-value Dralnu targets that you don't mind exiling too much. Stuff like Preordain is going to be relatively low on the list of flashback targets, but is still strong enough early in the game to warrant inclusion.

_________________
I collect misprints and other examples of Magic's history. I'm especially interested in Alternate 4th Edition, Artist Proofs of Legends cards, and good misprints. See my buy list at MOTL if you have anything like that.


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 9:14 am 

Joined: 2010-Sep-28 8:44 am
Age: Elder Dragon
Location: Hamilton, ON

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Current Commanders:

Norin the Wary (chaos control)
Talrand (mono-U tempo/Proteus Staff combo)


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 9:23 am 

Joined: 2011-Mar-03 12:40 pm
Age: Dragon
To be clear, nobody is saying Stroke should not be played. But Scrying belongs in every deck with black.

_________________
I collect misprints and other examples of Magic's history. I'm especially interested in Alternate 4th Edition, Artist Proofs of Legends cards, and good misprints. See my buy list at MOTL if you have anything like that.


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 9:25 am 

Joined: 2011-Dec-23 3:22 am
Age: Wyvern
Ok perfect, now I understand better the point, thanks a lot to both!!

_________________
Just remember what ol' Jack Burton does when the earth quakes, and the poison arrows fall from the sky, and the pillars of Heaven shake. Yeah, Jack Burton just looks that big ol' storm right square in the eye and he says, "Give me your best shot, pal. I can take it."


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 2:46 pm 

Joined: 2011-Jul-15 6:33 pm
Age: Drake
I love your most of your selections here. It's a deck that uses small drawer spells and es them back to get maximum use out of them. This wouldn't work as well without Dralnu, but is totally perfect with him.

First and foremost: , , and should probably find a home in there. At least the first two.

To protect Dranlnu, there are some other things which might be neat:

is interesting, and specifically prevents him from getting damaged, which is what's most important. If he's just dead, no biggie. If you want old school, and could work.

/ aren't great but prevent him from getting tucked or something worse. could do the same thing, but it's not usually enough for what people play in EDH.

should be in there. It's evil.

Also, you could get some fun mileage out of cycling cards, like or something. is instant speed shroud, which helps. It also has cycling, so if you have to dig, you can. (You can't cycle out of the yard, sadly, but at least you'll get one use out of it.)

is also instant speed shroud that doubles as a means to get through.

, , and could be fun ways to thin out your deck. Target Dralnu if you want to make it real quick. They aren't that great, though, and you could probably have just something better.

I would skip (as much as I personally love it) for any other spell that draws you at least two. is neat, and could randomly get rid of something annoying in someone's hand if absolutely necessary. could fit here too.

I personally don't like . You're going to be riding the card advantage train all day; why let your opponents come aboard? Play something like instead.

You could also play as well as . Not sure if every infinite combo will work with it, but it will depend on which lands you have out.

That's just what's off the top of my head. I imagine you'll have a good deck with this; the question will be if you have enough of a payload to win. But with Dralnu, you've got more than one crack at it.


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 5:44 pm 

Joined: 2009-Jun-05 7:30 am
Age: Elder Dragon
You are missing some of the most important draw spells for your deck concept.

Swap Think Twice for
Swap Trade Secrets for

Consider adding . Rules question, can you buyback Forbid off a flashback and get it back to hand?

and wouldn't go amiss either.

is perfect for the deck. Goes nova if somebody has a or in their graveyard. Imagine Rite of Replication/Chancellor/Palinchron. Point the first copy at chancellor and kick it, casting Rite of Replication again 5 times. Point the first 1 at palinchron, point the middle 3 at anything, point the last one at Chancellor and kick it again. That is AWESOME. You can't plan for it, but a LOT of blue players run Rite of Replication, and that will make them regret it.

is another card that can do some fun things

and are also probably right up your street.

_________________
2C:
Nath (Elves everywhere); Wort, the Raidmother (Goblins everywhere)
Shards:
Big Mac and Pickles (Angus Mackenzie Control inc. Pickles Lock)|Sharuum (Artifact Combo)|Garza Zol (Vampires+Goodstuff); Sedris (I can steal anything); Nicol Bolas (WIP)|Kresh (Jund Good Stuff);Karrthus (Dragon Tokens Everywhere)|Tamanoa (Earthquakes Galore)
Wedges:
Oros (Life gaining Pings)|Riku's Perfect Snowstorm (Variety of Storms+Snow)|Doran the Explorer (Wall Tribal)|Ruhan (Voltron);Zedruu (Enchantments)
5C:
Scion (Dragon Stompy Midrange)


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 Post subject: Re: Dralnu's Control
AgePosted: 2011-Dec-23 6:32 pm 

Joined: 2010-Sep-28 8:44 am
Age: Elder Dragon
Location: Hamilton, ON
You can't buyback a spell that has been flashed back. You can try, but it gets exiled instead.

_________________
Current Commanders:

Norin the Wary (chaos control)
Talrand (mono-U tempo/Proteus Staff combo)


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