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[EDH] Let's Make Enemies- Jeleva, Nephalia's Scourge


~Faytl~

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Commander:
Jeleva, Nephalia's Scourge

 

Creatures:

Haunter of Nightveil

Consuming Aberration

Nivix Guildmage

Thraximundar

Baleful Strix

 

Charmbreaker Devils

Galvanoth

Guttersnipe

Young Pyromancer

 

Baleful Force

Chittering Rats

Vampire Nighthawk

Nightscape Familiar

 

Archetype of Imagination

Guard Gamazoa

Prescient Chimera

Fog Bank

Mnemonic Wall

 

Enchantments:

Propaganda

 

Artifacts:

Whispersilk CLoak

Mirari

Izzet Signet

Swiftfoot Boots

Armillary Sphere

Strionic Resonator

Crystal Shard

Sol RIng

Obelisk of Grixis

 

Instants:

Terminate

Soul Manipulation

Grixis Charm

Crosis's Charm

Bituminous Blast

 

Turn/Burn

Far/Away

 

Lightning Bolt

Increasing Vengeance

Wild Ricochet

 

Dismiss

Illusionist's Gambit

 

Doom Blade

Sudden Spoiling

Annihilate

 

Sorceries:

Call of the Nightwing

Blast of Genius

Cruel Ultimatum

Blightning

 

Sorin's Vengeance

Shadow Slice

Army of the Damned

Undercity Plague

Phthisis

Diabolic Tutor

 

Acquire

Spelltwine

Tempt With Reflections

Stolen Identity

 

Incendiary Command (PROBABLY REMOVING THIS)

Blasphemous Act

 

Lands:

Molten Slagheap

Temple of the False God

Evolving Wilds

Grixis Panorama

Opal Palace

Akoum Refuge

Rakdos Carnarium

Rupture Spire

Vivid Marsh

Izzet Guildgate

Crumbling Necropolis

Command Tower

Vivid Creek

Bokuja Bog

Izzet Boilerworks

Dimir Guildgate

Temple of Deceit

Rakdos Guildgate

Swamp x8

Mountain x5

Island x9

 

This deck is SO much fun in the multiplayer. I call it my enemy-maker because... well, it kind of does. This deck can become a threat out of NOWHERE, and I'd like to make it better. Bit budget, but I plan on having a job soon, so that might eleviate the cost. GO nuts.

 

Cards I'm considering adding:

Scroll Rack- Once it becomes less expensive (grumble grumble grumble) or until I can drop 20 dollars on one card.

Thassa, God of the Sea

Rise of the Dark Realms

Evacuation

Reverberate

Beacon of Tomorrows

Mogis, God of Slaughter

 

Also, are there any good exile recurers? If Jeleva exiles cards and she's killed before they can go off, they're stuck there and they're worthless the rest of the game, so it'd be nice to be able to get those back, as well as cards I prefer to have in the hand rather than exiled.

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Also, are there any good exile recurers? If Jeleva exiles cards and she's killed before they can go off, they're stuck there and they're worthless the rest of the game, so it'd be nice to be able to get those back, as well as cards I prefer to have in the hand rather than exiled.


First thing: always use TappedOut.

Second thing: no. Only thing I can think of is Mirror of Fate, and that kills your library in the process.

Third thing: you want more big spells. Don't rely exclusively on your opponent's stuff. Jeleva's charm point is being able to throw bomby stuff at people when they don't expect it. 8-9 bombs in your deck should do it. Not sure what kind of budget you're on right now, but here are some suggestions. Starred cards are what I personally think should go in.

* Rogue's Passage (land: gives unblockability)
* Aqueous Form (1: unblockability for Jeleva and sets up topdecks)
- Messenger's Speed (1: haste enabler, also does trample if you're into that)
* Viscera Seer (1: sac outlet for Jeleva that sets up topdecks for recasting)
- Lightning Greaves (2: haste enabler, gives shroud too!)
* Swiftfoot Boots (2: haste enabler, cheaper price-wise and gives hexproof instead)
* Burnished Hart (3: a very good ramp enabler)
* Memory Plunder (4: lets you reuse fun spells)
* Insidious Dreams (4: tutors up stuff to exile with Jeleva)
* Seize the Day (4: extra combat steps with flashback)
* World at War (5: extra combat step now and later)
- Fury of the Horde (7, can be cast for 0: extra combat step!)

BOMBS BEYOND THIS POINT

- Time Warp (5: more turns!)
- Recurring Insight (6: butt-ton of cards)
- Reign of the Pit (6: gets rid of creatures and gives you a beefy flier)
- Temporal Mastery (7: can Time Walk if topdecked)
- Din of the Fireherd (8: particularly punishing)
- Worst Fears (8: Mindslaver!)
- Blasphemous Act (9: board wipe with a scaling cost)
- Curse of the Cabal (9: good punisher card against one opponent, also serves as a good threat)
- In Garruk's Wake (9: Plague Wind but better)
- Sadistic Sacrament (10 with kicker, 3 w/o: can be kicked even if cast with Jeleva, decimates combo decks)

What I don't like of what's in there right now: Haunter of Nightveil, Archetype of Imagination, Baleful Force, Annihilate (replace with Murderous Cut or something like that), Dismiss, Lightning Bolt, Obelisk of Grixis (replace with Chromatic Lantern).

Hope these thoughts help!
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Blaspehmous Act and Swiftfoot Boots are in there already, I guess you just didn't see. I like a lot of your suggestions, I think I'll proxy most of them in to test before I commit to buying the cards. Why don't you think Haunter of Nightveil is worth it and how do you think the landbase is?

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Blaspehmous Act and Swiftfoot Boots are in there already, I guess you just didn't see. I like a lot of your suggestions, I think I'll proxy most of them in to test before I commit to buying the cards. Why don't you think Haunter of Nightveil is worth it and how do you think the landbase is?


1) -1/-0 isn't that much of a deterrent in the long run. This particularly rings true against token decks, which will almost always have an anthem to counteract that. He's fine if you wanna push pillowfort effects, though, since there are relatively few in Grixis. You may also want to look at Circle of Flame and one of Hissing Miasma or Blood Reckoning.

2) FIrst of all, I think you have a few too many lands. A good rule of thumb is to start at 40, and to subtract one for every two sources of non-land ramp. You have four, so you can afford to cut two. Secondly, for multicolor lands I'd always prioritize your lands in the following order. The less instants, activated abilities and flash effects you have, the slower you can afford to be and thus the lower down on the scale you can go:

1. ABU Duals (Underground Sea, Badlands, Volcanic Island)
2. Fetchlands (Polluted Delta, Bloodstained Mire, Scalding Tarn)
3. Shocklands (Watery Grave, Blood Crypt, Steam Vents)
4. Filterlands (Sunken Ruins, Graven Cairns, Cascade Bluffs)
5. Checklands (Drowned Catacomb, Dragonskull Summit, Sulfur Falls)
6. Painlands (Underground River, Sulfurous Springs, Shivan Reef
7. Temples (Temple of Deceit, Temple of Malice, Temple of Epiphany)
8. KTK Lifelands (Dismal Backwater, Bloodfell Caves, Swiftwater Cliffs)
9. Guildgates (Dimir Guildgate, Rakdos Guildgate, Izzet Guildgate)
10. Guild Karoos (Dimir Aqueduct, Rakdos Carnarium, Izzet Boilerworks)

Obviously ABU duals are out of your price range and most likely fetchlands and filterlands are too, but now more than ever is a good time to pick up your shocklands as they rotate into out of Standard. Grab those and maybe some checklands, and take out the karoos, the guildgates and Rupture Spire in response.
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