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Faceless menace 2019 tapped out
Faceless menace 2019 tapped out





faceless menace 2019 tapped out

When the deck is working properly, you'll be sitting with untapped mana on your opponents' turns and a handful of diverse answers to spend that mana on, choosing the instant-speed answer that best suits the situation. I count a whopping 35 nonland cards that can either be cast at instant speed or can be activated at instant speed, not counting 5 cards that have yet to be revealed at the time of writing this. The precon also leans heavily on a Morph Tribal theme right out of the box: I count 27 cards that deal with face-down creatures. If you like where this deck is going, then great! Let's check out the preconstructed list:Īs you can see, Faceless Menace is absolutely loaded with instant-speed spells and abilities. You want to tap out on your own turn and chill out while it's your opponents' turns.You prefer raw power decks no trickery!.You want to play a straightforward, linear deck.You're dying to say "you've activated my trap card!" in a game of Commander.You want to play a controlling deck loaded with instant-speed answers.You like catching your opponents with tons of "gotcha!" moments.You want to play a deck themed around trickery.Denying your opponents information about your capabilities leads them to make suboptimal plays which you then capitalize on. Fear of the unknown will make opponents think twice about attacking you, not knowing if your 2/2 face-down card is an Icefeather Aven or a Sagu Mauler, or if you simply have a Putrefy in hand ready to deal with any threat. Faceless Menace is all about keeping your opponents guessing about what you can do with your untapped mana. Instead of spending most of your mana on your own turn like most decks, this precon wants to play at instant speed and holds up most of its mana for your opponents' turns, flipping up morph creatures like Thelonite Hermit, flashing in creatures like Great Oak Guardian, and removing threats with cards like Leadership Vacuum. Morph decks are more control based so it would be great to run more instant speed spells in case your Flash Enablers do not appear.Faceless Menace is a creature-focused midrange/control deck looking to pull the rug from under your opponents' feet with a huge variety of tricks. The other precons have nothing on us at this point. It also answers token decks which I expect to be useful facing the new Naya token decks. ]: Instant speed boardwipe and lets you bounce back your morphed up creatures to recast again. ]/]: One sided boardwipe are my favorite cards in EDH ]: Boardwipes are a bane to Morph decks so you should run some protection to keep your board I have yet to lose a game once this card resolves ]: I would play ] to kill people with Infect ]: I would run other removal spells such as ], ] to deal with Commanders and they can target other permanents I would rather run ] instead of this to find utility lands It is subjective to play groups and mine has grown accustomed to Tempt cycle spells. ]: The correct answer to this spell is to always refuse to search. ]: You can run better boardwipes in Sultai colors stead of this ]: Not synergistic with the deck, I would run him as a voltron deck commander instead ]: Decent Morph beatstick but I would rather slot in a protection or counter spell instead Would go for cheaper ramp spells so that Kadena hits the board earlier and we extract value ]: It costs 4 and taps for 3 meaning it is only useful mid to late game. ]: Bouncelands is the second to be removed in precons unless I am playing Landfall decks It is useless in an opening hand and I hate to draw it during early turns especially when i need untapped lands ]: My No.1 card to remove in all precon decks. ]: A worse Sol Ring but still better than Thran Dynamo imo ]: While it is dependent on Opponents, high chances one of them is playing your colors Prioritise sources of Green and Blue based on your color distribution

faceless menace 2019 tapped out

]/]: I would run all signets after the talisman since they are less useful being unable to tap on their own. ]: I play all 3 talismans in Sultai colors since the talisman can color fix in a pinch and tap for one on their own. ]: Makes your lands tap for any color, very useful especially when opponents think you don't have blue mana to counter or disrupt them ]: Alternative to ], i usually run both cards in most of my decks with Green ]: Instant speed ramp which can fix two colors instead of one. My personal opinion is to have an abundance of mana instead of being restricted in the resource. My recommendations is to have around 7 - 10 ramp spells to ensure mana is consistent across games. Morph decks are mana and color intensive where you need not just quantity but also colors to pay the respective morph up costs. Hi there, I noticed that your ramp package is abit lacking at 6 spells with some debatable choices.







Faceless menace 2019 tapped out