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Thread: [EDH] Riku of Two Reflections

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    [EDH] Riku of Two Reflections

    Sometimes I really don't understand the mindset of the Commander group at my LGS (local game store). Creating a custom banned list of cards is fine, developing a special point-system to discourage combo/prison and encourage interactive deck building is understandable, but I just can't wrap my mind around actively discouraging players from trying to win the game. This phenomenon goes beyond budget issues or hatred of land destruction spells and counterspells. Players are discouraged from running Wrath effects, attacking at all before everyone has at least one creature in play, removing cards from opponent's graveyards, dealing direct damage or draining life, and many other seemingly arbitrary rules. All of my decks up to this point have been considered too overpowered and unfun to play against.

    So rather than handicap my other decks so they can participate equally in the cripple fight that is the weekly Commander night, I decided build a new deck that demonstrates the absurdity of their rules. This is a variant of the Group Hug archetype and the goal is to get the other players to turn on each other. The colors are URG, so I'm using Riku as the general since he fits the colors and his abilities are somewhat relevant (plus there are no URG Legendary Trolls).

    General: Riku of Two Reflections

    Creatures (19)
    Boldwyr Heavyweights
    Braids, Conjurer Adept
    Deadeye Navigator
    Eternal Witness
    Fauna Shaman
    Fertilid
    Genesis
    Haze Frog
    Heartwood Storyteller
    Hunted Wumpus
    Imperial Recruiter
    Iwamori of the Open Fist
    Kami of the Crescent Moon
    Lore Broker
    Magus of the Vineyard
    Nephalia Smuggler
    Noble Benefactor
    Veteran Explorer
    Tempting Wurm

    Artifacts (8)
    Anvil of Bogardan
    Crystal Shard
    Expedition Map
    Font of Mythos
    Helm of Awakening
    Horn of Greed
    Howling Mine
    Temple Bell

    Instants (8)
    Chord of Calling
    Crop Rotation
    Mystical Tutor
    Summoner's Pact
    Vision Skeins
    Wheel and Deal
    Words of Wisdom
    Worldly Tutor

    Sorcery (24)
    Clear the Land
    Collective Voyage
    Deep Reconnaissance
    Eureka
    Far Wanderings
    Farseek
    Green Sun's Zenith
    Hypergenesis
    Merchant Scroll
    Minds Aglow
    New Frontiers
    Personal Tutor
    Primal Command
    Prosperity
    Reforge the Soul
    Show and Tell
    Skyscribing
    Stronghold Gambit
    Sylvan Scrying
    Sylvan Tutor
    Timetwister
    Weird Harvest
    Wheel of Fortune
    Windfall

    Enchantment (5)
    Eladamri's Vineyard
    Heartbeat of Spring
    Mana Flare
    Rites of Flourishing
    Survival of the Fittest

    Land (35)
    High Market
    Homeward Path
    Mikokoro, Center of the Sea
    Wooded Foothills
    Verdant Catacombs
    Windswept Heath
    Misty Rainforest
    Polluted Delta
    Flooded Strand
    Scalding Tarn
    Tropical Island
    Taiga
    Breeding Pool
    Stomping Ground
    Command Tower
    11 Forest
    6 Island
    3 Mountain

    The goal is to help out my opponents as much as possible, then sit back with the popcorn while they freak out when an indestructible creature is played off an early Show and Tell or whatever perceived grievance is committed. Of course, this idea could always backfire and I involuntarily participate in yet another circle jerk, but the risk is worth the reward.

    This is a first draft so I'm sure that there are some obscure cards I missed. Any suggestions?
    Last edited by LegacyStudent; 05-18-2012 at 10:13 AM. Reason: Updated List

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