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zander

Jor Kadeen, the Prevailer, Magic the Gathering Commander

by
So here is another deck that Sky and I built for one of our other friends.  Keep in mind that I used the resources that were available to him.  Can't always have the exact cards you want so you make due with what you got.  ^^

The basic premise of this deck is to get metalcraft out and then go for the beatdown with Jor Kadeen and all his flunkies.  He's a huge beefy bastard weighting in at an 8/4 first strike that pumps all your other creatures by +3/+0 for 5 mana with metalcraft active.  Often times pressing forward with Jor can put opponents into a very bad "block or die" situation.  With the 21 general damage rule he must be blocked or dealt with or you'll die in three turns if his power isn't increased even further with equipment.  Overall I feel it's a pretty good deck.  


Commander
Jor Kadeen, the Prevailer

Sorceries
Repentance
Phyrexian Rebirth
Iona's Judgment

Instants
Devouring Light
Reciprocate
War Report
Master Warcraft
Banishing Stroke
Dispatch
Retaliate
Condemn

Tribal Instants
Crib Swap

Enchantments
Soul Snare
Oblivion Ring
Journey to Nowhere

Artifacts
Darksteel Ingot
Pristine Talisman
Star Compass
Chimeric Mass
Brittle Effigy
Scourglass
Norn's Annex

Legendary Artifacts
Akroma's Memorial

Equipment
Grappling Hook
Whispersilk Cloak
Moonsilver Spear
Barbed Battlegear
Sword of Vengeance
Silverskin Armor
Strandwalker
Trepanation Blade
Bladed Pinions
Darksteel Axe
Piston Sledge
Heartseeker

Artifact Creatures
Darksteel Juggernaut
Arcbound Crusher
Stuffy Doll
Chronomaton
Moltensteel Dragon
Golem Artisan
Myr Battlesphere
Molten-Tail Masticore
Porcelain Legionnaire
Steel Overseer
Metallurgeon
Steel Hellkite
Creepy Doll
Thopter Assembly
Etched Champion

Creatures
Indomitable Archangel
Sunspear Shikari
Taj-Nar Swordsmith
Kor Duelist
Puresteel Paladin
Hellkite Igniter
Blade Splicer
Steelshaper Apprentice
Slag Fiend
Auriok Edgewright
Kuldotha Phoenix
Goblin Gaveleer
Soltari Guerrillas

Legendary Creatures
Kemba, Kha Regent

Artifact Lands
Ancient Den
Great Furnace
Darksteel Citadel

Non-Basic Lands
Rouge's Passage
Slayers' Stronghold
Clifftop Retreat
Evolving Wilds

Basic Lands
14 Plains
14 Mountain

_______________________________________________________________________
Change log:
-Titan Forge > +Condemn (12/18/2012)

_______________________________________________________________________
You can check out the other decks I've gone over here:

Commander
Odric, Master Tactician
Jor Kadeen, the Prevailer
Olivia Voldaren

Standard
Double Menace
Indestructibles
Reflections of the Spirit
Viewed: 29 times
Added: 6 years ago
 
Ixyao
6 years ago
I keep waffling on my own R/W EDH decks.
Gone through several iterations using Agrus Kos, Razia and even Jor. Nothing has been satisfying for me though... Hopefully some new Boros cards in Gatecrash will change that!
zander
6 years ago
What about one of the most OP generals around?  Gisela has retard strength...  >.>;
Ixyao
6 years ago
I was planning on aquiring her for my next attempt, once again, after gatecrash c:
Ixyao
5 years, 12 months ago
If you're curious, this is my current Commander deck o:
https://inkbunny.net/journalview.php?id=63646
zander
5 years, 11 months ago
Been thinking about what you can do with this while fitting your theme of self mill.  I'll come up with some stuff and make suggestions as I come up with them.  Haven't forgotten about ya!  ^^
Nightborn
5 years, 12 months ago
I happened to have my rare binder with me.  I know rares and mythics can be costly, but I have a few cards that may be worth a future investment for your friend.

Quietus Spike 3
For 3, you get an equip that gives deathtouch and whenever it deal combat damage to a player, they lose half their life rounded up.  If you can get it early and get a creature through, you can eat up their 40 rather quickly.  Also, it insure anything blocking that creature will most likely die.

Unwinding Clock 4
Having a great deal of artifacts, this would be a perfect card.  You get to untap all artifacts you control each other player's untap step.  So you can go on an all out attack with your artifact creatures and still be able to have a defense for the next turn.

Mirrorworks 5
Another wonderful card to work with all your artifacts.  Whenever an artifact of yours come onto the field, if you pay 2, you get a token of it.  Great on doubling up on creatures and equipment.

That Which Was Taken 5
It's a hand cranked Darksteel Forge, but might as well have two chance to make sure your artifacts don't get destroyed.  For 4 and tap, you get to put a counter on any other artifact.  Anything with the divinity counter is indestructible.

Basandra, Battle Seraph 3RW
A 4/4 flying angel that gets two neat abilities.  First, players can't cast spells during combat.  Though this could hamper you, but it would be beneficial to prevent the enemy from flashing something in, doing a quick buff, or other nasty trick.  Plus if your dealing with an annoying creature that you want to die, for R you can make target creature attack this turn if able.

Falkenrath Marauders 3RR
An awesome creature, especially if it can get on the offensive and get over the defense.  It starts as a 2/2 with flying and haste.  However, when he deals combat damage to a player, he gets +2/+2 from it.  Equip him with something to make him a bigger threat even faster.

Gratuitous Violence 2RRR
This might be a little harder to cast, as more than half the mana required is red, however it's worth it to get it out on the field.  If a creature, best part, that you control were to deal a creature or player, it deals double damage.  It's a one-sided Furnace of Rath, just it has to be combat damage.

Savage Beating 3RR
While one of the choices could be a game breaker on its own, the entwine of 1R [or 4RRR all together] is an amazing card/  The two choices are all creatures you control get double strike or untap all creatures you control and after that phase, there's an additional combat phase.  It'll defiantly put the pressure on the enemy.  It's an instant as well, if you just need the double strike.

World at War 3RR
I have no idea how this isn't mythic and/or more expensive.  After the first postcombat main phases this turn there's an additional combat phase followed by an additional main phase.  At the beginning of combat, untap all creatures that attacked this turn.  Here's the icing on the cake.  It has rebound, if you cast it from your hand, exile it as it resolves.  At the beginning at your next upkeep, you may cast it from exile without paying its mana cost.

Silence W
An instant that can be saving grace.  It prevents your opponents from casting spell for that turn.

Nevermore 1WW
It's a sideboard card.  However, it does have a use.  If you play as a group a lot and genreally don't introduce new decks too often, you can use this card to remove a troublesome card from being casted.  As long as the enchantment is up, anyways.

Galepowder Mage 3W
A 3/3 flyer with a good ability ro remove defenders.  Whenever he attacks, exile another target creature.  It's temporary, as the owner gets it back at the next end step.

Martial Law 2WW
Another good card for shutting down defenses.  The enchantment lets you, at the beginning of your upkeep, detain target creature an opponent controls.  Though detain also grants the bonus of not letting the target attack or use it's activated abilities.
[to be continued]
Nightborn
5 years, 12 months ago
True Conviction 3WWW
An awesome enchantment.  Give all your creatures double strike and lifelink.  It'll let your creatures destroy the field and player much more effectively, as well make you harder to kill.

Blazing Archon 6WWW
He is expensive but is worth it if you can get him out on the field.  He's a 5/6 flyer with a great ability, he prevents creatures from attacking you.  As long as they can't take him out, you don't need about players going after you besides with spells.  Also, it might save your commander or other key cards from being hit by a death spell.  Since they need to waste it on Archon before going after anyone else.

Hope this will open some options for you and your friend.  As well have an interesting commander to think about, Basandra.
zander
5 years, 11 months ago
Quietus Spike is a wonderful card.  It can do some very nasty things, very much making it a 'block or die much faster' situation.  If they had this card, I'd definitely swap it out for the Moonsilver Spear.

Unwinding Clock is a great card.  However I kind of felt like this particular deck has a balance of artifact creatures to non-artifact creatures.  15 artifact creatures and 15 non-artifact creatures (counting Jor himself).  It's a more expensive and easier to kill Serra's Blessing if it is solely being used for vigilance.  So I really had to look at the remaining artifacts that could make use of the untap feature.  This particular deck only has 10 artifacts that could possibly make use of it and 6 of them are either mana artifacts or lands.  The remaining ones, while very powerful with Steel Overseer and Chonomaton, is it less powerful with Metallurgeon and Stuffy Doll.  I had to weigh the rest of the deck and card slot on just those four cards.  Good suggestion if it was heavier on artifact creatures.  

Mirrorworks is a super excellent suggestion and one that I had completely forgotten about.  I know they don't have this one but I will definitely suggest they get it since it isn't very expensive.  Double the artifacts is amazing for this type of deck.  

That Which Was Taken seems like a good card but it really only shines with the Myojin legendaries in the deck too.  Without them it would be much easier to use just plain old Darksteel Forge and/or Avacyn, Angel of Hope to achieve the same desired effect and those being indestructible themselves is a definite bonus over being unable to put divinity counters on That Which Was Taken itself.

Basandra is a very good card but I don't think it fits well with this deck because of losing the ability to use things like Condemn, Devouring Light and Master Warcraft.  It changes the timing for being able to use Reciprocate and Retaliate as well.  You wouldn't be able to use it in between the first strike and normal combat damage parts of the attack step either if the opposing person's creature has double strike.  While the 'get over here' ability of Basandra is awesome in the right situations, I think it limits the ability to defend yourself if you don't have the deck set up to specifically use Basandra the way she is intended.

The Falkenrath Marauders are a good creature but in this deck I wanted to keep it more to either artifact creatures or creatures that benefit from the artifact heavy theme with abilities that matter towards artifacts or metalcraft.  

Gratuitous Violence is a good card but I do worry about the mana base with this deck.  Anything with three chroma of a single color is much harder to cast in a deck without a bunch of dual lands.  

Savage Beating and Wold at War are great cards as well but I had to be able to balance artifacts and non-artifact cards.  Putting in the extra attack step cards will reduce the amount of other utility cards that are available since I have to maintain at least a 30% artifact base to the deck to make the metalcraft viable.  I would probably use Relentless Assault over World at War though since you can do it as many times as you have mana for in a single turn and it sticks around as an enchantment.
zander
5 years, 11 months ago
Silence is also a good card but it only lasts for one turn.  EDH is not as affected by slowing someone down for one turn as standard is.  

Nevermore is kind of a "cheap shot" card in EDH since you can always just name your opponent's general.  It kind of seems unfair to the spirit of EDH and it doesn't really make it into my decks unless the other person is a real dick about using their general in nasty ways.

Galepowder Mage loses a lot of its effectiveness in EDH because most people's criteria for putting a creature into a deck is "does it do something when it enters the battlefield"?  Exiling and returning your opponent's creatures can bite you in the butt if all their creatures do something when they come back to the field.  It is also not a 'may' ability which means you must use it whenever it attacks.  Yes, you can do some good stuff with some of your own creatures, but in my opinion not enough for the creatures in this particular deck.  Since most of them don't have enters the battlefield effects.  There are only two that make good use of it those being Myr Battlesphere and Blade Splicer.  Since a lot of +1/+1 counter effects get thrown around in this deck too resetting them by using this ability isn't a very good idea.

Martial Law is very good but again the artifact to non-artifact ratio must be maintained for metalcraft.

True Conviction is a super awesome bullshit card in EDH.  I always try to find a way to fit it into almost every deck that runs white.  The two worries I have with this card are the artifact ratio and the triple white chroma.  Otherwise it would be in here.  Since he has Akroma's Memorial though and it fits both of those criteria it makes it the better choice for only costing one more.  

Blazing Archon is a good card but extremely susceptible to Doom Blades and Murders and you just spent 9 mana on it.  If you can't reanimate it then it loses some of its power.  It also has the three chroma problem.

Thanks for all of the suggestions and hope to hear more from you on the next deck I submit!

zander
5 years, 11 months ago
Eh...  Meant Aggravated Assault, not Relentless Assault.  For the Savage Beating or World at War.
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