![]() Granted you can do fun things like attack with one creature every one of your turns, and if it'd blocked and dies you get a venture trigger.ĭungeons can provide absurd value once you have multiple creatures pumping triggers. Commander removal (without other card draw/reanimation) can make you feel stagnate in deck strategy.Always wait till the last moment on each opponents turn)endstep) before committing to discard/sac if possible. If you preactively sac/discard/mill a creature, you get a venture trigger, opponents can freely remove other creatures without you gaining value. Her ability triggering once per turn is a benefit and a downside.However I think there are some common things to keep in mind of where she's successful and where she falls short. I've been playing Sefris at the fringe cedh level for a bit now. Selfless Spirit too, but Linvala is super underrated. Teferi's Protection and Flawless Manuever), ] works super well for protection, and will also trigger Sefris. If you're not too concerned with having the most absolute best cards (i.e. Jace's Archivist and Windfall are also going to be pretty great. Put a creature in the grave *and* draw cards. One card that kind of fits everything you really want is ]. Make sure you have plenty of ways to increase your resources, and get plain card draw to make sure you still have card advantage when you're looting. Be careful however to not treat this always as card draw, as your essentially tossing 4 cards for 1. Teferi, Master of Time is pretty great for this, and someone else mentioned Tortured Existence, that card is incredible. You're going to want any cards that will let you loot. Pretty much every other venture card, though, I wouldn't worry about keeping your deck. Acererak is not bad to just have as a pay 3 and venture, but I've opted to not include him. Midnight Pathlighter is great, as well as Radiant Solar. Barrowin of Clan Undurr kind of makes sense. I've been working on a Sefris list for a while, and I haven't gotten it down to exactly where I want quite yet, but I can share some insights.Ī lot of the adventure cards can help, but from what I can tell, you don't need most of them. I find decks have a lot more staying-power for my interest if they have weird deck building stipulations, and Sefris hit that on the head. The most enjoyable thing I found with building Sefris was finding creature-based alternatives to various needs (like ] in place of ]). The lessons I’ve learned with her have been to make sure any noncreature spell is valuable enough to really be worth running over another creature to loot or reanimate (mostly just things that can get multiple triggers efficiently, like ] or ]), and to avoid big splashy creatures that are just removal lightning rods with no immediate value, because there are better commanders for just reanimating Praetors and Angels. Sefris, in my experience, is all about outlasting and outvaluing over time with consistent dungeon and reanimation value, so you value trigger consistency rather than explosiveness. Things like Strionic Resonator are, in my opinion, inferior to just running more cards that can trigger her at instant speed, because they don’t do anything on their own, are open to removal, and aren’t usually creatures. I also do run a half dozen or so actual venture cards, because they’re the better way to accelerate Sefris’s timetable and get reanimation a little faster while still being creatures that play into her other strategies-things like ] and ] work as both enablers and good reanimation targets. Finally, I do also run some sacrifice cards, mostly either very powerful ones like ] or ones that can sacrifice themselves on others’ turns like ] or ]. I also run cycling creatures that do something when cycled, or that benefit from looting like ]. I’d say overall I focus on looting, and as a consequence my deck has an outrageous number of creatures (56 atm) to make triggering Sefris with looting as consistent as possible. ![]() We often seen 2+ boardwipes per game, and games mostly end around turns 10-12. We disallow infinite combos, and our threat assessment meta consistently gangs up on decks that win early or explosively, leading to something of a battlecruiser meta but while still running lots of efficient removal. My Patrons voted on Sefris and I got to play the Dungeons of Death precon for my LGS's release weekend event and I was honestly blown away by it.As a disclaimer, I’d rate my group’s power level at around a 5. It's time for the August Patron's Choice Deck Tech and I figured we will do something a bit different here.
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