EDH Deck Assist - Erinis, Street Urchin Control
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- Опубліковано 9 лют 2025
- moxfield.com/decks/nQH1mQBAGEWq-pc11R17UA
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I made a version of this deck that is designed to swap backgrounds from command zone and 99. One is Street Urchin, the other is Guild Artisan. Heavy treasure synergies fill the deck, as well as lots of cards that make it safer for Erinis to swing. Swapping from SU to GA in the command zone turns this deck from a grindy control deck into an aggro voltron deck, without a single other change to the list.
Thank you so much for the deck review as always.
First off, I don't know if you realized this or not, because I didn't hear you mention it, but with Erinis having deathtouch, and Street Urchin making Erinis deal the damage because of how it's worded, meaning that the single ping of damage from Street Urchin has deathtouch, thus killing whatever it targets. That leads into my decision to not include Blasphemous Act, or really any sweepers at all, because they felt too redundant to what was going on in the command zone.
All of your MH3 suggestions make sense, this deck hadn't been updated for MH3 yet, so all that makes perfect sense to me.
Now, onto play pattern and why I didn't include mana dorks in this list. My intent is to play T1 tap land/or fetch land (as I have a chunk of them, and they are important for my mana coverage), T2 Street Urchin, T3 one of my engine cards (Tireless Tracker/Veronica/Toggo), T4 Erinis with activations up. That is how I ended up laying out the deck because a lot of the engines are at 3 mana, and I find that I want to play the creature part of my commander where I am already set up to activate them.This decks playpatterns don't really change with acceleration of 1 mana, except me not using my mana well. Even if I get Erinis out on turn 2, their not really doing what the crux of the deck is until I have an engine to get them artifacts/creatures and Street urchin out. Now, the question is if each of those engines are good enough, and your assessments of them were very helpful.
Also, specifically on Raid. The intention is to always be attacking with Erinis when possible, because I always want to be returning a land to the battlefield. I have a lot of lands with interesting activated abilities, and I am playing close to the maximimum number of artifact lands to sac off and loop with Erinis. Farid is also intended as a value engine with this looping of artifact lands, so I don't know if that changes your outlook on that card in this deck.
Once again, I super appreciate your feedback. Even when I disagree with you, you get me to think about why I disagree with you, and that is just as useful as the suggestions themselves. Keep up the amazing work
If you want to up the power level without including infinite combos there are 3 things:
1. increase the speed: The Dork package, the usual rocks, Goblin Anarchomancer and Orcish Lumberjack up the chances of hitting the commander 1 turn earlier or same turn + mana up for a sac. They are all also sac fodder for commander in a pinch. Even if you get board wiped early, the extra mana and therefore extra spells you will be able to cast really pays for itself
2. streamline the strategy: You're currently splitting between landfall and artifacts. If you commit to either one of them, you can create higher synergy and overall a more consistent deck
3. develop more threats to close out the game depending on the chosen strategy: The deck is great at controlling and keep the opponents threats off the table but it lacks in the amount of cards that threaten life totals
I respect the reasoning behind not including dorks (play-pattern of the deck) but I believe that you would probably be in a better position if you: t1 dork, t2 erinis, t3 fetchland +engine+ attack.
Also, I think scrap trawler could be cool (can return your artifact lands)
@0rcd0c are around 22m, they mention the instant speed protection and not having anything to protect, I knew at that point they didn't read/understand the commander.
@@simontorell1549 nice thing about adding mana dorks is they can pay for themselves to sacrifice themselves to destroy other creatures
one card that i think is fantastic in this deck is silverglade pathfinder, it turns all the cards into your hand into rampant growths which can make you go off with landfall triggers feels even better when you discard a land card and then just bring it back with erinis and now you have ramped two lands
two fantastic landfall adds is the gruul omnath that makes the 5/5 elementals and when they die you do 3 damage to any target absolutely fantastic in this deck, also nesting dragon makes eggs that you can sacrifice then they become more creatures which you can sacrifice too
Bilblo's Ring is by far the best equipment for Erinis, equip 1 for hexproof cant be blocked draw a card, slept on card!
Love this guy with Strip Mine!
My favourite land in my Erinis Street Urchin deck is Roadside Reliquary. The background covers 1/2 of the requirement to draw two. With cards like the Tireless sisters and Toggo, fodder is easy to come by.
Another card to consider is Kodama of the East Tree for its potential to combo with landfall token producers and a bounceland.
A cheeky card is Arcbond. It's a strictly worse Chandra's Ignition.
With strategy, consider the possibility of winning through commander damage. Cards like Kessig Wolf Run, Blackblade Reforged, and Tarrian's Soulcleaver can help.
How about obliterate? Helps control the field really well
Villain spotted
@@lancearmada I don't understand. The word villain isn't listed anywhere on the card.
Hehehe, I like your style!!!
I'm building an erenis deck currently and I plan to use ruination along with other land sac/destroy payoffs to cycle my nonbasics with good etbs like gingerbread cabin and surveil lands. The thing I don't like about ruination is that your own mana comes from artifacts and creatures, so you lose all your resources as well. It also basically gives enchantress/theros god decks a free win. It can be really powerful in combination with heroic intervention but a 2 card, 9 mana combo is hard to justify over asymmetrical removal imo, especially when the deck is already good at killing creatures.
There are a few CEDH lists going around. Erinis just wins with Dockside + Sabertooth. Also Stormkiln + Haze of Rage / Chain of Acid + Indestructible/ Tamiyo's Safekeeping. Can also win with Peregrine Took + Nuka Cola.
A sacrificed Protean Hulk can grab Dockside + Sabertooth, or Torch Courier + Goblin Engineer (putting Nuka Cola in yard) + Peregrine Took
This commander is incredibly game warping in casual, and I've most casual groups will deny playing against it.
Erinis is a part of my Baba Lysaga deck
My friend built this deck last year and its terrorizing
22:00 if the group has played just a couple of games vs this commander he will get targeted a lot for a good reason. Keep in mind that the commander has deathtouch and the Background grants the ability to the commander which means anything he pings dies due to deathtouch. People don't want to play their big/value creatures into an Erinis. Also, when the commander is dead the deck immediately loses the main engine for sacrifice and land recursion.
Would 100% include a Lotus Field here, the synergy in a land slot is too good. One with Nature and Nature's Will are highly efficient ramp and mana cheating, especially for a commander that can easily ensure you can connect to a player.
You know, I didn't even mention the deathtouch combo once haha. Thanks for mentioning it down here
So you basicly made an GR Omnath land\control deck?