|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Rare|
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Aligned Hedron Network
When Aligned Hedron Network enters the battlefield, exile all creatures with power 5 or greater until Aligned Hedron Network leaves the battlefield. (Those creatures return under their owner's control.)
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Aligned Hedron Network Discussion
1 month ago
Propaganda and Ghostly Prison although, are very good cards for controlling your opponents or forcing them to sink mana into their creatures. They are taking up 2 slots of cards that could actually help you hit end game quicker. All the cards added, were cut at some point, but I didn't realize what they did for the deck till after they were out. Etherium Sculptor speeds up the deck by a turn with most of the cards in the deck being artifacts. Padeem, Consul of Innovation prevents your opponents from picking out pieces that are putting you further ahead. He basically makes it harder to stop you from setting off an endless combo, and draws you a card every turn if you have a big artifact out. Master Trinketeer is in mostly for a mana sink, and to make your thopters bigger. The only other guy that makes things bigger is Master of Etherium so it makes going wide hard to pull off when you don't have ways of putting in extra damage coming up often.
3 months ago
I'll mention one of my favorites I use in my Breya deck real quick before I get off break:
If you use Sharuum the Hegemon with Aligned Hedron Network, you can enable some crazy shenanigans. My favorite use of this is if I manage to exile my own Noxious Gearhulk (or the like) under the Hedron Network. With a sac outlet like Ashnod's Altar, you can destroy everyone's creatures.
Let's say Noxious Gearhulk is in the graveyard. You can play Sharuum the Hegemon, returning the Gearhulk, then play Aligned Hedron Network exiling both Sharuum and the Gearhulk. Sacrifice the Network to return them both, using the Gearhulk trigger to destroy a creature, and Sharuum's trigger to return Network to the battlefield, then repeat the cycle.
I kept my friend off of 4 of his (big) Eldrazi the entire game because whatever he would try to remove I would just sacrifice and return :)
It CAN go infinite, but it doesn't have to.
7 months ago
well, i dont really build decks for efficiency, just for fun and jankyness. However, a card i like in my warpworld deck is Aligned Hedron Network. For you, this might be even better since you have made omnath your commander, but u might want to sac your omnath babies first. My reason being, after warpworld hits the field, you have 2 choices, choose to let omnath shuffle in to your library, or replacement effect it back to your command zone. If it is in your library, there is no guarantee that it will flip back out to trigger land fall. Under the hedron network, with its "until" wording, omnath will in fact see every land that hits play during the resolution of warpworld, on the stack, ofc. Generally this will create awkward moments because u could potentially hit the avenger or something you need to hit etb to make creatures, but how great would it be to gaurantee your omnath and say, purphoros staying on the board during a warp worlding?
9 months ago
Just having a look at this now, Duggan.Got a fair few allies, but sadly not all of them!
Looks like you may be a couple dollars over budget too, so might have to make a replacement somewhere
Initial thoughts are lose the non-ally ramp creatures Avacyn's Pilgrim, Elves of Deep Shadow, Alloy Myr and to a lesser extent Joiner Adept (since her ability is quite special) and replace them with mana rocks, as artifacts can survive a board wipe much better.
You're probably also going to want to put in some more removal. Board wipes are tricky in heavily creature based decks, as you damage yourself as much as anyone else, but In Garruk's Wake or Plague Wind can provide the solutions you need. Another good wipe for you is Aligned Hedron Network, since most of your guys will be under 5 power.
Zendikar Resurgent might be a good shout for card draw and mana efficiency. Since you'll be playing regular creatures it's a reliable source of draw... although I haven't checked the price... even so you may not even want to put it in as there are probably more pressing options ahead of it.
Cheap removal like Angelic Purge or Journey to Nowhere might be good and perhaps even Oblivion Ring. You could really go with anything cheap, but a good guideline is usually 7-10 removal options (not including board wipes), however I see lots of your creatures can serve as forms of removal themselves, so you may not need to cut that much stuff?
The tricky part is knowing what to axe from the list, so I'll just see if I can short-list what I would consider to be the most redundant, or least efficient cards:
Felidar Guardian - More or less a one time effect unless you can reliably flicker him over and over again and for 4 mana you have better stuff to do.
Coralhelm Guide - The activated ability is quite costly, and usually in a smaller creatures deck you tend to be swinging wide rather than tall. Unblockability is attractive, but is it worth not including more removal for?
Tajuru Beastmaster - It's a good ability to be sure, but you need to be playing in lost and lots of allies pre-combat to make it worth it, and there are strictly better versions already in the deck. If you have to make a cut, perhaps this guy?
Prismatic Geoscope - Reads very well, but even in a 3 color deck, it's hard to tease those basics out of the deck. You might end up paying for a 5 mana slow rock that only taps for 2 or 3, in which case Market Festival becomes a slightly better option. Generally speaking by the time you've manged to get one of each basic out, you'll already have more than enough mana.
Allied Reinforcements adds up in terms of mana efficiency, but that's all it does. If it cast at instant speed it would make a nice combat trick or instant rally trigger, but as a sorcery it's a little lackluster. One pop of two extra allies is nice, but I'd priorities some removal ahead of this, especially considering the volume of creatures you already have. I'd argue the same point to a lesser extent for Unified Front, but four simultaneous rally triggers, is nothing to sniff at on the other hand.
Also you can definitely afford to cut a couple of lands. 37 is usually what I would consider a max amount, but with your curve topping out at 6 mana cost (low for EDH) you could probably afford to go down to 35 if you needed to.
Stoneforge Masterwork a good card for this, if you end up having room, maybe not though?
That's about all my thoughts on this for now. The main thing is probably just more removal though. Other than that the prospect of all those stacking rally triggers looks really scary and intense! Nice job! =)
11 months ago
Hey guys, fellow zada abuser here. Just made my deck this week, so I'm still a zada virgin... Two suggestions that my dirty mind can give though are Knowledge Pool and Marton Stromgald. Both I believe are budget. Knowledge is better than Possibility Storm as it lets you cast yours, copy it, then cast an OPPONENTS! With your low cmc, imagine the storm of possibilities with that. Either cut Possibility, or keep both in for even more fun. If not that, I'd suggest cutting Aligned Hedron Network. I apologize if I missed it also, but Eldrazi Monument? That might be a nice addition to combo with Chandra's Ignition, but it's a pretty high mana cost combo. Those are my kind of fun. Keep Possibility because both together would let you choose where your card goes I think. Whether it goes to your deck or to the Pool. It would be fun haha.
11 months ago
Hey Baelz, I'm thinking that the Rewind could be replaced with a simple Counterspell because you won't be looking to cast another instant after you cast that Rewind. Also might want to consider more battlefield wipes that don't affect your creatures instead of ones that wipe you too. An In Garruk's Wake would be a nice addition to this deck, or something like an Aligned Hedron Network to wipe out big things your opponents control and leave your little dudes behind. Oh wait...but your commander makes them indestructible so....scratch that haha.
11 months ago
11 months ago
Hey Darrell this is Austin. I haven't really gone through what should replace what but just a list of what to take out and to add in. The cards that are going on the add list should help speed the deck up and cards that should be taken out are either to slow or just not as good as other cards that are on the add list. Now it's your deck so you do what you want, but these cards should help out a lot. Alright here we go.
Take out:1. Akki Drillmaster2. Aligned Hedron Network3. Banefire4. Faithless Looting5. Flameshadow Conjuring6. Frenzied Goblin7. Goblin Assault8. Goblin Bushwhacker9. Goblin Diplomats10. Goblin Guide11. Goblinslide12. Grenzo, Havoc Raiser13. Hellion Eruption14. Lightning Bolt15. Manabarbs16. Mizzium Mortars17. Mountain18. Mountain19. Need for Speed20. Ogre Battledriver21. Possibility Storm22. Predator Dragon23. Pyretic Ritual24. Quietus Spike25. Raid Bombardment26. Seething Song27. Smuggler's Copter28. Throne of the God-Pharaoh29. Warbreak Trumpeter30. Warstorm Surge31. Zo-Zu the Punisher
Add in:1. Breath of Fury2. Brightstone Ritual3. Caterwauling Boggart4. Cavern of Souls5. Coat of Arms6. Door of Destinies7. Goblin Chieftain8. Goblin Chirurgeon9. Goblin Lackey10. Goblin Matron11. Goblin Recruiter12. Goblin Ringleader13. Goblin War Strike14. Krenko's Command15. Mana Echoes16. Massive Raid17. Moggcatcher18. Nykthos, Shrine to Nyx19. Price of Glory20. Purphoros, God of the Forge21. Reforge the Soul22. Sensei's Divining Top23. Shared Animosity24. Shattering Spree25. Staff of Domination26. Stranglehold27. Swiftfoot Boots28. Thousand-Year Elixir29. Vandalblast30. Warren Instigator31. Wheel of Fortune