|Commander / EDH||Legal|
Printings View all
|Duel Decks: Divine vs. Demonic (DDC)||Common|
|Shards of Alara (ALA)||Common|
Combos Browse all
Prevent all combat damage that would be dealt this turn.
Cycling 2 (2, Discard this card: Draw a card.)
Price & Acquistion Set Price Alerts
2 months ago
Re: mana curve, playing high CMC win-cons in a casual deck is not mutually exclusive with having a decent curve. But since your defense for everything is 'I don't take this deck seriously', then no problem, I guess. Just pointing out that having a 5-CMC win con or a 3 card combo doesn't preclude you from having a good curve. I didn't mention ramp at all either. Re: Angelsong was included because it stops more than one source, combat damage is usually more relevant than damage from spells/lands, and you can cycle it (you mentioned the importance of cycling yourself).Re: Pentarch Ward; sure, it is 3CMC, but I'd removed other 3CMC spells to make space. If you take my suggestions as a whole, the net CMC came down and the curve is better - not sure why you focus on this one card's CMC. But again, I'm guessing you don't play in a meta where the most common removal Path to Exile is played, so no problem there.Re: Boros Charm, 'mana-intensive' should have been 'color-intensive' - my bad.Re: slow, grindy decks and mana-curve; again, most slow grindy decks DO have early game plays. Not sure why you keep thinking otherwise.Re: 1 and 2-CMC enchantments; there are tons of them. For instance, Porphyry Nodes can control the board till your Stuffy Doll comes down. There are many Pacifism-type spells that you can try too.Overall, I guess your deck can work in a meta where Mesa Enchantress is feared, apparently no removal is played, but things like Back to Nature and Myr Battlesphere see play, and if you take nothing seriously. Good luck with that.
2 months ago
Yes, I get that it is a budget deck - I'm not sure why you say that playing Manabarbs and Stuffy Doll means you can't have a good curve. It doesn't. If you understand the concept of mana curve but still ignored it, then that says a lot, I guess.
Ok, as for specific suggestions, here they are:Moving 2 Pay No Heed to sideboard. It can come in against combo decks like Scapeshift.Moving 2 Phyrexian Unlife to sideboard. Should play it with Solemnity or not at all.Cut 1 Curse of Exhaustion and frankly, might move the other 1 to sideboard, because I'm not sure who you are trying to get with this. It's too slow for Storm, maybe it stops Snapcaster Mage tricks, but it's only an annoyance more than anything.Moved 1 Oblivion Ring to the sideboard.Cut 1 Pariah. This card doesn't really do anything without a Stuffy Doll out, plus more reasons later.Cut 4 Mesa Enchantress. You already play very few creatures. I suspect most opponents will have multiple removals in hand to deal with this before you can extract any card advantage from it. Now, the replacements.Adding 4 Heliod's Pilgrim. Guaranteed at least 1 card when you cast this creature. Is a legitimate tutor but restricted to Auras. Still, it makes your 1-ofs better and it enables us to go down 1 Curse and 1 Pariah too, since they are now searchable.Adding 1 Pentarch Ward. To support your Faith's Shields. But really, this is really for exile effects like Path to Exile on your Stuffy Doll.Added 2 Journey to Nowhere. RemovalAdded 4 Angelsong. Stalls the game, or if not, cycles.Added 1 Scrabbling Claws. Budget graveyard hate, also cycles.
Lands:Added 4 Battlefield Forge. Removed 1 Bojuka Bog - if you are playing this just for graveyard hate, I've replaced it with Claws, if you have Relic of Progenitus that's fine too.Removed 1 Reliquary Tower - I doubt that you will need its ability often.Kept the rest, but cut 1 Plains and 1 Mountain to make space.
Sideboard:Cut Boros Charm. I suspect you need this card mainly for the indestructible mode, and this saves only your enchantment pieces, since Doll is already indestructible. If that is the case, I suggest more Faith's Shield, or something not so mana intensive.Cut Karma - much too narrow. I have literally not seen this being played before. If you are afraid of black, play some Celestial Purge instead. Liliana of the Veil is one of the worst cards you can face.I would cut 2 Revoke Existence, if you want you can play more Disenchants. I'm not sure what indestructible artifact/enchantment (or anything that comes back from the graveyard?) you are worried about.
That brings your deck to 60 cards (did you realise you were originally playing with only 59 cards?) and a nicer curve and a lower budget.
3 months ago
Okay so I'm going to go through these from least to most obstructive to the deck
Option C: Retire the deck, this would require no edits so the deck isn't technically changing, if you did this (please don't by the way) your meta is fast so you would want to play either an agro deck or burn to keep up and give you the best chance of success.
Option A: Adding green could do a lot for the deck and it would retain the enchantment focus however adding green would make the mana base significantly more expensive, more on that to come. The inclusion of green would most notably give access to Utopia Sprawl and Eidolon of Blossoms. The former would accelerate the deck and provide it with a way to keep up with faster decks, the later would provide a card draw engine. If you went this route I would drop Gideon's Intervention and Wall of Omens to make room for the new additions. The biggest change here however would be the mana base, you would need to have a fetch/shock setup 4x Flooded Strand, 4x Windswept Heath, 1-2 Misty Rainforest and then 2-3 Temple Garden, 3-4 Hallowed Fountain, and 1-2 Breeding Pool, 1x Oboro, Palace in the Clouds, Razorverge Thicket, maybe Minamo, School at Water's Edge, and you probably also want 4 Ghost Quarter in there. If you go this route I'll draft an example mana base so you can get a better idea.
Option B: The deck would basically be a whole new deck if you went this route, it would probably be built around Thing in the Ice Flip, with cantrips such as Serum Visions, as well as a collection of prevent damage spells including Holy Day, Ethereal Haze, Angelsong, Riot Control, Hallow and Luminesce in the side, and most importantly Isochron Scepter to get repeated use out of the prevent damage spells. Again green could be added here but this deck would have a low curve so Fog isn't necessary. The core prison pieces would stay Ghostly Prison, Luminarch Ascension, Nevermore, Runed Halo, Detention Sphere, Path to Exile but just about everything else would be cut or be in serious consideration of being cut. This concept is something I haven't really seen before so I can't attest to its power but it seems like it could be good with the power of Thing in the Ice Flip (this deck would also likely run some counters like Remand).
I would personally go with A or B because I think the deck could work but if you chose to retire it I'm more than happy to help you find a new deck, just I feel this deck is almost there.
on TURBO SENATE
3 months ago
Also, if you don't want to use Darksteel Reactor and Azor's Elocutors, Sphinx's Tutelage is also a good win-con for a Modern Turbofog deck. I'd also recommend running some number of wraths (Supreme Verdict, Wrath of God, Day of Judgment) as sort of super-fogs. Angelsong is also an option for another good fog. In any case, sweet deck!
3 months ago
Fine, you've won your upvote.
Call to Glory can probably take the place of To Arms! as a similar effect, and Inner-Chamber Guard can probably take the place of Fiendslayer Paladin. High Ground is cute, but bushido doesn't stack for each creature blocked, so it's a weak card I would cut for removal. I could also see either Gift of Immortality or Angelsong getting the axe for extra removal.
4 months ago
I am looking for more boardwide control. I don't want to step back into MB Esper or Bant just for more Fog effects when I personally build best with 2 colors.
I may take out all of the blue counters for white board control: 4x Angelsong, 4x Silence and 3x Path to Exile; keeping blue exclusively for mill. Remands are REALLY nice, and would like to keep them, but if I cut Phantasm I'm shorting myself my alternate wincon. Or is the control enough at that point to be consistent with a sole wincon?
4 months ago
Thanks for reply. My issue with death shadow is cards like Thoughtseize, Inquisition of Kozilek, and Fatal Push. Those cards kill my creatures before being able to even hit the battlefield. Similarly, even if my creatures buff Champion of the Parish and Thalia's Lieutenant to be 5/5's (for example), fatal push just kills it and I can't do anything about it. Furthermore Snapcaster Mage can play all those cards twice, which is an obvious problem.
The instant cards are there to speed up my attacks. If I swing with all my creatures and leave no blockers, I can use Angelsong to prevent damage the next turn. Similarly Brave the Elements can protect my creatures and allow them to swing without being blocked. I have had trouble with counter spells stopping my creatures so I included Cavern of Souls.
5 months ago
Angelsong to keep you alive, over one of your redundant combo enablers. Other Cycling stuff will help you with that, too.
There's also annoying W hatebears like Spirit of the Labyrinth to stave off defeat as long as possible.