|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Rare|
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Anger of the Gods
Anger of the Gods deals 3 damage to each creature. If a creature dealt damage this way would die this turn, exile it instead.
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Anger of the Gods Discussion
20 hours ago
Maybe Sweltering Suns for Anger of the Gods just for the cycling, unless you need the graveyard hate?
2 days ago
ef: Yeah, again, it's meta dependent, but in this version of the deck and my meta, it nicely fills the 3 drop slot.
On that note, the control decks at my store don't run boardwipes main, and have only a few on the side. Additionally, if you run too much sideboard, then you won't draw as many relevant threats, which means you have less to protect with your Selfless Spirit. I'm actually considering dropping it for Burrenton Forge-Tender, which combats aggro and prevents the more common Anger of the Gods. I have considered Ghostway and Eerie Interlude, but I don't like holding out and not casting for a turn trying to anticipate a boardwipe, I prefer every spell I cast to further my board state.
4 days ago
Anger of the Gods seems like a strange mainboard since it exiles creatures that it kills, which is a nonbo with the main interaction combo in your deck. I would suggest including Sweltering Suns over it since then it can also be cycled instead of being a dead draw.
5 days ago
For control you want about 25 lands with atleast 8 being fetches if you have them, honestly I would run 4x Opt 2x Serum Visions 1 or 2 Think Twice you also need some type of wipe, Anger of the Gods is probably your best bet I would run 4, mass bounce maybe Cyclonic Rift 2-3, and your missing the best card for any blue deck Snapcaster Mage also you should be running 4 Cryptic Command
5 days ago
Lands... you have too many lands, I think. And Boza is right in saying you should pick the strategy you would like to play, and make the whole deck around it, rather than this unfortunate hybrid, that can't really control, and can't really tempo-aggro, and which maybe also should storm, but doesn't really anyway.
No matter which, Guttersnipe is a really bad card. It's a 2/2 creature for 3 mana, and it doesn't target everything - only opponent (and not opponents creatures). It also doesn't do anything on the turn where you play it. For a deck, that tries to win early (it looks like that's what your wincons want to do), not really doing anything on turn 3 is bad.
Remand is a decent card, but not as strong as you'd think. And for a control deck, certainly not. You could exchange 2 of them for something else (personally, I'm a big fan of Squelch - it hits so many things, like fetchlands, Oblivion Stone, planeswalker activations).
If you want to go control, you could keep the 2 Thing in the Ice Flips, scrap the rest of your creatures, get some Anger of the Gods, and write Snapcaster Mage and Torrential Gearhulk in your letter for santa. You will need them. There's also a UR man-land, pretty good stuff when you try and kill everything on the table all the time. Oh, and then your land count is just fine.
Tempo. hmmm... still need 2 Lightning Bolt. and one more Delver of Secrets. and some faster creatures - Monastery Swiftspear, for example. Maybe a handfull of Vapor Snags. And something like 5 lands less. Exchange Disallow for Spell Pierce. Drop Goblin Electromancer, since an important point is to play very low-cost cards anyway.
xyr0s on Evolve Deck
1 week ago
Evolve is not a new archetype in modern. Here's 2 links to players, who reach very different conclusions about this deck.
I think it can be a decent kinda-budget'ish deck, but only if it's kept on a very aggro strategy. And that is harder than it seems to stick by - there are SO MANY nice little synergies, that only delays you a teeeeeeny tiny bit, and gives a huge payout, and... But these synergies rely on the bigger and more manaexpensive evolve-creatures, and that means more lands, less small creatures, and less support for early aggro.
Also, it probably doesn't work if you go too cheap on the lands. You need a lot of untapped dual right from the start of the game. Losing one mana turn 1, and turn 2 to lands that come into play tapped, is the same as just handing your opponent the game - you were supposed to do powerful aggro-things in the early turns, not wait for mana.
1 week ago
Also, the 1 toughness can really matter against red sweepers like Anger of the Gods.