|Commander / EDH||Legal|
Printings View all
|Classic Sixth Edition||Rare|
|International Collector's Edition||Rare|
|Limited Edition Beta||Rare|
|Limited Edition Alpha||Rare|
Combos Browse all
Ankh of Mishra
Whenever a land enters the battlefield, Ankh of Mishra deals 2 damage to that land's controller.
Price & Acquistion Set Price Alerts
Ankh of Mishra Discussion
3 days ago
There's a very tight, efficient feel to the deck that I quite like. Just some super quick thoughts. Land Tax is objectively better than Surveyor's Scope and is around 12$ atm. You want your deck to have a nice pretty curve and a cmc closer to 2 than 4. You might like Slate of Ancestry or Skullclamp for draw and maybe? things like Stuffy Doll or Acorn Catapult for token gen. There are also other ideas like stax damage, say Ankh of Mishra or Dingus Staff. Stuffy Doll also works well with Pariah or the higher mana cost but reusable Pariah's Shield. Blasting Station makes a good wincon if you can make large amounts of tokens. Ancient Tomb should prolly be in there as early ramp and nice self damage. This deck might eventually work in cEDH if you moved in the direction of stax with things like Smokestack.
1 month ago
What playgroup is this deck designed for? Give everyone an idea of what kind of changes you would need to do.
For general stuff, I would say lower Average CMC and add artifact ramp.
If you want mana balancing help or stax advice, just tag me and ask! Good luck, my friend. Rakdos is a hard EDH color to build correctly.
2 months ago
2 months ago
I half agree with zorsmobile, you should add those tutors to the deck, but not at the cost of removing Lili. It seems to me the deck needs more tutors, not less, as it looks pretty inconsistent what with the close to 0 search and no additional draw effects. That said, I agree with those above me who've told you to double down on similar effects as this too will make the deck more consistent.
That said, I've got a bunch of random thoughts for you. First and foremost, Mana Echoes is a one card combo with your general that generates infinite slivers and generic mana. Granted Torpor Orb shuts it down, but you could easily swap it for Echoes. If you're too attached to removing triggers, I'd try and add Hushwing Gryff. Granted, Humility shuts off Echoes too, but that's WAY too important to remove.
Speaking of, did you know man-land layers stack so they retain their power, toughness, and abilities? Seems like they'd help fix your mana AND be a good creature whenever you need one. It's also hilarious with Reverence and Powerstone Minefield. On a similar note, I'd favor things that make it impossible for people to attack you or pay to attack you, like Elephant Grass, Propaganda, Ghostly Prison, Collective Restraint, Norn's Annex, and Sphere of Safety, over fog effects like Spike Weaver as they're constant and not generated by a creature.
And for our next point of interest: land hate. I'd recommend.adding Devastation and Decree of Annihilation to wipe them and cards like Ankh of Mishra, Manabarbs, Citadel of Pain, and, if youre feeling especially sadistic, Storm Cauldron.
All in all, it looks like a fun deck and I hope these helped.
3 months ago
Nice list you have complied here. Great to see the span this deck theory can reach.I'll try to post to Reddit in the future to have a better hub to brew up the ideas!
A few things that may be worth looking into
To try and go the 'give land' route ( unsure if possible atm )
Either way hope to keep bouncing ideas back and forth!
3 months ago
You might want to up your land count. Most EDH decks run between 35 and 40. 32 means you're probably going to struggle with your land drops.
Anyway it looks like you're trying for an aggro punisher type deck. If that's the case then something like Savage Beating and Hellkite Charger would be good for being aggressive. Furnace of Rath is good for more damage doubling. Also Zo-Zu the Punisher; Ankh of Mishra; and Manabarbs are all really good. Price of Glory is good at stopping people from countering your spells and removing your creatures at instant speed. Lastly I'd recommend Chromatic Lantern for color fixing.
3 months ago
Hmm...good list. I like the white good stuff you stuck in here. A card I desperately need is Weathered Wayfarer. I would highly suggest putting in about 35 or 36 land. Maybe include Ancient Tomb in the mix to get the ramp and the 2 damage. I know you aren't all in on Darien but some would be good. Also Ankh of Mishra is hilarious.
As far as utility goes I would include a bit more ramp and card draw, with your low mana curve I would think it would be likely that you would run out of cards pretty quickly especially if your opening hand curves out decent. But you did say you were gonna build it differently, just some suggestions.
Overall, have fun with it.
4 months ago
Lol by types of hugs, I just meant like different types of ways to group hug, like making everyone draw cards, or giving everyone tokens, etc.
And by unfocused, I just mean that there's not really a clear synergy or a way for you to use the group hugging to your benefit. For example, if you want to group hug by way of giving opponents creatures and buffing up creatures, then you can capitalize on that by playing a lot of pillow fort (the type that protects you without protecting your opponents).
I think that example makes sense, but since your commander cares about drawing cards and helping more lands enter, maybe capitalizing on when opponents/you draw cards and when lands enter would be the best direction. So I was thinking like Consecrated Sphinx, Mind's Eye, and Psychic Possession to get an advantage from helping everyone draw cards, Lifegift and Shattered Angel to get an advantage from helping everyone draw extra cards, and Ankh of Mishra, Tectonic Instability, and Zo-Zu the Punisher to punish opponents for getting extra lands even though I wouldn't run punishing cards in a deck like this.
If you want to abuse those cards, I could suggest a subtheme of wheels, but those arent really group hug cards.
In conclusion, my suggestions regarding focusing the deck are to cut any group hug card that doesn't help your opponents draw cards or get more lands out and add cards that give you advantages when they do that. If you have more room, maybe add more cards that help opponents get more lands out or draw more cards.