|Commander / EDH||Legal|
Printings View all
|Seventh Edition (7ED)||Uncommon|
|Urza's Saga (USG)||Uncommon|
Combos Browse all
Each player can't cast more than one spell each turn.
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Arcane Laboratory Discussion
2 hours ago
I personally would also throw in a stronger aspect of control, since Bruna tends to be a huge beacon for removal/counterspells. I would suggest Teferi, Mage of Zhalfir for another Grand Abolisher, Silent Arbiter for survivability, Mystic Veil as pseudo-countermagic and as an alternate Alexi's Cloak, Rule of Law and Arcane Laboratory to keep opponents from comboing off like dicks before you take advantage of Bruna, Flickerform and Vanishing to account for sweepers like Damnation or the uncounterable Supreme Verdict.
If only Bruna had haste... Anyway, I would suggest Winding Canyons as two great lands Hall of the Bandit Lord so that she can attack on your next turn or the second she comes in. Command Beacon prevents her cmc from being too restrictive when she's removed too much.
Maybe you can consider Homeward Path to account for cards like Reins of Power?
If you want, you can look at my Bruna list here. Who knows, you might find some cards you like in there!
1 day ago
Here are some hate cards that have game against lots of decks including Narset: Declaration of Naught, Meddling Mage, Nevermore, Gideon's Intervention, Arcane Laboratory, Eidolon of Rhetoric, Teferi's Moat. The back of Path of Mettle Flip would be great.
1 week ago
I think a big problem with control is the multiplayer aspect of EDH. impossible to counter everything from 3 players, and trying makes you the target. I'd go with stax, what GAAIV already does.
Stax: Chancellor of the Annex,Spelltithe Enforcer, Kataki, War's Wage, Overburden, Meekstone, Lodestone Golem, Thalia, Guardian of Thraben, Fatespinner, Windborn Muse, Magus of the Tabernacle, Magus of the Moat, Trinisphere, Suppression Field, Pendrell Mists
Even if you don't go into the stax strategy hardcore, a lot of these might still be useful for you. Good luck!
2 weeks ago
Silent Arbiter is another nice way to slow down attackers.
Sovereigns of Lost Alara is another nice Aura tutor.
Corrupted Conscience is just another nice aura for Bruna.
I'm assuming you're excluding Eldrazi Conscription because of cost.
If you do not wish to throw in more haste enablers, then you should definitely consider some aspect of control/flicker, because, believe me, Bruna tends to be a target for removal/counterspells, and her mana cost can get considerably restrictive if she's removed too much. I would suggest Grand Abolisher, Teferi, Mage of Zhalfir, Rule of Law, Dovescape, and Arcane Laboratory. Evasion like Flickerform and Vanishing are also really important as well.
2 weeks ago
Hi, babe :3
Just some thoughts and cards to consider!
2 weeks ago
Let me know if I'm being a bother, but I love this bird and I wanted to pick your brain again.
What do you think of Ward of Bones? You're not running very many permanents and with kefnet's ability to return lands to hand at an opponent's upkeep and your mana doublers, it could work out nicely to keep them from pulling ahead and overwhelming you if they aren't running green land ramp. Cost is high though and fills a similar role as Arcane Laboratory.
3 weeks ago
Yes! This card has been pretty strong. It's way less dead if you draw it than Daybreak Coronet which is almost literally uncastable. It's rare that the -1/-1 does anything important, but it's not unimaginable. I was winning a game against Gitrog where I stole The Gitrog Monster with Gilded Drake and then cast cartouche on the Gitrog, killing off his Dark Confidant. Turned Gitrog into a 3-turn clock with general damage, and drew me more cards off Necro. Was a pretty huge blowout.
Re: life gain.
I agree that 40 starting life is usually enough to engineer a win out of a black combo deck, but this is not that deck. I don't have a quick combo that I'm trying to draw into to win before anyone else can disrupt me. I'm trying to slow down other people until they run out of resources and then win. I think this is a major difference with your list, which has certain Buried Alive-fueled reanimation combos that can immediately end the game. My wincon is to get Zur enchanted with empyrial armor and win over a few turns - but it's critical to be able to keep drawing answers over those turns. I have to draw more counterspells every turn to deal with the threats and interaction my opponents deploy at me and at Zur. The lifegain-into-card-draw isn't winmore for me, it actually is the win. It's how the lock works.
There's also a lot of games where I'm low on life and need to refill. Sometimes I'm literally Necropotence locked where I don't have enough life to draw more cards, and I'm not drawing them naturally since I'm skipping my drawstep. Othertimes I just need more life to survive Mana Crypt or a few attacks. People always attack me and I don't have a creature presence, so the life total, it dwindles.
(Also Solitary Confinement + Empyrial Armor is less of a combo and more of a nonbo. You skip your draw step, discard a card, and every turn you're hitting for less with the empyrial armor. There's no way you'll have enough resources to protect your Zur or your Solitary Confinement. You need the Necropotence + lifegain to make it work.)
Re: Copy Enchantment
I don't know... it seems dead frequently. I don't think I need it to speed up the voltron win; I'd rather just have another counterspell (or, protection like Diplomatic Immunity or Vanishing) to help seal the deal, while still being useful at other times. Most other people don't play enchantments I'd want to copy, outside of Carpet of Flowers or Sylvan Library... if I'm in a position to copy someone's Animate Dead probably most of the damage is already done.
3 weeks ago
I would also probably go for Rule of Law instead of Arcane Laboratory because of REB (and variant), the decks that run it are exacly the decks that would be most interested in destroying the lab effect.
but I suppose that's a completely meta thing.