|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Mythic Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||None|
|From the Vault: Annihilation (V14)||Mythic Rare|
|Vintage Masters (VMA)||Rare|
|Masters Edition IV (ME4)||Rare|
|Masters Edition (MED)||Rare|
|Starter 1999 (S99)||Rare|
|Classic Sixth Edition (6ED)||Rare|
|Portal Second Age (P02)||Rare|
|Fifth Edition (5ED)||Rare|
|Fourth Edition (4ED)||Rare|
|4th Edition Foreign Black Border (4EDFBB)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
Destroy all lands.
Price & Acquistion Set Price Alerts
|Have (28)||warcry02 , robbnoble , TheAlmostHero , jamesesdad , ironax , Mousemke , Forkbeard , Famicomania , DrLitebur , jstn.mrrtt , Shiromakuro , , Vasbear1 , Hellsing , Riku580 , killstars , Dyobsemaj , Spinalripper , AllDayTayTay , mziter501 , Harashiohorn , Perplexate , Hunter67345 , FuneralofGod , ExaByteOctopus , teslacoil7992 , slemulv , rockleemyhero|
|Want (47)||buildingadeck , xafeara , Cetriel , Sethifide , Alondith , Sh0wnW4V3 , marsp44 , SaniTheCat , acbooster , Mousemke , airbournevirus , BLEATH , itskevinmiller , swarlelion , The_Besticle , kovellen , Sarkhanite312 , snowmaster55555atgmaildotcom , toastertree , wawa111 , LuckMisesack , terrykyg , sleepy104 , wlbreda , Denial048 , Arthon , diestoremoval , ryuzaki32667 , chrishuffman95 , mk102 , ForeverLoading... , thiSmanAro , Thunderide , The_Munchkin , eastly , kvfd1719 , bassgdae , xander025 , Warxuaroz , TAMA , Yump_lump , RoninH3RO , ray3003 , TonyD , RadicalHippo , UnknownAnubis88 , N3M0|
1 day ago
A few thoughts:
Urza's Ruinous Blast seems like a good fit for the deck since many of your non-land permanents are legendary. You can't cast it without a legendary creature or planeswalker, which can be a pain, but that shouldn't be too much of a hurdle for this deck.
Wrath of God, Day of Judgment, or Fumigate might be worth thinking about instead of Hallowed Burial. You might prefer creatures go to the graveyard so Yomiji can send the legendary ones back to your hand. (If you never find yourself wanting to wipe the board while you have your commander and another legendary creature, ignore this suggestion.)
Several of your Legendary creatures (including your commander) are quite expensive, so you might want Land Tax to ensure you have lands to play every turn. Sword of the Animist or artifact ramp like Marble Diamond, Mind Stone, Hedron Archive, or Dreamstone Hedron could also help here.
I'm not sure whether you want mass land disruption like Armageddon, Cataclysm, and Winter Orb. They can be effective at converting temporary advantage into a win, but the deck looks like it will play best when you have a lot of mana to cast your spells, and recast your legends if they die with your commander on the field. If you do, focus on effects that destroy or force the sacrifice of lands (Armageddon, Cataclysm, Magus of the Balance, Fall of the Thran, Ravages of War (though that last one is way too expensive because there weren't many printed)) instead of Winter Orb, and use Crucible of Worlds or legendary lands you can get back with your commander to break the symmetry. I'd recommend looking at Flagstones of Trokair, Mikokoro, Center of the Sea, Gods' Eye, Gate to the Reikai, Eiganjo Castle, Geier Reach Sanitarium, and maybe Hall of the Bandit Lord or Legion's Landing Flip. You might also want Dust Bowl in this case. I'm not sure you have enough density of legendary spells for Untaidake, the Cloud Keeper to be good, but it might be worth it.
I don't think Darksteel Forge is that useful here: you have useful artifacts, but not that many and you aren't super reliant on them.
There don't seem to very many activated abilities for Rings of Brighthearth to copy. You may not need that card here.
5 days ago
Matrixxx999 some brilliant suggestions here.
I've always like Mind's Dilation for its fun random effects but it always got axed when I'm trying to reduce the deck to 99... sob
Insidious Dreams is tailored made for this deck and is really a Proteus Staff Junior. Sadly, it's out of stock in most of the local shops here and I'm still trying to get hold of a copy... double sob Feel free to suggest some cuts if I've to make room for this card.
Opps you let the cat out of the bag about Armageddon and Cataclysm! They're perfect when I want to change gears from Combo to Control though any Land Destruction effects will quickly make you the No. 1 enemy in most play groups... (glares at the Kaalia player).
5 days ago
How does Transcendence kill someone? You can only enchant yourself with it, so I can't see how it will affect other players unless you Donate it (maybe I'm just not understanding a rule here). Actually, if you want to go for the meme, you could actually run Donate, which also combos with your Celestial Dawn to stop a non-white player from producing any colored mana (because any of the white mana they would produce with their new plains would instead be colorless, as white is outside of their commanders color identity).
If your play group plays lots of Voltron, Fumble could be good, although with your low creature count you would likely just be giving those equipment to different player.
Maybe I'm biased towards land destruction because a lot of the time when I use it, my friends have ramped out stupid amounts of mana, and then the rest of their deck is thin on lands and they have an extremely hard time dropping lands each turn from that point on. I also mainly run mass land destruction in my Nahiri, the Lithomancer deck once I've got some type of board set up, so I get how it works in a more aggressive shell, whereas you're using it in a control sell, so I might not understand how it would feel in that type of deck. Still, I'd recommend you give it a shot; a board wipe like Supreme Verdict and Armageddon at 8 mana essentially resets the game, and with your decks land count I imagine that you'll have an easier time recovering from this than your opponents (as in, you will likely be able to drop lands more consistently than they will).
I stil don't know if Darksteel Forge is worth it. Does the 9 mana investment usually pay off? Like 11/14 of your artifacts mana rocks, and by the time you can cast a 9 mana spell you probably aren't in dire need of mana rocks anymore. On the other hand, if your playgroup does run a lot of multi-artifact nukes, are you really dropping Darksteel Forge in time (before the artifact nuke) to save your mana rocks that have come out? But you would know how effective its been better than me so if you think its pulling its pretty heavy weight, then I'm all for it.
Sun Titan is a pretty good creature as well, can grab back any destroyed artifacts or fetchlands and such.
Hushwing Gryff is also as good as a counterspell sometimes, if your group runs a lot of enters the battlefield creatures.
Thats all I got for now!
5 days ago
- Mind's Dilation - JUST CRAZY!
- Brilliant Ultimatum - I like when they have to make a difficult choice
- Insidious Dreams - this card is a must have, resolving this before Yennett attacks should win You the game.
- Heartless Summoning - for early Yennett cast
- Cataclysm/Armageddon - for Zur-stile mana denial
5 days ago
I used Tenza, Godo's Maul in here for a long time when I first built the deck, and it's a lovely card! I don't really need it anymore because I've got enough swords, but it's a fantastic card for a budget build of a deck like this!
I abhor mass land destruction cards like Armageddon and Cataclysm, at least in decks that don't instantly win when you cast them. For instance, my Marchesa, the Black Rose deck runs Obliterate, Jokulhaups, and Bearer of the Heavens to great success because I'll be the only one left with any permanents, and they're all creatures! In every other deck though, MLD cards are just "win more" cards, and by that I mean that they are only good in a winning position. Blowing up everyone's lands won't help if I don't have a winning board state, so I tend to avoid running them and run cards that turn games around in my favor. Also, things like Cataclysm and Tragic Arrogance tend to be VERY bad for this deck because it's so artifact heavy
1 week ago
I wrote a ton and then realized I should probably ask what decks your playgroup plays, because idk if I should be recommending graveyard hate when your opponents might not utilize their graves. Another example would be a green deck ramping really fast, in which case I would maybe recommend something like Magus of the Balance or land destruction like Armageddon to screw over the ramp that they've focused on early in the game.
Maybe I'm not getting something here, but what is Transcendence doing here? How does it pull its weight in any way? If its just to stall when you get to critically low health, why not Resolute Archangel instead?
Etherwrought Page looks incredibly slow, especially for 4 mana. The life gain is super small, the damage is even smaller, and if you're using it for the filter ability, go with Search for Azcanta Flip instead.
Necromancer's Covenant is decent lifegain + it hates a graveyard for you.
No Solemn Simulacrum? This deck probably needs all the ramp it can get.
Darksteel Forge seems weird here, even if it does keep your commander alive (and I guess your mana rocks too, but I wouldn't deem those as needing protection at the point when you've got 9 mana that you can drop on the forge). I think I'd go with a protection equipment, like Darksteel Plate, and if not that then Lightning Greaves or Swiftfoot Boots.
No Austere Command? Its like Merciless Eviction but probably better.
I think I'd go Words of Waste over Words of Wind. Wind is just going to let them return a good ETB permanent to their hand, or a land if the game has gone late enough. Can't imagine it'll ever force something like a threatening creature or Planeswalker back to the hand. Not sure if I'd actually even recommend Words of Waste with your draw capabilities in this deck, but I'd definitely say get rid of Words of Wind.
Aura of Silence is solid all around. Its a nightmare for enchant/artifact decks, and otherwise its 3 mana sorcery speed to destroy an artifact/enchantment already on the field that can be cast preemptively.
Binding Grasp seems weird. Not sure what is good about it over something like Bribery or Acquire, and perhaps even Sower of Temptation in some ways (depends on how much removal that opponent runs, I suppose).
Praetor's Grasp seems really slow, and if you're looking to just rob them of a card, Sadistic Sacrament is nuts for that (especially for removing combos!). Life's Finale also doubles as a board wipe if that was your goal. If you really wanted to play the card yourself instead, then just go with Bribery, or put that good card that they have in your deck too, because paying 3 more mana for nearly any card seems S L O W.
Speaking of board wipes, your deck is pretty low on them. You've got single target removal like Darksteel Mutation but if you're up against 3 people, how much is that gonna help? I think I'd rather pay the 2 more mana for Wrath of God and all of its cousins.
Pulse of the Dross, how often does that come in handy? They're gonna reveal the 3 least important cards in their hand, and with such a slow deck I imagine you'll almost always have more cards in hand than most players.
Spellseeker is just good imo, I'd recommend it to nearly anyone running blue.
Depending on the decks you play against, Containment Priest can be an even better counterspell (against reanimation) that not only disrupts your opponents but also offers you a chump blocker.
You also don't seem to have a win-con, as I see the previous commenter mentioned, but perhaps your win-con could just be considered disrupting your opponents so much with your deck + your commander's ability that you drain them of all of their value, in which case you definitely need more protection for your commander than the Darksteel Forge and counterspells you're running.
1 week ago
The general opinion where I play, as others here have suggested, is that MLD is taboo unless you immediately win the game. I've had game before where a player drops Armageddon with no board state. What's your game plan now? Just restart the game? Without a solid, immediate play, you're giving the game to the player with the most aggressive board state.
On the other hand, targeted land destruction is completely acceptable in the meta. Sinkhole, Strip Mine, Ghost Quarter, etc. As others have mentioned, there are problem lands (cough Gaea's Cradle cough) that just need an answer.
1 week ago
I don't want differ too much from the previous conversation, but WOC proscribes the legality of playing a specific card...that said cards like Armageddon are legal in Vintage, Commander, and Legacy format. Much of the previous discussion has concerned itself with the social/moralistic/fairness implications of actually playing these types of cards. In my view when MTG is reduced to its distilled essence, it's simply a card game based on Scissors, Paper, Rock, all be it a much more complex and sophisticated implementation. Because of that WOC has provided a means of dealing with cards like Armageddon just like any other situation our opponents may legally set-up. One way to do this is by adding cards like Dimir Charm to your deck. There are a lot of game situations in which an opponent can throw a high inside curve at you...it's just part of the game. Consider cards like Alpine Moon, Damnation, or Blood Moon: They have the potential to create real havoc...isn't that just part of the game???