|Commander / EDH||Legal|
Printings View all
|From the Vault: Annihilation||Mythic Rare|
|Masters Edition IV||Rare|
|Classic Sixth Edition||Rare|
|Portal Second Age||Rare|
|International Collector's Edition||Rare|
|Limited Edition Beta||Rare|
|Limited Edition Alpha||Rare|
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Destroy all lands.
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4 days ago
Alright, I just need to get this off my chest. I do not believe that you should be going into Naya colors. In my opinion, you should try to push for Jeskai colors. You get cards like Goblin Electromancer or Stormchaser Chimera, plus, all the wonders Blue has to offer.
I am not here to tell you what colors to play. I am here to recommend to you what cards to play with the colors of your deck. Let's get started, shall we?
Now, you do not have any cards with a CMC higher than 3. Let's work with that. Because you have a lower CMC than most people, you have the ability to be aggressive land-wise. You have the ability to impose total Armageddon among your opponents. You could just keep it as a super-secret-sideboard-tactic, or you could mainboard it. Either way, it works.
Also, since you are playing Naya, lets go through some basic Naya cards. These are standard Naya cards that I believe should be heavily considered when playing these colors:
Naya Charm: Extra versatility, for whatever you want to do.
Jungle Shrine: Three colored land... What more do I need to say? Mana fixing on lock!
Woolly Thoctar: This is the true meaning of value. This will protect you from imminent land threats while you pour burn spells on your opponent.
I have one more suggestion, and that would be Bloodbraid Elf. I have played this card many times, and it has yet to fail me once. This card (Specifically the Cascade mechanic) targets everything that is not a land (Not just creatures as I once thought). This allows you to cast any card in your library for free while getting an aggressive creature out of it as well. Also, you don't need to cast the spell you get, so for example if you pull an Armageddon when you really don't need it, you are safe.
I hope my list helps, and I hope you have many great games with this deck!
5 days ago
Dimir Signet or other on-color signets
This is the best I have off the top of my head. The multicolored ones add some things, too.
5 days ago
1 week ago
I recently started building a sliver deck as well. In the process Mana Reflection was highly recommended to me since it doubles the mana your slivers produce thanks to Manaweft Sliver and Gemhide Sliver. Also, since I get targeted as soon as people see Sliver Overlord is my commander I've been debating on adding in Armageddon or some other mass land destruction and just get my mana base from sliver tokens while everyone else is recovering. Seedborn Muse, while not a sliver was also recommended to me since you'll probably be using some slivers for mana it'd be nice to have them available afterwords.
2 weeks ago
Sorry but there is no reason not to run the 0 drop equipments. It makes your deck a 93 card deck and in a 99 deck format, that's relevant. Their effects are relevant in combat and certainly not useless at all or you must not have played enough Sram. Extra toughness and vigilance matter the most but drawing cards is good regardless. The deck isn't cheerios just because if you run them, you run them because they are good. They are also are broke with Golem-Skin Gauntlets and Puresteel, like most things are. Same with Flagstones of Trokair, Eiganjo Castle, and of course fetches. You run significantly worse land so there is no reason these shouldn't be in over them and yes fetches do help deck thin and do matter with Sun Titan. You should run them. The other 2 swords are still 100% good enough to run and space should be made for them. Flickering Ward is insane and I'd find room for it and Angelic Destiny as well, probably only other aura worthwhile. Skullclamp is broken and should be ran. Dispatch is arguable better than Path as you will almost always have metalcraft which is helped by the Ancient Den and Darksteel Citadel you "dismissed" and aren't running. With those, Mox Opal should be run as it's essentially Mox Pearl. I'd also suggest Mana Vault and Grim Monolith. And the land destruction like Armageddon and Ravages of War are needed and once again combos with Flagstones and Darksteel Citadel. They allow you to control the table and actually kill 3 other players with the time provided or secure your win in a 1v1. Nearly every card in your notable exclusions are great and 100% usable. They certainly should be run, but you come off arrogant when dismissing them for no good reason other than "I dont wanna play these cards because I can't evaluate cards", not to mention you are handicapping yourself while doing it.
2 weeks ago
You can't have Armageddon without Faith's Reward! Other nasty cards I think you'd want: Shivan Harvest, Seismic Mage, Karmic Justice, and Possessed Portal. Also Academy Rector seems like a must, it'd be so easy to get rid of it in this deck and you have some very powerful enchantments.
Things I could definitely see you cutting: Fatespinner is too easily ignored, Elixir of Immortality seems like it doesn't do enough, Serra Avatar is a hilarious beatstick but I imagine you win by having an oppressive setup and not smashing face, although it also is a crazy finisher too I suppose. But at 7 cost I could still see that getting cut for something else. And I'd rather see have Demonic Tutor or Vampiric Tutor than Liliana Vess since they both could get you what you need at the moment for cheaper
I also think Dack Fayden would be powerful in this deck, since you're aiming to blow up as many lands as possible stealing someone's Sol Ring or whatever would be a great boon. Also final suggestion, Maelstrom Nexus is just too strong of a card to not include if you're playing 5 color. Plus in low mana scrappy fights it gives you a ridiculous advantage, it's very impossible to lose with that in play
Sorry for the random thoughts off the top of my head, hope any are useful!
2 weeks ago
Mass LD is always great because it hurts many decks, especially the standard midrage aggro piles with ridiculous amounts of land ramp. However, I strongly believe you are having a mass removal overkill here. You absolutely don't want to have another land removal after all lands have just been destroyed, you can't even win more with that. The question is, why do you play land destruction in the first place? The obvious answer is: to prevent the opponents from playing anything, or at least anything with a high cmc.
As a passionate Stax player I can only suggest adding more cards that interact with land removal instead of stuffing every available LD spell in the deck.
For example, you want something that deals with creatures by destryoing mana sources. A great aggro stopper is Ghostly Prison...you only need to blow up the lands and don't need to deal with the remaining creatures right away. Having a Magus of the Tabernacle on the board, turns an Armageddon into a Wrath.
You also want something that prevents people from recovering after a mass LD spell, which is best done by increasing the cost of spells. Trinisphere, Sphere of Resistance, Thorn of Amethyst, Thalia, Guardian of Thraben and Lodestone Golem are perfect in your colours. Thalia, Heretic Cathar works well against fetchlands and further slows down your opponent's recovery.
In a deck with global land destruction I would not recommend using lands as your primary mana source - go for artifacts instead: Sol Ring, Mana Crypt, Mana Vault (+ Voltaic Key), Grim Monolith, Mox Diamond, Mox Opal, Chrome Mox, Coalition Relic, Boros Signet, Mind Stone and maybe Chromatic Lantern and Lotus Petal (for additional speed) should be your basic package for that. You can easily cut back to 34 or 33 lands then.
It's also important that you keep your opponents from using the same nonland mana sources, so artifact removal is good to have! Red and white has a lot of that, you best take the ones that only blow up your opponents' artifacts and leave yours alone: Shattering Spree, Vandalblast (maybe with a Mycosynth Lattice, lol), Release the Gremlins...
You might also want to disable certain creature based abilities that you don't use yourself (maybe adjust your choice of creatures accordingly): Cursed Totem, Torpor Orb
If you find yourself to miss some card draw: Scroll Rack (maybe play quite a few basic lands and Land Tax for an awesome draw engine), Wheel of Fortune, Reforge the Soul, Memory Jar (Goblin Welder maybe?), Sensei's Divining Top and Chandra, Torch of Defiance (also great as a nonland mana source)
2 weeks ago
You could start with cutting all the mediocre planeswalkers and enchantments that are not doing anything for creating a lock (because you say that is your plan here).
...There are so many cards that can effectifely create REAL locks, but I can't see how this current list could do that. I think you should cut a lot of irrelevant creatures here, because the most powerful lock pieces are enchantments and artifacts. Usually people can't run as many removals for these card types to prevent all of them from staying on the table, if your deck is full of that stuff.