|Commander / EDH||Legal|
Printings View all
|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|
|Revised Edition (3ED)||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.
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|Have (15)||warcry02 , robbnoble , Sparky41 , HR19 , TheAlmostHero , MattN7498 , jamesesdad , ironax , Mousemke , Forkbeard , Famicomania , DrLitebur , Vasbear1 , mziter501 , abby315|
|Want (2)||hwagner , jugglervr|
2 days ago
Omg, Narset. I used to have a Narset deck once. Removed the deck since I didn't want people to scoop in turn 2. I used the all-known Enter the Infinite and Omniscience combo, together with Beacon of Tomorrows.
Getting Narset out is you main purpose. You can make your ramp and color fixing as expensive (moneywise) as you want. Using every type of fetch you can helps. Using cards like Lion's Eye Diamond, Crystal Vein, Ancient Tomb, Pyretic Ritual, Simian Spirit Guide, Mana Vault, Mana Crypt or Lotus Petal Will get you there faster aswell, but it comes at a price. Literally.
The swings are important because you want extra turns, or extra attack phases. (=EXTRA COMMANDER DAMAGE) Expropriate, Temporal Mastery, Walk the Aeons, Time Warp, Time Stretch, Relentless Assault, Waves of Aggression, Seize the Day, Fury of the Horde,...
"Yeah that is IF you get to cast Omniscience". Just plant it there with Long-Term Plans or use an Enlightened Tutor before you swing with Narset. Find a Long-Term Plans with a Merchant Scroll or Mystical Tutor. Or maybe if you already have an Omniscience in hand, you can use or find a Brainstorm.
Besides the winning part, you have to be able to protect yourself. Defense Grid, Grand Abolisher, Misdirection, Wipe Away, Path to Exile, Force of Will or even an Armageddon or Boom/Bust will help you save your game.
Possibility's are endless. People will be targeting you. People will delete you from facebook. In the end, it's all about the fun. Narset takes away the fun. She's mostly there for competitive play IMO.
Go get 'em tiger. You got this.
3 days ago
p0megranates: Yeah, I heard they could have just not triggered it; but its true it really discourages the go-wide plan. Also probably good against midrange stuff, in general. I'm trying The Tabernacle at Pendrell Vale as my anti go-wide card, since it's tutorable and really good with Living Plane. I guess I still might try Defense of the Heart to see how I like it...
Not sure what to do about Samut, the deck is a super terrible matchup for hatebears. We only have Linvala, Elesh Norn, Thalia Heretic Cathar, and Hushwing Gryf to fight their combos; and Samut herself is pretty big. I don't know if Elspeth works on Samut since Samut doesn't have power > 3, although you would get blockers, if he can't find a way to put trample on Samut.
6 days ago
Avacyn, Angel of Hope is pretty much a staple in Kaalia builds since the deck is so soft to removal. Gisela, Blade of Goldnight is also super good for a deck that can cheat her out, as she basically makes opponent life totals 20, which is much more manageable in Commander for dealing combat damage.
You really need repeatable methods of drawing more cards than you have, especially those that come down before Kaalia hits the battlefield or that can be used after her and without her. Phyrexian Arena still provides 1 card per turn for a measly cost of 1/40th your life total. Bloodgift Demon is similar in effect but can actually be cast without Kaalia if you have trouble sticking her, which can be invaluable when your opponents have removal.
Ob Nixilis, Unshackled is a reasonably strong demon without a huge price tag, and I'd recommend him over Goldnight Redeemer.
Also, bread and butter Kaalia plays is turn 3 Kaalia, turn 4 Armageddon, swing Kaalia, put a huge demon or angel into play. I recommend looking into that, as Kaalia decks are incredibly easy to stop if opponents have access to their mana sources.
1 week ago
This is a legal play.
Mana doesn't empty out of your mana pool until the game advances to the next step or phase, so you can definitely tap your lands for mana, float that, sacrifice them all to Zuran Orb, and finally use the mana you floated to cast Armageddon.
1 week ago
Okay, brace yourself. I'm going all out.
- P.S. Sorry that my inner spike ignores price...
Cards to Cut: Show
- You don't need two 8 drops. She doesn't give global support like Avacyn, and Avy is your commander so she's already better. I say choose one (and we all know which 8 drop you should keep).
- I get the value of Shepherd, but it comes down to the same thing. You should only have one 7 drop. Pick one.
- Both are good. Just cut one. This will help curve out better and play more aggressively.
- So this card is okay, but not as good as it looks at a glance. The player has to draw 2+ cards at once, or in a similar fashion. Collector's replacement effect does not apply if a player cantrips after their draw step, or something of that sort.
- Life is not that important. Really. I get that he blocks, but Jubilation or Tithes can block too and they are overall better cards for a Staxy build.
- Great, great card. Super Stax. Only issue, is you need to have your artifacts. Tabernacleing your artifacts hurts you significantly worse than your opponents.
Maybe Mother of Runes
I know you love her, but really she doesn't contribute to the Stax theme. She "helps" curve, but I think we can do better here.
- This hurts you equally or more so than opponents. Yeah, this shuts down aggro token decks, but you need to swing with your fat fatties. The goal of this deck is to lock everybody in the game down, but giving yourself a slight advantage to get big creatures out to swing with.
- This is essentially a worse version of Aurification.
- Really this doesn't do that much. It could, but it's not worth it. A mana rock would be a better slot in, really.
This absolutely needs to go. This literally destroys everything that you set up from turn 1-10. It is such a nonbo that there is no real justifiable reason or "synergy" to include this card.
I get that this can grab any land, but it really is a waste of a turn. A lock hurts your opponents and gives you an advantage that is similar to ramp, but also makes you more and more likely to win the game. Serra's Sanctum doesn't win you the game. Make sense?
- Pseudo Stax because of the exile effect, but really I still don't think you need this. I cannot stress enough how you will always have the better and stronger creatures, so 6 mana to equip this for such a small ability isn't worth it, in my opinion.
- Cool, you get to draw some cards, but you help everyone else too!? No! This is the opposite of what you want to do. Deprive, deprive, deprive. You will have the upper hand enough that this meager card draw is irrelevant.
- This or Weathered Wayfarer needs to go. Reason being is that they counteract each other. You can keep both if you think you can play around it, but really I don't think it would hurt to let go of one or the other. Your call.
- Im sorry man, but this card is not very good. I can show you so many lands that would be better. Scrap this one.
- Really, games won't go on so long that you will have to recast Avy enough times to worry about this. Plains would just be better.
- I know this has a decent ceiling, but there will be games where you have 10 lands out and still don't get this trigger.
- This is a good card, but really I don't think it will be all that relevant. Your call, but a basic would be just as good, really.
- Really I don't know what this does for the deck, besides coming in tapped. Not trying to harp, but I don't see you using this ability hardly at all.
- This card is sooooo baaaad. It's very overrated, and it's too slow. You want to just outrun your opponents long enough until they trip. This makes you trip and your opponents catch up.
This is up to you. It can whiff hard, even more than Sky Ruin. Especially with the land destruction in the deck. I say pass on this, and I'll find you a better but similar replacement.
Cards to Add: Show
With all the artifacts you should be running, this card is great. Even without a ton of artifacts, this just tells your opponents "no".
- You might want to get rid of Ghostway, but this is great. It shuts down flicker/blink decks, shuts down Worldgorger Dragon combo, and so much more. All of my goblin cheaters, everything. This is a good card.
- Winter Orb on a creature. This should go in (all of this land hate will make sense in a little bit).
- Basically Pithing Needle on a critter. Both of those are almost as good as Nevermore, but cheaper. So they balance out.
Maybe Sanctum Prelate
- Almost Trinisphere. Again, both of those are good.
- Needs. More. Thalia.
Good graveyard hate. It does have the chance to nonbo with Emeria and maybe some others, but again, you control when to cast things. Also, you can play RIP years before Emeria. So think about what can get you more use: A card that sticks around for 8 turns, or one that sticks around for a few?
- Good combo card with RIP. I know you think it's confusing, but all it says when paired with RIP is, ", : Mill all cards in target opponent's library."
- Great taxers. You should have enough artifact ramp to negate this effect.
- This might be better than, equal, or mutually good compared to Quicksilver Amulet. Lower CMC, easier to get benefit from, but takes time to set up. This is up to you, but it is not mana intensive, meaning you can lock up the board and play stuff for free each turn. Thats huge.
- You know tons of cards to name with this card. Lands, booger creatures, etc. Plus, if you see your opponent has their commander with an activated ability, name that!
Maybe Grafdigger's Cage
- This is more graveyard hate, but really might just be a worse card than RIP. Both might be good, but really this is just a suggestion for you to see at the very least.
- Might as well deter your opponents from attacking you as much as possible. This is not a great card, but paired with all of your locks and Prison effects it nearly stops your cold.
- Hurts your opponents for playing without any repercussions on your behalf. This wrecks against mono-colored or when paired with Winter Orb
- Both this and Hokori, Dust Drinker. You will see why lands dont matter as much in this deck.
- Maybe also the moxen (Mox Diamond, Chrome Mox, Mox Opal) because theyre free ramp
- These all are abusable mana rocks. They generate tons of mana, bypass all of the taxers you set up, and can let you get Avy, or really any of your high drops, out super early.
- I think this is a must. This lets you reuse any mana rock that generates more than 1 mana.
This is a little gimmicky, but it can turn off Winter Orb and the likes, plus it lets you reuse mana rocks again. If it had a little lower CMC then this would be an auto-include.
Remember when I said that I would suggest a better Temple of the False God? Well, here ya go. Right out of the gate it works. Yes, sac it if you play a land, but the tempo this skips you ahead is justifiable without a doubt.
- Dude, come on. Run this. Hell, maybe even run Wasteland.
This is not all that great, but after an Armageddon you get an extra body, and every bit of a lead you get makes it harder and harder for your opponents to win.
1 week ago
What I like in cEDH is that everyone has the plan of winning very early in the game but then after the first 2 turns it's often clear that no one is going to have an easy time pulling his plan off. You have to anticipate and plan ahead longer than you probably would in a slower paced format and mistakes have a much bigger effect on the game...that's what makes it fun imo.
as for the decks, I usually brew my own builds but obviously classic combos can't be re-invented. my favourite decks at the moment are:
Commander / EDH
SCORE: 29 | 26 COMMENTS | 4563 VIEWS | IN 9 FOLDERS
Commander / EDH
SCORE: 74 | 130 COMMENTS | 11899 VIEWS | IN 33 FOLDERS
The 5c deck took 2nd place out of 18 players in the October Commander FNM, so I'm quite happy with that build. At it's core it's a reanimator deck, that can either go for an early game kill with Flash Hulk or stall the game with hatebears and assemble the kiki-jiki combo with Birthing Pod or by reanimating it directly. What I like about this deck is that it does never take too much risks (such as self-milling) and that it can recover quickly if an early kill attempt has been stopped, which feels even more important as my main opponents are mono blue (Teferi, Arcum Dagsson and at the tournaments also Baral). The 5c build makes it easy to play around disruption and lost combo pieces.
The other deck is fun to play because it simply annoys everyone, even if it doesn't win eventually. Classic proactive Stax, especially the land removal part, is something that cEDH seemingly doesn't (want to) deal with and it's remarkable how hard an Armageddon combined with a taxing commander hits decks that only play 30 or fewer lands on average.
I also like to try making aggro as competitive as possible, especially mono G with lots of artifact hate. That's my preferred choice for 3 player games.
2 weeks ago
Depends on your meta, bojuka bog is solid since you're using Expedition Map AND Tolaria West.
On my meta tho things are way too freaking fast, so I was in craving some sort of hyper efficient artifact hate, with that came the decision of including Engineered Explosives and its tutor (aside from Tolaria West) Trinket Mage, and once using Trinket Mage I felt it was worth adding Tormod's Crypt. (being tutorable by both Tolaria West and Triket Mage, like Engineered Explosives)
But if in your meta there's no need for Engineered Explosives, you just need grave hate, then Angel of Serenity and Bojuka Bog are the best options. Serenity seems stronger to me than Finality because it can be used to recur your creatures back to the hand, to exile graveyard combos on the angel and finally to clear the board of threats against aggros or other reanimators, depending on your meta I would take our either Resolute Archangel (and add some land that helps protecting against aggro decks like Maze of Ith or Kor Haven) or Elesh Norn (Its a nice creature against some strats, but I just don't think its needed).
You could also take out Pact of Negation since it is unable to help you when casting Armageddon, Ravages of War and Cataclysm, your most powerful spells, so while strong, is a bit underwhelming on this deck.
If you got any more questions fell free to ask.
2 weeks ago
Thanks for commenting! I'll go through each of your suggestions.
Emeria, The Sky Ruin is probably not what this deck wants. I plan on steering towards more of a land destruction route with Armageddon and Cataclysm, and without Crucible of Worlds due to budgetary restrictions, I don't think I can effectively use it. Also, there's only nine Plains in the deck, which is not enough to trigger it reliably. I run Emeria in another monowhite deck of mine and still rarely get to trigger it.
Phyrexian Rebirth is pretty comparable to Descend upon the Sinful in my list. I might exchange them and test to see how powerful a gigantic Horror will be, but I'm thinking the exiling and evasion DutS gives me might be more valuable. Plus I have it in foil.
Sensei's Divining Top has been added to my maybeboard. I guess its price dropped since the last time I tried to get one, so I can afford it now. I would absolutely have considered it before.