|Commander / EDH||Legal|
Printings View all
|2012 Core Set (M12)||Uncommon|
|2011 Core Set (M11)||Uncommon|
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Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the target of blue or black spells this turn.
Price & Acquistion Set Price Alerts
Autumn's Veil Discussion
1 week ago
I'd go with City of Solitude, Defense Grid, and Tainted Pact over Autumn's Veil, Ricochet Trap, and Asceticism (though you'd have to change your Snow-Covered Forest to a regular Forest to make Tainted Pact work).
Preemptive protection and another tutor will help you more than conditional responses, in my experience - plus, Tainted Pacting for Food Chain often puts Squee or Eternal Scourge in exile automatically, making it "tutor" for both at once.
1 week ago
Id also sideborg Autumn's Veil4x against blue and black
3 weeks ago
There's only 10 creatures that benefit fully from the cost reduction on Urza's Incubator, assuming you choose Elf. That's not even half of your creatures. I think you'd be better off with Herald's Horn.
Also, Concordant Crossroads to be able to attack right away once you've assembled your combo.
3 weeks ago
So After excessive testing, I have found some Achilles' heels in the MulDruid lines that I'd like to find a solution or answer to...
First and foremost these lines are so easy interruptible because Phantasmal Image dies when it gets targeted and Necromancy can be removed very easy in a similar sense. I have felt really open when using this so obviously tried to find things to close the game with protection.
So with things in mind that our opponents are holding onto something that targets Phantasmal Image, Destroys Necromancy or a counterspell waiting for its right moment which for some reason wasn't used on dread return (like drawn from study or remora for example)...
1: So i had a game where I used Phantasmal Image on an opponents Jace, Vryn's Prodigy Flip (which has some really weird rules to his flip but didn't use it yet)... And was able to use MULDruid(Hermit) next turn... The land drop I went for with MUL was Cavern of Souls and called Humans,
2: then I used caverns + 1 to get back Grand Abolisher shutting down any interaction, After that recast LED which I then sacced for (because I can't cast creatures anymore since I used it on Grand abolisher) for Necromancy onto Phantasmal Image letting the original die and resetting every castable permanent type on MUL..
3: Then Used LED for Labman and got stuck... (Jace from phantasmal got sacced as part of the dread return cost because I really needed phantasmal to get a second iteration of Mul on the field which allowed me to recast labman)...
Now i have sat down with some of the people i playtest with and didn't really find a solution inside the deck but a suggestion to play Animate Dead or Dance of the Dead to break out of this complication and recast these in this specific situation on the original letting Phantasmal Image and Necromancy die and resetting with full protection.
But the Question that remained "if all of that is worth it over angel?" or are there things I am missing because without those specific lines and not having access to protection an abrupt decay on lab man loses you the game right?
Phantasmal Image and Necromancy rulings by a judge so yes it works : [The Image's ability only works as long as it's on the battlefield (and only if it's a copy of something). While Necromancy targets with its trigger, it doesn't matter for the Image, since it's being targeted in the graveyard, not while it's on the battlefield!!!]
3 weeks ago
Eladamri's Call, Worldly Tutor, Recruiter of the Guard, Chord of Calling, and Sylvan Tutor are all good creature tutors that effectively you more enchantress effects. Also Eladamri's Call was reprinted recently, and so is quite cheap.
Burgeoning is very good. Run it.
Parallax Wave goes infinite with Opalescence and Starfield of Nyx (If you have enough non-aura enchantments), and let me explain how if you don't understand it, I was confused at first when I saw it so here:
Parallax Wave is an enchantment that starts with five fading counters, and at your upkeep you must remove a counter from it, if you can't you sacrifice it.
You may remove a counter from Parallax Wave whenever you want (at instant speed) to exile a creature, and when it leaves the battlefield, return all cards that enchantment has exiled to the battlefield. This includes itself if it is a creature.
If it is a creature you can remove a counter from it to exile an opponent's creature, then hold priority, and exile itself in response. The stack resolves top to bottom, so given no opponent reponds, you exile Parallax wave to itself, and it will leave the battlefield, returning all cards it has exile to the battlefield, before it exiles the opponent's creature. Parallax Wave returns, and their creature has an exile trigger on the stack, respond to that by repeating this process for each and every creature your opponents control, so that they all get exiled. If you have Opalescence in play, then you can exile all of their enchantments with this process too.
To this effect, from that point forward, your opponents will never land an enchantment or creature. You can also repeatedly "bounce" (retrigger the leave-the-battlefield and enter-the-battlefield effects of) all creatures you want. If you have Eternal Witness or Eidolon of Blossoms, you can draw infinitely, or return all cards that ever go to your graveyard to your hand. You might be scared that you would die from drawing infinitely, but you can draw until you reach Abundance, cast it, then keep drawing, always naming non-land. You also make infinite mana from Earthcraft by tapping the creatures between bounces. You bounce them by exiling them under Parallax Wave, then exiling Parallax Wave to itself, return both itself and your creature to the battlefield.
Enough about Parallax Wave, if I hadn't sold you, I never will.
Cards you can drop:
Craterhoof Behemoth - Beatdown isn't the best win condition for enchantress, it is a bit to aggressive for a deck that commonly doesn't have too many creatures. Ajani's Chosen/Sigil of the Empty Throne at least give fidder for Earthcraft mana and Aura Shards triggers.
Courser of Kruphix - Yeah it is a good creature, and it is an enchantment, but it isn't a good enchantment. It is lifegain for a deck that can do without, and a 2/4 blocker that gives life for three. That is good in modern occasionally, and insane in limited, but it isn't for commander unless you can abuse it. Sunbond/lifegain effects + Scapeshift/landfall effects make it decent.
Acidic Slime - 2/2 deathtouch is occasionally relevant, good with Parallax Wave combo for mass non-creature destruction, then the creatures get exiled by Parallax Wave, and is efficient, but if you don't get the Parallax Wave, then it doesn't do a ton.
Aura Shards - Without a ton or consistent supply of creatures, it does little but paints a target on your head.
Soul Snare/Faith's Fetters - They do little but waste mana on an overpriced and conditional Swords to Plowshares/Beast Within respectively. Their only redeemable factor it that they are enchantments, but that doesn't maek up for the fact that they aren't instants and aren't as powerful as other cards.
Cards to add:
Greater Auramancy - Great Enchantment Protection
I know said to add more than I said to drop, but below are some other cuts I'd consider:
2 months ago
Token build of Kamahl with no Craterhoof Behemoth? What blasphemy is this?
Bane of Progress to nuke pesky pillow fort enchantments and restrictive artifacts has been life-saving in my experience. Never leave home without it; monogreen has so few wrath effects anyway.
There's other cards I'd share, but it would be easier to share with you my Kamahl build: There's No Kill Like Overkill - Kamahl Krosan EDH
2 months ago
I personally prefer Krosan Reclamation to Timetwister for the second half of the game plan as you can still win by stacking Gitaxian Probe and Reanimate to attempt to return Angel of Glory's Rise the turn after your Dread Return is countered. Reanimate itself can allow you another Autumn's Veil/Silence/Dispel effect to try to force through a win in the same turn as a failed Dread Return. While Krosan Reclamation additionally helps protect your graveyard from hate like Faerie Macabre. It still gives you an additional way to loop spells as with Memory's Journey giving you lots of redundancy. As for Timetwister it has less utility once it is in our graveyard unless we are already about to win with our Bomberman loops which Krosan Reclamation still does. Face value in hand it recycles everyone's hands which has some value but in the late game it's not useful if our Dread Return has been exiled. Whereas Krosan Reclamation allows for turn after turn of trying to force through a win if we have it in our hand in our late game.
I've gotta say this deck is a blast to play Sigi, keep up the good work!