|Commander / EDH||Legal|
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|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.
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Autumn's Veil Discussion
3 days ago
n0bunga also, I am glad we got that all cleared up. It is a powerful effect on a land, but doesn't have good utility outside of some 1-4 decks, of which Gitrog is the tier 1 list that can use it, Prossh at tier 2, and Muldrotha/Windgrace at tier 3. That is about it that I could argue should run the Beacon, and Prossh runs it as a flex slot. Soren841 just has a different definition of 'good' or 'bad' cards than you. I don't know I am comfortable defining those terms at all.
I think a card like Dosan the Falling Leaf is good, but it is a worse Grand Abolisher in a color with all-stars like Autumn's Veil or the super-interesting rules-implications of City of Solitude , but in Sisay it can be a great fetchable target. Same in Prime Speaker Vannifar or even some Yisan lists, while many don't run it due to it's reliance on instant-speed interaction, despite most being ability based.
But, with such few inclusions, is it a bad card? It isn't a staple, but because of its use at all in cEDH, in comparison to cards like Lava Spike , staples in formats like modern, I could easily argue it to be a good EDH card. Command Beacon I find falls into the category of Dosan, not a staple, useful in a few decks in EDH, but not at all in other formats, for more obvious reasons nonetheless.
I think this makes it pretty meh, but a card that should always be kept in mind for land-based EDH decks and decks that plan to recast commanders.
4 days ago
Great list you have! Here might be some cards you can consider for more effective ramp package, control, or protection.
- Three Visits
- Carpet of Flowers
- Search for Tomorrow
- Summoner's Pact
- Mana Drain
- Autumn's Veil
- Noxious Revival
- Seeds of Innocence
- Nature's Claim
- Crop Rotation
Hope that helps!
2 weeks ago
This looks far better; we have a defined theme now and I see some more staples in (dorks). However I'd like to address few likely weak spots.
First thing that got my attention was the relatively high average cmc. This is a casual deck and higher-than-usual avg cmc is to be expected of course. But in my suggestions I'll keep in mind fostering a healthy curve and prioritize low-cmc cards.
Dragon Broodmother- this is a neat, but a very slow engine. If the deck works perfectly as intended, there are still cooler options. Plus 6cmc for such slow effect is a lot.
Ghoulcaller Gisa - again, neat but slow. At 5cmc there might be better options available to you. First similar thing that comes to mind is Open the Graves which would give you tokens more reliably (being a triggered rather than an activated ability stapled to an enchantment rather than a creature) and that doesn't have summoning sickness.
Sheoldred, Whispering One - probably the best expensive creature you have. My concern is that in order to get to 7 mana and stay alive long enough for Sheoldred to matter, you must have game in a state where, frankly, SHeoldred isn't much of a factor.
Stalking Vengeance seems awfully expensive TBH. That ceiling is something, but IMO it's too greedy.
Vicious Shadows - 7 mana to do something in case you have a removal and an opponent has significant number of cards in hand? You can comfortably throw in a blue moon somewhere in that chain of events...
Essence Harvest - goes well with the theme, but ultimately doesn't do much
Fungal Sprouting - cute, but the fact that it's useless when you're down makes it a no no in my eyes.
Now some suggestions;
Fecundity - seems like a cool way to draw extra cards
Skullclamp - in here it says ": draw 2 cards". Yes please.
Fling/Thud - these effects seem like they could/should be your bread and butter. Worst case scenario they're pw/creature removal with sac outlet. Best case scenario they are capable of taking down players.
Sidisi, Undead Vizier- tutor on a stick is usually good if you have creatures to sac. In a vacuum it's a Demonic Tutor that gives counters to Kresh. Best case scenario you have a sac outlet and get a complimentary 4/6 deathtouch to fool around with.
Smothering Abomination - draw engine on a stick. Seems good.
Birthing Pod - it kills stuff plus it tutors. And it's repeatable. What's not to like?
Evolutionary Leap - sac outlet that gets you more creatures.
3 weeks ago
Hey thanks for getting back to me JohnnyCRO!
Yeah I used to run Natural State, the more games I played, the more it seems Autumn's Veil has been under performing. That might be actually swapped out soon, Stubborn Denial is generally great, but I'll most likely add in Flusterstorm first my meta is fairly high level so our decks are tuned for fast paced matches.
Root Maze is an amazing card and definitely slows downs decks, most notably Tymna/Thrasios Paradox and Storm decks. It considers testing as I do have two spare copies laying around. I am wary of running Null Rod due to running Scroll Rack and Sensei's Divining Top, I don't really care for my mana ramp if it stops other people from using their artifacts which is why I think Seeds of Innocence is better in this scenario.
I'm also thinking of just running Guttural Response cuz...well I like split color cards and in a blue heavy pod, it's cool to have :P
3 weeks ago
Hmm, it depends. Mind's Desire is good, but sometime it is a feels bad when casting only for 4-5 storm triggers. I just feel that the need for additional value in Paradoxical Outcome is a tad better, especially if you are running the efficient mana rocks. It pairs nicely with a lot of effects in addition it also protects your board as well against mass hate, giving you card draw all along.
It might be different for a Yidris list as I don't play Yidris but I have played against Storm Yidris deck and Paradoxical Outcome is a fairly annoying card.
@ Shane.Allen Also what do you think in running Autumn's Veil also on storm turns? I found it highly useful and worth a slot, but you are already running Defense Grid and City of Solitude which does give better protection at a higher cost.
1 month ago
All those suggestions for cuts are great to consider! I appreciate it greatly!
- I will implement the swap from Reclamation Sage to Apprentice Necromancer to try it out again, you are right that he has been a bit too slow for high paced games anymore as I do tend to rely on Nature's Claim nowadays or even Krosan Grip/Abrupt Decay.
- I can agree on testing out Hope of ghiraphur in replacement for Autumn's Veil as well as Culling the Weak for Angel's Grace. I haven't been able to use the Angel's Grace fully as always I just go straight for the Ad Nauseam.
- I will however keep Birthing Pod there is no way to abuse the infinite and untap itself, but it does threaten a win on the spot, there are a couple ways and it all flows within the deck. Mainly it is the win condition with my commander as well as any 3 cmc goes to Academy Rector, 2 cmc goes to Saffi/Renegade line, 1 cmc goes to Grand Abolisher, 0 cmc goes to sac outlet. It does hurt the curve being at 4cmc but it's worth it to win.
Thanks for the feedback and I will add in changes once I get the foils xD
1 month ago
I will try to give suggestions on cutting cards from your deck, oh man it won't be easy:
About Apprentice Necromancer - Faerie Macabre (and other powerful GY hate spells) is a nasty thing, without a doubt, for a deck which uses graveyard for all those engines, chains and piles. But if you play reanimator deck in GY hate heavy meta, then you should be ready for things like that, and play around it. The resolution of Apprentice Necromancer ability can be disrupted (like almost any other spell/ability), but when it will resolve, you will be glad that you have him in the deck. So, what to cut? I would easily cut Reclamation Sage for Apprentice, cuz I think that Sage is really slow as an answer in fast combo decks and hurts more when you fetch it with Ad Nauseam. Another option, and maybe it will surprise you, but I would consider cutting Birthing Pod. I think its pretty slow and situational. And I don't see any chains with it, that can untap it for repeatable activations, or maybe I just don't see it. In case you don't want to lose the sac outlet, consider using Blasting Station instead, it fulfils the same role, and if you crack Hulk with it and go for your Renegade Rallier + Saffi Eriksdotter line, you will win on the spot.
Hope of Ghirapur/Blood Pet - candidates for cut: I agree with you about Krosan Grip, I would definitely cut it, but maybe you should leave this cut for Assassin's Trophy? Autumn's Veil is another card that I would cut for Hope or BPet.
Mana Vault - cutting lands is a painful process. To determine whether it is worth it or not is possible only in the process of many tests, so go ahead and try.
Culling the Weak - how about to cut Angel's Grace? Just try to remember how often you had to cast this spell? Whether it was always helpful sitting in your hand, and how often you used a tutor to fetch it?
Well, I ran out of ideas. Hope all this will help to make some decisions.
1 month ago
Hey thank for checking out my baby!
In regards to your question on the ramp, I am a bit confused by that as I am running quite of ramp in the form of Farseek, Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, as well as Search for Tomorrow. I also have the fast mana rock ramp in the form of Chrome Mox, Mana Crypt, and Sol Ring. I currently don't have Mox Diamond in the build due to it being swapped over to my Kess deck. In addition there is another form of ramp with lands with Exploration and Oracle of Mul Daya. Not to mention Carpet of Flowers as well. That's 12 instances of ramp and more than adequate as this is not a ramp.net deck, we only use the most efficient form of ramp. The only one that would be missing is Three Visits but I don't own one currently as of yet.
In regards to the lack of counterspells, this actually has quite of a history behind it. In the original V1 of this deck I used to run spells like Counterflux, Stifle, Misdirection, etc. however it doesn't help me to win. It just stalls this deck and slows down the speed of the combo, our main focus is to abuse Intet's ability and paying 2U to flip into a free cast counterspell is a feels bad. Most of the time we are tapping out quite a bit unless we have untappers in the form of Nature's Will or Bear Umbra or running tool box control. In the V2 I decided to go anti-counterspell route and that has actually worked out perfectly, in this iteration came in the package of Vexing Shusher and Boseiju, Who Shelters All along with tutors that can grab them reliably ex. Crop Rotation or Green Sun's Zenith. This improved the chances from our spells getting countered. The current iteration in V3 I was finally convinced that Mana Drain should be added in this deck no matter what as my friend convinced me that it is a ramp spell essentially and lo and behold it is the ONLY counterspell to make it in the deck as of now. There can be arguments where Pact of Negation can be fit in here, but when your going off on extra turns the paying 5 to protect your combo next turn is a detriment. Force of Will is actually not really good as well as most of the blue cards we are reluctant to pitch away whereas in the protection we only have to pay mana to make it uncounterable or life.
I play in a hyper competitive meta with optimized and tuned decks, this is the result of what I have currently for a "competitive" Intet deck. She is not a true competitive commander, but the deck build is competitive enough to go against other "true" commanders in a pod. She is easily cast on T3 or T4 but you have to be aware of the mindset as well, the turn you cast her, can you protect her? That's why we have cards like Autumn's Veil and Heroic Intervention. Our goal is to go off with Intet and one turn is all you need when you have any extra turn tutor in hand. We play with combat tricks and set up is important. All our early game plays is to set up overwhelming advantage and out value your opponents while disrupting them as well. We can play the long game as well, the Seasons Past combo takes 12 mana to execute, Intet short cuts this to 9 mana and we can easily achieve that by turn 4-5. Piloting Intet and decision making is also a core part of playing the deck as well as when your in the control pod you will go for the more stable route instead of burst.
I hope that clarifies some points for you, I'm always tuning and brainstorming to see how else I can perfect her, I still feel there is a better way to optimized her as I am still not fully satisfied with her yet like how I am with my Teneb deck. So I am open to any and all suggestions. This is my first EDH deck and it's been a wild ride refining her to this point. As of now the spellslinger/combo route is what I came up with as the most "optimized" version of Intet.