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|Commander / EDH||Legal|
Backlash occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
3 weeks ago
ZendikariWol Thanks for the effort! I went through all the dualcolored cards myself and some of your suggestions used to be in the deck (or are in even right now) but it's always good to run through them again. Some of what you suggested isn't really in the spirit of the deck (my first restriction is no library search, making EDH games less boring due to constant shuffling) but stuff like Backlash could be very cool additions.
4 weeks ago
Bring to Light may be pretty good, Fight to the Death , when revealed, serves to say "wanna make a big attack? ban plan." Flower / Flourish or Safewright Quest is good two-color mana fixing. Putrefy and Mortify are both pretty strong. Thrash / Threat is pretty all right creature removal if Niv is out. I am partial to Archon of Valor's Reach - I just like the card. Armadillo Cloak is def all right if Nivvy's your main wincon. Artifact Mutation and Aura Mutation are awesome, as is Hull Breach . I know one of my friends has a Kresh the Bloodbraided deck that would be utterly demolished by a Backlash . Bedevil is absurdly versatile removal. Blightning has a special place in my heart for taking any deck that doesn't know how to draw cards directly out of the game. Mostly a 60 cards, 20 life thing tho. Boros Charm can fizzle a removal spell, or it can make Niv into a really big meat stick. Burning-Tree Shaman and Cindervines are absolute murder for spellslinger decks. Casualties of War might help with those planeswalkers you seem to want to make disappear. Cauldron Haze is an... unconventional way to eat a removal spell. Clan Defiance is pretty all right, though it is an X spell that doesn't just kill a player directly. Countersquall is a good not- Negate , as is Dovin's Veto . Curse of Chains is a cool removal spell. Deathsprout is removal and ramp. A bit costly but Murder and Rampant Growth combined (minus one mana) is worth considering for casuals like me. Debtors' Knell can be a nice finisher.
Defiler of Souls is one of my favorite cards of all time. I just love playing colors and I like turning downsides into upsides.
Despark and Deputy of Detention (not to mention the D-Sphere itself) is pretty good removal. Destructive Revelry is pretty good removal as well. Dimir Doppelganger would fuck a reanimator deck six ways from Sunday. Divinity of Pride is a big, lifelinking threat. Djinn Illuminatus is sneakily very strong. Imagine duplicating all your removal spells as many times as you bother to pay for them. Domri's Ambush is even more good removal (this time creature removal). Dragonlair Spider is just quite good at making tokens. Dreadbore kills two relevant types. Dromoka's Command is sweet removal but not many of its other options are relevant. Dueling Grounds is Mirri, Weatherlight Duelist (or Mirri is Dueling grounds- whatever). Both are awesome pillow fort. Escape to the Wilds draws cards. The color-matters auras from Eventide and Shadowmoor are strong with Niv and also on-theme.
Fossil Find alluded to graveyard order... in a 2008 set... huh.
Identity Crisis just discards your opponent's... everything. Ionize is a pretty all right counterspell. Justice Strike , another pet card of mine, is just very a flavorful removal spell. Mindleech Mass is crazy cool. Mirari's Wake is a really conventionally strong card. Mistmeadow Witch is more expensive and more timely Soulherder (fizzles removal!). Mnemonic Betrayal is just a gem. Mystic Snake and Frilled Mystic are both counterspells. Necrogenesis makes tokens and screws up reanimation. Palliation Accord is pretty freaking pillow forty. Pillory of the Sleepless , Anguished Unmaking , and Vindicate are more solid Orzhov removal. Plasm Capture isn't great, I don't think, but it feels like a card that has some wild stories attached to it, don'tcha think? Rakdos's Return seems like another really fun spell. I want to make a RB casual Rack deck. Silumgar's Command is a good card. Thought Erasure is a perfectly suitable discard spell. Trygon Predator is good. Wheel of Sun and Moon ensures that every card in your deck is just a few Niv triggers away.
And BAM, I've looked through every two-color card in Magic. There we go. That's what stood out to me, but I find that many players are more competitive than I am and therefore have different definitions of what a good card is. Feel free to take some or none of my advice. All would likely prove disastrous for your deck- a lot of the cards I suggested were removal.
2 months ago
Hello I am tuning my deck towards utilizing Backlash , Reflect Damage , Delirium , Mirror Strike , & Glarecaster . I am finding frequently that their creatures are not big enough and would like to find some cards to increase the power of my opponents creatures.
I am avoiding the use of damage doublers as I have another deck which focuses on that. Overblaze is an exception.
Any help is appreciated, thanks in advance! (I am currently slogging through the gatherer)
7 months ago
MahBoi100 Like Jack the Ripper, let's go by parts:
The first three cards are removal spells, we are not trying to control the board, we are trying to conduct towards a result that benefits us.
I really like the idea of Varchild, you strengthens your opponents while protecting yourself.
Scheming is nice and dangerous at the same time.
Crown didn't create any value for your own.
Mathas attract to much attention.
Flash is CMC 6, that's too heavy, but it's a alternative to Word of Seizing , a card that saw a lot of play in this deck in the past.
You blowed my mind with Master Warcraft , excellent card for the aikido strategy.
Disharmony is like a fog of one creature or a removal spell, since you can get and block another attacking creature with it, both of the effects has better options in magic.
Soul Snare I like the reason behind the use of this card. Nice!
Encircling Fissure you usually don't have creatures to abuse of this, but it's a nice fog, can enter in the place of other.
Treacherous and mindclaw are heavy, cmc 5, and a shot in the dark.
Coveted act likes the monarch itself, a second monarch for 6 manas.
10 months ago
Shriveling Rot has an aikido angle to it but it's probably just clunkier than Rakdos Charm & Backlash since it requires removal, and people relying on infinitive sac combos can probably just stop for the turn. Still, it hasn't been mentioned so maybe someone can find a place for it.
1 year ago
Gleeock The point is that the deck uses the force of the opponent against her/him. With this "Pillow" you disable all the Aikido section, things like Backlash and Deflecting Palm becames a Lightning Bolt, without saying of Price of Progress and Gisela, Blade of Goldnight.
1 year ago
Quick update with some evolution of the deck, even though I need to update my decklist. I went to a LGS that I had never been to today. Was in a 4 player pod and over two games I faced Sidisi BUG Dredge Zombies, Food Chain Prossh, the same Jhoira Paradox Storm, the same Kambal Combo Control, and a janky Azusa Lanndfall deck. I had made a few changes before going, knowing that I would face storm combo and likely other combo in a competitive environment. I won both games I played. It took some serious threat assessment, some serious surgical excision of specific threats, and some changes in my deck list to log both wins.
Highlights of Game 1 were:
- Exiling Aetherflux Reservoir on turn two from Jhoira's deck with Hide // Seek because Jhoira already had Paradox Engine in hand. She subsequently cast it as soon as possible on turn 3 to avoid my other ways to dismantle her deck. She would have stormed off the next turn, but I Anguished Unmaking'd it. Jhoira was hamstrung for the moment.
- I beat Sidisi shortly after this with a Merit Lage token created with a Vesuva. Bring the Aggro when you can.
- Kambal was taken down when I Backlash'd his 68/68 Serra Avatar. Turn their strengths against them.
Highlights of Game 2 were:
- I dropped a Rule of Law that basically killed the game plan of both Prossh and Jhoira, delaying the game as I assembled an unbreakable fortress.
- Prossh's face when I Burning Wish'd for Slaughter Games and exiled the Food Chain from his hand before he could assemble a winning combo.
- Prossh's comment about my deck playing so many silver bullets against their decks.
- Riding an unblockable Master of Cruelties to beatdowns of both Prossh and Jhoira, despite both going off and going through most of their decks before they fizzled without finding an answer.
- Both Prossh's and Jhoira's faces when I offered to draw with the super janky Azusa deck who had played about 30 lands and not much else that game. Azusa took the draw, leaving both the combo players feeling totally ripped off. Golden.
I will update the decklist with some changes, but suffice it to say that I swung slightly stax against combo. Seemed to work pretty well.
1 year ago
Favorite Shard: Grixis
Manipulative, cruel, powerful. Edicts, burn, bounce, counterspells, everything control can be found here, and with a handful of evasive, aggressive creatures to swoop in with once you've established control of the board, or you can play the slow-burn game with effects like Nekusar, the Mindrazer. Put your opponent(s) on a clock and deny them the ability to stop it. Plus their ability to run some of the meanest creatures in the form of things like Kederekt Creeper, Baleful Strix, Master of Cruelties, etc. So much fun to be had.
Favorite Wedge: Abzan
Relentless power. I love Abzan because of its resilience, strength, and versatility. I'm not a huge fan of a lot of Abzan specific cards, but being able to run things like Animate Dead, Sun Titan, Brave the Sands, alongside gigantic green creatures like Ghalta, Primal Hunger, Ghoultree, Avatar of Might, etc is just incredible. The incredible suite of removal that B/W brings to the table in the form of Vindicate, Anguished Unmaking, Utter End, etc, combined with the might of Green creatures, further compounded by the volume of powerful reanimation effects these colors all have, builds a powerful, versatile deck that just never gives up. I've run Abzan decks that have had their most crucial cards hit with Slaughter Games type effects, and they still didn't stop, didn't slow down, and pulled out a win.
Favorite Allied Guild: Rakdos
Rakdos just knows how to throw a party. Every time I've built Rakdos I end up having fun, win or lose. Chaotic game-changers like Everlasting Torment, Havoc Festival, and Sire Of Insanity just bring a lot of shenanigans to the table that people just aren't prepared to deal with. Terminate is one of the kings of removal. Cards like Backlash, Delirium, and Rakdos Charm punish a variety of opposing playstyles. The individual colors also contribute a lot to your ability to handle creatures, and create even more chaos. Endless Whispers, Scrambleverse, you name it.
I cannot wait to get my hands on Last One Standing.
Favorite Enemy Guild: Simic
This one is simple, these two colors compliment each other so well it's insane. There is almost nothing that exists in this game that Simic cannot do. Green's weakness is its inability to manipulate the board much without combat. Blue's weakness is in its board presence and creatures. They are ideal together. Ramp, removal, aggro, counterspells, creature control, resilience. Simic has all its bases covered, and with just two colors. Mystic Snake, Trygon Predator, Kiora's Follower, Plasm Capture, Voidslime, Simic Charm, these cards are amazing, and that's without getting into the mono-color cards.
I'd also like to throw out some love for "Growth", the combination. The only pure Growth cards we have thus far are Atraxa, Praetors' Voice, and Witch-Maw Nephilim, but boy what cards they are. But the colors themselves are awesome together. G/U's flexibility, W/B's removal, much less other multicolor synergies, access to Abzan cards, Sultai cards, Esper cards. Obviously the mana base gets complicated fast, and it can be hard to handle, but if it works, it works.