|Commander / EDH||Legal|
Printings View all
Combos Browse all
Until end of turn, target creature gains "Tap: Return target nonland permanent to its owner's hand."
Price & Acquistion Set Price Alerts
Banishing Knack Discussion
2 days ago
We have very similar lists! Only two suggestions based on experience:
Artificer's Intuition cycle thru your mana rocks and then recycle them out of the graveyard.
3 weeks ago
I love messing around with Banishing Knack and Retraction Helix. Puresight Merrow can be quite devastating in my wizard deck; All-Inclusive MONO BLUE WIZ'S. I vary between running 4 and 6 Knacks/ Helix's depending on how many board-bounces I want to do before becoming 'the jerk' at the table. I've even considered Isochron Scepter so you have a reliable source of the spell. Merrow Levitator and Surgespanner can be fun aswell, and you could even go wide with many creatures and get something with a Zada, Hedron Grinder effect.
2 months ago
I get that auras sound like a good idea, but they let a removal spell trade 2 cards for 1, which cripples midrange potential. You can do a great deal to overcome this- protection spells, combo tools and other methods of bypassing that weakness, but you need to plan and play around it.
Boggles uses hexproof, and it works by making it uninteractive. If you want a similar list to be viable with heroic, it needs to be heavy on interaction, with any enchantments resisting removal, because people are already used to fighting through boggles despite all their removal being blank.
If you're looking at making a semi-competitive heroic deck, I'd look at cards like Banishing Knack, Apostle's Blessing, Cerulean Wisps, Artful Dodge, Dive Down. I'd also look at adding a top end to the deck-Dismiss into Dream's cmc is far too high, and Cowardice doesn't play nice with heroic, but something to make all those targeted spells more efective as a disruption package would work wonders.
The only major card that has been printed since I last looked at it that might make it viable is Shapers' Sanctuary for a G/W or G/U/W list, as refilling your hand when you get 2-for 1'd seems ok, and the enchantment type can be relevant. Being in Rancor colours is nice too.
Best of luck, and I hope you come up with a list that works well.
2 months ago
2 months ago
2 months ago
Updated version of my comment about the possible combos
Also here are the possible combos
3)in case of no Mirran Spy just replace the Nettle Drone /Cathartic Adept / Screeching Sliver with Reckless Fireweaver and start bouncing the artifact as normal for infinite damage. Same can achieved with Grapeshot but after the infinite bouncing of the artifact
3 months ago
This deck is hilarious, i love it!
You may like Paradox Engine. Its pricy dollar-wise and mana-wise, but you just need a body to attach the Banishing Knack to. also creates infinite mana if you have any rocks on the board. You might like Tolaria West as a tutor for a 0 cost card.
While I like Broodstar, it feels like a "win more" card to me.
Seriously though, this is an amazing deck. Great job
4 months ago
I like this combo mainly because of the flexibility in the cards you can combo off with. One 0 mana artifact (Welding Jar probably being the best, Herbal Poultice, or the creatures), one creature that untaps when the artifact ETBs (there are 5 different creatures that do this: Battered Golem, Nettle Drone, Zephyr Scribe if you use a non-creature artifact, Traxos, Scourge of Kroog which is also a wincon on its own, and Mirran Spy), one card that has an ability that triggers whenever a permanent, artifact or creature if you use them enters the battlefield (Molten Nursery, Altar of the Brood, Impact Tremors, or Nettle Drone does it as well), and Retraction Helix or Banishing Knack.
I think that adding red gives you some good options like Nettle Drone and Molten Nursery. I also think that you should run on average 6 of each of the combo pieces. Welding Jar and Herbal Poultice I think are better than Ornithopter and Memnite as they protect the combo. This is probably better than the nut draw of getting the combo out on turn 3.