|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Avacyn Restored (AVR)||Uncommon|
Combos Browse all
Put target artifact, creature, or enchantment on the bottom of its owner's library.
Miracle (You may cast this card for it miracle cost when you draw it if it's the first card you drew this turn.)
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|Have (10)||ironax , webdokkeren , mtgmanatee , almeidafabio , frederiklw , Andre_Whales , Vasbear1 , bakeraj4 , orzhov_is_relatively_okay819 ,|
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Banishing Stroke Discussion
1 month ago
I'm currently tweaking my list and will post it soon.
Meurth on In the Sky
4 months ago
4 months ago
4 months ago
What does anybody think of Fall of the Thran in Modern?
I'm considering putting two Banishing Stroke in the sideboard.
4 months ago
This isn't super sorted, but I tried to keep similar effects together, sorted by cost as well.
General Tip - Since Narset can only cast things whenever they could be cast, instants are a big advantage
About Wraths - You won't want to cast them with Narset out, but it's better than dying(probably get 4-6)
Things to cut:
any equipment - equipment is okay, but since you don't get the equip cost for free you want to focus on low equip costs, or things that protect narset
about aura's - normally they're just card disadvantage but narset probably offsets that
bounce lands - (like Boros Garrison) are usually a little awkward and slow, in three colors you're better off with basics
Aether Gale - tricky since it needs six targets and that won't always be possible
Sea God's Revenge - bounce that only targets creatures usually isn't worth it in EDH, probably better to have hard removal
Breath of Fury - while decent if you have the creatures (and you have some token generation) it's probably not consistent enough, just run sorcs that give extra combats
Dissipation Field - often gives too much value to opponents, maybe even being a lure (lightmine field might be a decent replacement)
Dismiss Into Dreams - you're not targeting that often, and if you are it should be removal anyways
Assemble the Legion - Seems to slow to be effective
Throne of the God-Pharaoh - Need to go wide for this to be really effective
_cheap$$(around or less than a dollar): _
Swords to Plowshares(removal) - excellent creature removal, cheap if you happen to draw it
Crib Swap(removal) - still exiles a creature outright, but 3cmc
Banishing Stroke (removal, tuck, utility) - expensive hard cast without narset/miracle but tucking is often better than destroying(worse than exiling)
Relentless Assault(extra combats) - Extra attack steps with Narset is dumb, do it
Fury of the Horde(extra combats) - extra attack steps (they're the best)
Boros Charm(protection, burn) - versatile, keeps narset alive
Return to Dust(utility removal) - Exiling artifacts and enchantments is better than not
Vandalblast(Mass artifact removal) - not an exciting card, but taking out only opponents artifacts cripples some decks
Sunforger(tutor/equipment) - only good if you have enough cards it can search for, is mana intensive but if you have enough cards it can fetch it'll be worth it
Lightmine Field(pillowfort/defense) - Narset can attack through it, and keeps token swarms off your back
Crawlspace(pillowfort/defense) - Against, stops large swarms, still you'll probably get hit by the two biggest creatures
Counterflux(counterspell) - strong counterspell, wins counter wars
Render Silent(counterspell) - Makes people sad, locks them out of whole turns
Insidious Will(counterspell, spell copy) - versatile, let's you copy stronger effects from narset as well
Reverberate(spell copy) - often is what you need it to be, can be a counterspell or raw value, great for piggybacking on green ramp
Wild Ricochet(spell copy) - copy a spell, twice!
Spelltwine(spell copy, recursion) - recursion is great since you're putting so much stuff in your graveyard
Call to Mind (recursion) - you have spells, may as well re-use the best ones
Mystic Retrieval (recursion) - same but with flashback!
Mirari(spell copying) - copying any instant or sorcery for three is a pretty good deal if you don't have to pay for the spell already
Clone Legion(wincon) - With how many etb creatures people run, this can be a game ender, or enough raw value to put you ahead
Blatant Thievery(card advantage, removal) - stealing things makes people mad, but it's very effective
Journeyer's Kite(ramp) - slower than rocks, but more reliable, a slow and steady way to get mana
Brass's Bounty(ramp) - only good if you need a lot of mana one time
Chain Reaction(mass removal) - board dependent, and kills narset, sometimes you need more wraths
Day of Judgment(mass removal) - very strong
Final Judgment(mass removal) - against some decks destroying all creatures isn't enough, exiling is
_LANDS(can be boring, but are often a big part of how your deck performs): _
Command Tower - Must have in three colors
Mystic Monastery - Tapped lands aren't great, tri-color tap lands in your color are
Rogue's Passage(unblockable) - Being colorless is bad, being unblockable is good
not so cheap$$(around three or more dollars):
Path to Exile(removal) - a second StP, not all decks need it, but it is strong
Darksteel Plate(protection) - keeps your commander safer, isn't super powerful, cheap equip
Rite of Replication(wincon, value) - You still have to pay the kicker but this card is incredible
Waves of Aggression(extra combats) - take extra combats, plus you can play it from the graveyard
Wrath of God(mass removal) - it's the best, but day of judgment is as good 99% of the time
Austere Command(mass removal) - hit's only what you need it to hit, can ignore narset if necessary
Cyclonic Rift(mass removal) - one sided, but you have to pay for the kicker with narset, still can steal games
Blasphemous Act(mass removal) - often one mana
1 year ago
Against what popular deck, do you fear giving basic lands would create problems?
I have hard time coming up with modern decks that get out of hand, by getting 1 more land - maybe scapeshift, or ponza could have use for an extra basic, or forest belcher. But these decks are rarely played.
Most decks in modern don't need more than 4 lands to be perfectly functional.
Aggressive lists don't have much use for them, graveyard strategies don't have use for them, tron doesn't get much out of tutoring out an extra forest.
On the upside its the best removal one can get. If it hits something that card won't come up again. Neither from the game, nor from the library - which is a pretty plausible event with a control deck that shuffles threats back into the opponent's library, while it has to draw 1 of 3 cards to win the game.
Going through half of your library before finding your 1st Entreat the Angels is a pretty realistic possibility. At the same time the opponent is also digging through their library, fetching out all of his/her lands, and there are good chances that he/she will draw into the reshuffled threat.
(And Path to Exile + Snapcaster Mage can be done on turn 3, while Banishing Stroke + Snapcaster Mage can't happen before turn 8.....)
Regarding Nissa, Steward of Elements & Crystal Ball:
Nissa, Steward of Elements is a planeswalker, hence:
+ She has 3 abilities, only 1 of which is scrying - but i have hard time seeing how anything short of ultimating her twice would produce results (outside being a pretty nice scry engine)
- She can be attacked by creatures, thus the wast majority of the format has maindeck answers to her.
- She can only scry at sorcery speed, making Counterbalance impotent.
Crystal Ball is an artifact, thus:
+ Its ability can be used at instant speed, allowing you to scry to counter with Counterbalance
+ If you use it during upkeep you can draw the second card from your library leaving the correct cmc card on top.
+ Its good in multiples
- Its activation costs
- Nearly every modern deck pack artifact removal (luckily they are 1 or 2 cmc, thus the assembled Counterbalance + Crystal Ball has good chances of defending itself)
And Counterbalance is good, even if it can't counter EVERYTHING, only countering a large part of the opponents deck is pretty good (from a single card on the field). There is nothing stopping you from playing normal counters to prevent stuff that goes past the pesky enchantment. However Tron will be a problem - but i don't know a lot of other decks that have so warped mana curves.
I am baffled by some of your card choices, don't take this as an attack, i am really curious about the "why".
So what are your plans with those 8 creatures, Temporal Masterys, & Reclaims?
Do you plan to use Azorius Charm as removal?
1 year ago
Ok now i have some more time so ill try to make some suggestions for you. First i think that all the life gain is pointless. The deck is aggro so you should be lowering your opponents life total instead of raising yours. Elixir of immortality also does the opposite of what you want in this deck. You also have some pretty bad removal in this deck and there is much better budget options. Better card draw would also help. In an aggro deck you are going to run out of cards fast. Last i think there are some creatures in this deck that shouldn't be. but thats ok cause i think you are also running too many creatures so its an easy fix haha. Also i can tell that you wanted to go with an allies theme but alot of your allies have more than 2 power. You only have 12 allies and 4 of them have more than 2 power
Staff of the Flame Magus
Staff of the Sun Magus
Elixir of Immortality
Kambal, Consul of Allocation
Mentor of the Meek
Anafenza, Kin-Tree Spirit
Swords to Plowshares
Return to Dust
Reforge the Soul
Behind the Scenes
Assemble the Legion
Key to the City
lastly your land base seems alittle weird so ill suggest some stuff for that to.
1x Command Tower
1x Nomad Outpost
1x Evolving Wilds
1x Terramorphic Expanse
1x Rogue's Passage
1x Temple of Triumph
1x Temple of Silence
1x Temple of Malice
1x Temple of the False God
1x High Market
1x Hanweir Battlements
this would be a good budget land base for this deck. If you have any questions on cards then just ask. And obviously dont take all my suggestions it is your deck. Have fun!
1 year ago
Reclaim/Noxious Revival are both borderline useless if you don't have reliable ways to discard (i would say 6 discard outlets at least), even stuff like Taigam's Scheming or Contingency Plan would make them a lot better. (They would still remain a dodgy 3 card combo of course :/)
(aaand the latter of the 2 is a LOT better imho, so why do you play Reclaim?)
While its true that you can always scry bad cards to the bottom, i would not do so - and not play cards that are only situationally useful. When you scry them to bottom, you simply destroy your late game, as you decrease the chances of drawing live cards later.
(Please ditch Temporal Mastery its no use to the deck - at best it time walks you from T2 to T3, but the deck is certainly unable to race with aggro, and a single extra turn doesn't produce inevitability. Unlike having all the extra turns from then on.)
And you have to decide, what you want to get out from the miracle effects, do you want strong removal & control, or tempo-ish win conditions...
If the former then use Terminus, Entreat the Angels (& maybe Banishing Stroke as Path to Exile 5 & 6)
If the latter then use Bonfire of the Damned & Thunderous Wrath
(Again, if a deck is quasi nonexistent it doesn't mean its bad (or that its good), it only means that no one plays it. Red green miracles could easily be a deck in a shell with a lot of Faithless Looting type effects, and Reclaim, maybe with Hollow Ones - for )
If you want to go the control route then Counterbalance is the way to go, while you abuse instant speed manipulation of the top of your library.
In this case the deck will have a LOT of similarities with the Ninjabeardelver lists, because both decks need to focus on having specific mana curves for their best counterspells to be online (Counterbalance & Disrupting Shoal respectively).
Having some some way to Peek at the opponent's hand is very beneficial, when it comes to catching their best spells with our counters, and the mana cost and cantrip nature of the card makes it a very nice inclusion.
Any card that draws, or can scry at instant speed, doubles as a potential counter, and instant speed card draw enables casting Entreat the Angels on the opponent's end step.
Adding a few tempo creatures here and there does no good. When they are good its unlikely that you draw them, and are able to protect them, while in most cases they are just 4 dead cards.
Azorius Charm is tempo card, in this deck it does nothing - maybe it can be a 2 mana cantrip :/
I hope my comment instead of inducing rage, help improve the deck, have fun!