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Prevent all combat damage that would be dealt this turn if (White) was spent to play Batwing Brume. Each player loses 1 life for each attacking creature he or she controls if (Black) was spent to play Batwing Brume. (Do both if (White)(Black) was spent.)
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Batwing Brume Discussion
3 months ago
You have 4 Tragic Slips in your sideboard and 3 in your mainboard. To offer a little help with your sideboard, here are some modern legal budget options in your colors: Relic of Progenitus, Phyrexian Revoker, Kataki, War's Wage, Languish, Castigate, Sin Collector, Batwing Brume, Foul-Tongue Shriek, and Zealous Persecution.
4 months ago
Some cards you might want to consider...
Inquisition of Kozilek for card disruption
Shadow of Doubt to stop fetching and combos
Collective Brutality for the utility
Batwing Brume is kinda cool
For land I'd do something like this...
Hope this helps!
5 months ago
I won't hold it against you, but Selenia, Dark Angel is quite fantastic. You just have to incorporate a few extra tools into your deck. Some examples being Soul Conduit and Platinum Angel. Use Selenia's ability (Only cost is paying life so you can "In response to her ability, activate her ability") to put yourself low (or kill yourself if you have any ability to keep yourself alive) then switch your life total with another player killing them instantly and putting yourself back up quite a ways.
Regardless, I love me some B/W Angel decks.Kaya, Ghost Assassin would be good in this along with any of the Sorins. If you end up with a higher CMC deck, Sorin, Grim Nemesis wouldn't be too terrible as he hits all opponents for your "draw".
Maybe Fumigate over End Hostilities? Also, it looks like you're trying to gain life off creature deaths? Devour Flesh is ok, but it gives life to the player who lost the creature, not you. In that case you might be better off just running Swords to Plowshares.
Not sure how helpful any of this was, but good luck on your endeavour sir/ma'am.
5 months ago
I own a similar deck. A card that works wonders and can turn the tide of a game is Batwing Brume
6 months ago
Unfortunate to say:
6 months ago
Ok, all. I am an idiot. I had a realization in play yesterday that should have been obvious, but I had missed it. Ayli, Eternal Pilgrim was meant to be both Rattle Snake and spot removal, but the deck was not built around it, so she never got going. I focused on the spot removal, and when she was removed from the deck, I replaced it with repeatable creature spot removal, thinking that would at least come close to replacing the value of Ayli, Eternal Pilgrim. What I didn't fully grasp was that the weakness of slow speed of the removal, along with the durability of the removal was the problem, and that Assassins would never be able to make up for this. I was sitting on one of the best removal spells that are available in Queen Marchesa's colors, and I recognized this at least enough to put it into a sideboard slot because I just couldn't cut it all the way. I think I should just put the good spot removal back in, and skip all this getting fancy with creatures for removal BS. Since my Rattle Snake and Pillow Fort defense is already very strong, I am not sure why I am worrying about it so much, especially since I keep strengthening it with the most subtle of subtle Pillow Fort cards like Duelist's Heritage, Slayers' Stronghold, and Key to the City.
Right now, I think I just need to consolidate what I think this deck does best, make sure that I bring enough of both the offense and defense that this deck works off of, ensure that I am optimally countering common deck archetypes in ways that are synergistic with the rest of the deck, and not get distracted with complicated additions.
With that said, I have a sideboard that I have constructed of cards that are meant for tuning this more specifically to different metas, and for including cards for combating common archetypes that my meta does not contain. Even if I don't use this as a common sideboard between games, this is my list of cards to adjust for changing metas as I go between them, likely usually between sessions.
Changes that I plan:
Main Deck changes should be to consolidate the theme of the deck, removing weakness in favor of the strengths.
Stronghold Discipline - Rakdos Charm is a huge part of my offense, and wins a ton of games. Stronghold Discipline is essentially another copy. Unconventional offensive plays are what this deck does best. Consolidate around the deck's strengths.
Utter End - One of the best spot removal spells available. Control is one of the things this deck does best, especially surgical removal. Consolidate around the deck's strengths.
Sideboard changes should compensate for different metas and allow me to combat the weaknesses in the deck with respect to commonly played archetypes that are just not that common in my usual meta. I am OK with unfairly destroying decks in metas that are not my usual meta.
Out: Utter End - Into the Main Deck!
In: Rest in Peace - The best at what it does, kills a lot of combo, storm, spellslinger, value engines, reanimator, etc...
So, what does that leave us with?
Ramp and Fixing: Lots of Ramp and Fixing that is tuned and synergistic with the rest of the deck, as well as a curve that allows us to bring out early big plays. Gift of Estates and Tithe double as card draw late game, and our unconventional manabase is highly synergistic with the rest of the deck.
Draw and Tutoring: Enough Draw and Tutoring to make the deck consistent and holding enough answers for every threat or weakness, without being obtrusive or conventional enough to be obvious about it. Three all star players in this list are Shred Memory, Key to the City, and Sea Gate Wreckage. Uncommon tutors and draw with huge impact in this deck without ringing any danger bells for most players. This suite makes my already versatile card list even more versatile.
Defense: A 25 card subtle and somewhat unconventional Pillow Fort and Rattle Snake defense with a low curve, the potential to be used offensively, and which is synergistic with itself as well as my offense. Back this up with a nice Fog suite, making my defensive wall extend into my hand so as to not have all of it sit on the battlefield to be effective, and bringing it's own offense in the right circumstances. Add to this a control package that is complete with a very strong and versatile spot removal suite, some reactive board wipes that have offensive uses, and multiple cards to allow us to protect our board state, including counterspells in Mardu colors!
Offense: The offense is structured to take advantage of typical board states and the strengths of my opponents with cards that have outsized effect for their costs. It is designed to be huge Aikido bombs against any Big Mana, Big Creature, Big Army, Big Hand, or Big Attack deck. It is structured in pairs of cards for each of these, including Acidic Soil/Price of Progress, Backlash/Delirium, Rakdos Charm/Stronghold Discipline, Sudden Impact/Toil / Trouble, Deflecting Palm/Comeuppance, with Arcbond, Batwing Brume, and Eye for an Eye all reinforcing this array of counterattacks. This reactive offense is backed up with a couple of big bomb offensive attacks in the form of Master of Cruelties and Hatred, a couple of midrange beaters in the form of Serra Ascendant, Gisela, the Broken Blade, and Kazuul, Tyrant of the Cliffs, and an army of smaller defensive and utility creatures. Bring in combat tricks and enablers like Duelist's Heritage, Slayers' Stronghold, Key to the City, and Rogue's Passage to act as later game silver bullets, and the offense is quite versatile.
Sideboard: Packed with Combo hate, a counterspell suite of my own for Counterspell and Blue Control hate, Graveyard Antics hate, and extra offense in the form of Dark Depths as an uncounterable big beater and Exsanguinate for big burn.
In all, I think I am pretty satisfied with where the deck now sits, and will likely consider this list to basically be the core deck. Testing will confirm, I think I have chased down all the areas that needed shored up, and I feel like this is, at the moment, a completed list.
7 months ago
You are right, Frazzify. That was an oversight, probably due to how I categorized whatever card was in before Batwing Brume when I replaced it. I always play Sunforger with the knowledge that Batwing Brume is not a viable target, but in the list it appears as a target for Sunforger. It is now corrected.
I had not seen Chandra's Ignition. That is an interesting card, although it may be somewhat anti-synergistic with the deck. I try really hard to not blow up opponents' creatures. There are times when I would like to, but I always find that keeping them on the board is better than blowing them up. I have played wrath effects before. I used to have Sulfurous Blast as a wrath effect, but found that I used it too often and too soon, only to find that I could have won later if I had not blown up their creatures, or that I had finally found my defenses and would rather have them attacking each other instead of waiting to rebuild their board state. I have plenty of spot removal for problem creatures, and plenty of Pillow Fort cards to limit my potential to be attacked, so the fact that my opponents have creatures at all actually is a benefit to me. My current creature wrath is Arcbond. It is limited enough that I can only use it when they are attacking me, it performs the same function as Chandra's Ignition, and it's CMC is instead of . It has the subtle psychological effect of being a reactive effect, not an active effect. This means that everyone typically sees it as the fault of the person who attacked me, not as my fault. This is important when I want them attacking each other, not seeking revenge against me. It also helps to keep those who know my deck from attacking me, for fear of triggering an Arcbond retaliation. Arcbond also has a higher damage potential, because it is based off of the damage my creature takes, not the damage potential of my creatures, meaning that it is more likely to be a game winner than Chandra's Ignition. I think if I wanted an active wrath effect, both Wrath of God and Damnation are better at that job, with lower CMC, they don't need to be paired with a deathtouch or high powered creature to be effective, and I have both if I need them. As it stands, letting board states spiral out of control, making the crazy board states not matter to me, encouraging people to point their guns at each other and not at me, and when needed, having every big swingy effect in the deck really make a difference while maintaining the ruse that they did it to themselves are the underlying strategy that makes this deck what it is, and Chandra's Ignition doesn't really encourage this playstyle, and may even be counter to it. Thank you for the suggestion, though. I completely understand why you offered it, and I appreciate that you thought about the deck enough to make it.