|Commander / EDH||Legal|
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Enchantment — Aura
Enchant creature an opponent controls
Whenever enchanted creature becomes tapped, you draw a card.
6 months ago
1 year ago
Assault Suit is also Metal Gear-ish.
1 year ago
Day's Undoing is more for when you just want to clean reset something IMO. If you're aiming to grind down the opponent by making them run out of resources, it might not be the card for this deck. Magus of the Mind requires a bit of work, but if you're playing low cost things over multiple turns, it won't be as effective. Pyrite Spellbomb isn't really that strong imo. 2 mana for either a card draw or 2 damage. If you need damage, just go for something like Abrade. If you need card draw, go for something like Betrayal Sure, you can do both with pyrite, but it just isn't really the most effective at either. Universal Solvent is way too high cost. There are better things out unless you're just using that as a low cost drop to activate abilities. Jaya's Immolating Inferno Could be better than Comet Storm depending on how much you're kicking comet storm. Cyclonic Rift is also a good card for this deck, but i'm pretty sure you've probably considered it and cut it for whatever reason. Hypersonic Dragon can also help if you're needing faster responses with sorceries. Muddle the Mixture can also help as a counter spell and a tutor at the same time. Other than that, i can't really think of anything. I could recommend more if you splash black but i think this deck is fine with 2 colors.
1 year ago
@wraya2 I recall some removal that hits tapped creatures. Betrayal, Excoriate, Select for Inspection, Sheer Drop, Stonybrook Schoolmaster, Theft of Dreams. You can run creatures with Inspired to reap their abilities.
1 year ago
Hi, I have My own Rafiq deck and it actually works quite consistently (at least in my meta of kitchen table magic) Rafiq of the mostly himself.. Rafiq is an amazing commander because he needs really little help to destroy your enemies wich leaves you a lot of slots open in the deck to oil the engine of the deck. On top of that he has a really nice color identity.
I Use 39 lands which may be a bit more than enough, but at least you don't get stuck.
To pump Rafiq I focus mainly on evasion so they dont just chump-block him, Cartouche of Knowledge, Rancor, Shield of the Oversoul, Steel of the Godhead, Unquestioned Authority, Whispersilk Cloak Shroud can be a hinder but this card is just bananas.
When I find an opening or I have a counter in hand I use Might of Oaks (if he hasn't been blocked) or Enlarge to one shot a player (7+3+1)x2= 22.
All those auras you use that give Rafiq just a super big body are a bit overkill in my opinion. If you just give him +2/+0 and some evasion he will only need two attacks to kill someone. Leave you mana open and brag about all the counterspells in your hand.
Forgotten Ancient: Almost forgot about this guy. Gives no evasion, but makes anyone super big.
It looks like you are lacking serously in card draw. Card draw is crucial in Commander because you won't be able to kill and fend from all other players just with your starting seven cards. If you are the player that's drawing one card each turn then you are most likely not going to win.
Hunter's Insight will draw you 8 cards for three mana just attacking with a butt naked Rafiq that happens to be unblocked.
Hunter's Prowess is a heavier version of the previous, with a sexy +3/+3 and trample. I hope you draw the Reliquary Tower.
Snake Umbra: Up to two cards per turn and protection from death.
Pull from Tomorrow: instant braingeiser, nuff said.
Fact or Fiction, Concentrate, Secrets of the Golden City: just flat card draw with a moderate cost, gotta keep the cards comming.
Rush of Knowledge an underated spell. will get you easily four or more cards.
And seven more cards that are cantrips.
Counters: Stubborn Denial, Swan Song, Arcane Denial, Disdainful Stroke as cheap counters. Faerie Trickery, Hinder because there are stuff that you just don't want to leave in a graveyard. This spells should be Dissipate and Void Shatter instead, It's in my "to do" list. Bant Charm one of the most versatile card in the game, the three options are good.
Blossoming Defense: protection/boost, Shelter: protection/evasion, Valorous Stance: Protection/removal.
Removals, if I'm not unblockable I will open a way myself!. My phylosophy with removals is "exiling matters" if I use a card slot in a deck in a removal, I want that thing gone for sure, gone forever and not triggering anything:
Bant Charm, Selesnya Charm, Crib Swap, Reality Shift, Curse of the Swine, Valorous Stance. Also Snakeform and Polymorphist's Jest get the job done against indestructible creatures. Provoke is a pet card of me, you gotta see their faces when you meddle in combat between opponents getting one or both of the creatures dead.With the naturalize effects I also want stuff exiled, too many gods and indestructible artifacts. Sylvan Reclamation, Return to Dust, Forsake the Worldly and then those that don't ecile but are too good not to use: Acidic Slime the ooze with deathtouch is quite unwelcomming for big attackers, Qasali Pridemage too on theme with the deck, Trygon Predator reusable naturalize and can destroy two each attack.
My decks are usually low on board wipes, they are boring because they set everyone back, you included. They are only a last resort for me, it works better for me removal of strategic targets but I still run three of them Cyclonic Rift as you, AEtherspouts set one player back to stone age and he'll become the punching bag of the table, Tragic Arrogance board wipe that you lets your main guy live and the worst creature of your opponents.
I have a card slot in the deck (I think I lost a card somewhere), one of the cards I may put is Cataclysmic Gearhulk
What I think you are doing wrong:
Yes, you land count is low, it is not 35 but even lower: Maze of Ith doesn't give you mana and Serra's Sanctum in your opening hand wont give you mana either. Then you have the three fetchlands that will take another land from the deck you may need to draw later. The moment you play first time Rafiq everybody will have have their hand overflowing with removals and there will be fewer targets more deserving of removal than him, it will take you forever to get back on your toes.
You lack awfully on card draw, you only have Rhystic Study, Betrayal, Enchantress's Presence, I you don't happen to draw one of them or they get detroyed, the deck will lag and you will lose. In a blue and green deck is a crime to be low on card draw, you need many cards to be sure you get to draw some of then and then they will call to each other, the more you draw the more draw cards you'll get to keep the drawing going. About ten to fifteen cards to draw is a nice number. If you put too many you will find yourself drawing only draw spells, not good either.Rhystic Study is a great card, works on its own and in the worst case slows your opponents, keep it.
Betrayal unless you find a card with a crazy ability that may get abused untapping several times, this card is a bit weak, It's better in a control deck that is already tapping the opponents' creatures.
Enchantress's Presence You have to make up your mind, is this an enchantress deck? because if it is you better be including all the enchantress (Argothian Enchantress, Femeref Enchantress,Mesa Enchantress and Verduran Enchantress) Eidolon of Blossoms, Kor Spiritdancer, Sram, Senior Edificer, and swap several of the cards for enchantments that do something similar (I.E. mana rocks for land auras like Wild Growth). Then you will have a decent card engine.
Eldrazi Conscription big flashy card that's more than Rafiq actually needs, it will be a dead card in your hand until you finally get some way to cheat it to the battlefield. You may at one point be able to cast it but you will run out of mana and expose yourself to removals. You could wait until you have 10 mana, but do you really want to? I would take it out of the deck unless I could consistently cheat it to the battlefield (like having Bruna as commander).
Flickerform Tried this card a lot of times, 90% of the times you won't have four mana available when you need it, that's a lot. also it gives nothing else to Rafiq.
Tooth and Nail: The same, you say you want to push voltron to the limits, but you can't help but including the nine mana cost spell that puts the combo in the battlefield.
The point of having a voltron commander is that he is the win condition.
Your deck want's to be too many things (a voltron deck, an enchantress deck, a control-combo deck), but at the end of the day is none. Try to focus on your game plan, you can't just fill a deck with good stuff and expect it to work consistently.
1 year ago
Could make this modern legal? Maybe better casual...
1 year ago
Quite honnestly, a couple of Fatal Push instead of Betrayal might help you against nasty creatures decks. And, if you do consider plaing the pushes, you might want to had Evolving Wilds or Terramorphic Expanse instead of darkwater catacombs.
Cheers for the unorthodox tribal!
1 year ago
How's it going, man? I am also fairly new to this site. Just finished uploading the last of my personal decks. I am a long time player of mtg however, and come here with 15+ years experience under my belt.
At first glance, I see two main issues. One is that you don't have enough draw power, and the second is that you literally have zero ways to protect your creatures. Here are the changes I would suggest:
-3 Abundance (Too mana intensive and does NOT count as card draw)
-3 Burgeoning (Doesn't flow well with the deck, imo)
-1 Hardened Scales (Only gives +1 counter/trigger)
-3 Spreading Seas (NO reason whatsoever for this to be in the deck, imo)
-2 Spellbook (Not enough constant draw to warrant)
-2 Venser's Journal (Not enough constant draw to warrant)
-2 Bloodspore Thrinax (Doesn't fit into the theme well enough)
-3 Champion of Lambholt (Costs too much mana, doesn't fit the theme)
-2 Island (New mana curve is not high enough to warrant 22 lands, imo)
+2 Horizon Chimera (Fits the theme, gives protection from flying threats)
+4 Cartouche of Knowledge (Fits the theme, added evasion offers a win con)
+4 Mizzium Skin (A must-have source of protection)
Overall these changes would add a bit more consistency to the deck by increasing your # of playsets. It would increase the amount of protection you have from "kill cards", since you were previously at zero. And I beleive at the end of the day it would increase your card draw, (fitting the theme of the deck). I hope these suggestions help, let me know what you think!
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