|Commander / EDH||Legal|
Printings View all
|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Ultimate Masters (UMA)||Mythic Rare|
|Modern Masters 2015 Edition (MM2)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
Tribal Enchantment — Faerie
At the beginning of your upkeep, you lose 1 life and create a 1/1 black Faerie Rogue creature token with flying.
|Have (2)||, Mortiferus_Rosa|
|Want (13)||AngryDrosophila , Timedrqgon , Flamadiddle , Anr2016 , olivo426 , dx000123 , sinfolife , Daddy1ong1egs13 , silverleinad , , Entens , ilabbe , Halbrech|
1 day ago
Slivortal, another "free" spell worth considering is Priest of Gix . Though not as good as the 0cmc creatures because it requires you have mana open to cast it, it does have the added benefit of converting into . It's just a shame it's a human; looping it with Mikaeus would be sick.
I actually hadn't been thinking about using Carnifex Demon strictly to cancel Mikaeus, the Unhallowed 's counters; I'd been thinking to make a one-sided wipe. As I was typing that comment out, I remembered Mikaeus didn't grant undying to himself, thus was vulnerable to Carnifex counters. I want to use Hex Parasite in the deck anyway, both for flavor and mechanical reasons (nuke opponents' creatures while keeping mine around and making a massive Parasite to boot), so it seemed a logical way to keep Mikaeus up and running.
Thank you for spelling out the infinite combo to me. I was very short on sleep when I read your deck's description, so I couldn't really grasp what I was reading at that point in time. When first brainstorming for this deck, my first instinct was to go all in on the -1/-1 counter theme, including perhaps wither and infect, and I failed to notice how sweet Yawgmoth truly is. What's fun is that I was already considering some of the other elements of the combo for the deck ( Myr Sire , Rotlung Reanimator ). I also really like the idea of Archfiend of Ifnir , as it plays nicely with Yawgmoth's second ability, and spreads infection to my opponents.
My build will likely end up much less streamlined than yours, due to the fact that I want a heavy focus on flavor. For instance, while I'm sure there's nothing saying faeries can't seek compleation, I'll probably skip Bitterblossom because, while mechanically it's a strong fit, it just doesn't scream Phyrexia to me (the fact I don't own a copy is further deterrence, lol). I'll also be more inclined to use infect, which is rather surprising, given how much I usually dislike playing against infect decks... but a Phyrexian theme deck without at least Glistening Oil or Phyresis strikes me as lacking. Whether or not I try for a poison counter win remains to be seen, though.
Currently I'm looking at a list of 250+ cards; I spent last weekend moving and hadn't had time at all this week to tinker with my build. Once I get a chance to cull unnecessary jank and get to something a little more reasonable I'll link it and see what you think.
3 days ago
Super flavorful as always. If your playgroup allows for proxies, have you considered Bitterblossom ? Gorgeous card, and will really help out all your Faerie synergies.
4 days ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.
1 week ago
I mean the big wincons would be infect either by cheating out Blightsteel Colossus or proliferating one of the other sources. Or you could ult any of the Lilis. Otherwise I kind of was going for an Arisocrats good stuff deck with a Phyrexian theme where possible, which explains some inclusions like Gate to Phyrexia .
You get some decent token generation with things like Bitterblossom , Ophiomancer or Weaponcraft Enthusiast . Having these tokens helps since I went low on the land count accidentally, so you can sac them to your Phyrexian Tower or Ashnod's Altar . Other ways of getting mana include Astral Cornucopia and Bottomless Vault both of which take advantage of Yawgmoth's proliferate to get you more mana.
Some cards like Phyrexian Dreadnought and Phyrexian Soulgorger are more for flavor, but also can provide some sac outlets to get off death triggers. So despite the price of some of the cards it's likely not ideal, but in my playtests so far it's been pretty fun.
1 week ago
Why are playing blue? Shadow of doubt can be cast with just black, and two opts is not worth a splash that messes up your mana that much. I would either lean into the splash more, or replace those cards and rework the mana to be straight BW. You only have one piece of gaveyard hate and 4 pieces of removal, which is low for a midrange deck, but you only have 4 threats you can cast before turn 3, which is too low for aggro. I would pick a direction and run with it. Maybe test Bitterblossom if you're going long or angler if you're looking for faster, and I would definitely include some Path to Exile s. Finally, I think Mox Tantalite is way too slow for a deck with a cmc of 2, because the earliest you will see it is turn 4, where it would be just as good as just having an extra land since your land count is low enough that you probably missed one of your land drops. I like the ideas, I'm just confused by some of the choices right now.
1 week ago
If you intentionally don't use Primal Surge to the maximum capabilities, you are not min-maxing your deck. Without diving into more technical applications of card advantage, resource cost, opportunity cost, and speed that factor into format defining competitive decks, we can refute your min-max shenanigans with that one little argument alone. You are also spending the maximum amount of mana to get the effect, instead of cheating to cast Primal Surge somehow, which doesn't mean you're getting the minimum either. You're getting a maximum-mediocre, which is a lot different than a minimum-maximum. You haven't even minimized the number of non-permanent spells, because that would be 0 and that's definitely something you could do. facepalm again
Having the opinion that one card wincons are boring doesn't make much difference to how effective they are. Also Coalition Victory is banned because of the ease of Prismatic Omen with a 5 color commander, not because its a one card wincon (which its not, it requires at least 1 creature and 1 land that makes 3 cards, not even counting the cards required to cast the spell in the first place), the other reason being it wins on resolve instead of requiring an upkeep (creates no drama on the board, kaput game is over). A better example of a one-card wincon would be Felidar Sovereign , which is legal, but you do have to get it into play somehow, which would require some amount of cards to get the mana. Even if you do find 1 card win cons boring, you're openly stating you wouldn't run an optimal card to win. Once again, definitely not min-maxing.
Sandwurm Convergence is a bad card dude. It costs 8 mana to give you a creature every turn and negate some attacks. When the format has all kinds of legal 1 and 2 mana cost tutors, and even more 2, 3, and 4 mana cost ways to win, 8 mana for a pillowfort card that doesn't guarantee immunity is not good. Its not even good in a format like standard or modern either, due to the high mana cost. Compare to Bitterblossom .
- Turn 2, you play BB
- Turn 3, you get first token (and 1 every turn after)
- Turn 4, you swing with 1 attacker for 1 damage dealt
- Turn 4, you swing with 2 attackers for 3 damage dealt
- Turn 5, you swing with 3 attackers for 6 damage dealt
- Turn 6, you swing with 4 attackers for 10 damage dealt
- Turn 7, you swing with 5 attackers for 15 damage dealt
- Turn 8, you swing with 6 attackers for 21 damage dealt
By the time you get to play Sandwurm Convergence, Bitterblossom has already dealt 21 damage. Sure, the 5/5 tokens are bigger and nice, but you get them faaaaaaaaar later than you get the BB tokens. This is part of the reason things with lower CMC are so much better. Speed is very important in MTG.
From a pillowfort perspective, Sandwurm Convergence still doesn't make sense. You even run Solitary Confinement but don't understand why that's such a better card than this one. If you play Idyllic Tutor into Solitary Confinement, you've spent 2 less mana and you STILL get a better effect. Even when these two abiliites of token creation and pillowfort are stapled together, the card just isn't worth the CMC.
The same idea goes for Phyrexian Arena and Honden of Seeing Winds . By turn 5 when you could play Honden, you've already drawn 2 cards with Arena. This is also why Dark Confidant is so expensive and is worlds ahead of Phyrexian Arena , even though it will usually cost you even more life. Having also lower CMC means you can also do multiple things. On turn 4, if you draw a Dark Confidant you can play it while also holding a Counterspell . The same is not true for Phyrexian Arena .
But what about multiple draws from multiple Hondens? That requires a greater number of cards from hand/deck and a waaaaay larger investment in mana. For 4 cards and 17 mana, there are all kinds of way better things you can do. I'd rather just play Mind Unbound and save the 3 other slots, even though that is also a bad card.
Counterbalance is a much better option than any of the other counter enchantments you're running. Unfortunately, you have 0 topdeck manipulation, so you're basically just crossing your fingers and hoping it works.
Relying on Sterling Grove or Privileged Position to protect you from Hive Mind is absurd when you run almost no tutors and very mediocre draw. When are you going to have both these out? If just one of them is out, it gets nuked first by removal, then the rest of your board follows suit. Hive Mind is bad the same way Mind's Dilation is bad, don't rely on your opponents to have certain cards in their decks to win for you.
You rely on about 3 different cards to win, none of them are even close to fast, and you have no way to reliably get them to hand or get them from the command zone. Even in battlecruiser casual EDH, most decks win or create a game winning board state by turn 10. Your game plan is topdeck well or lose. You need to get some better win conditions, or you're going to be losing a lot of games against anyone who has been playing longer than six months. I really don't know why you're writing a primer for a casual mish-mash of 99 cards either, you aren't doing much education on your card choices and I can see no reason someone would run this build over another K&T build. You aren't running optimal card choices, from your lands, to your ramp, to your draw, to your win cons, to your removal, to your pillowfort. This list is just another enchantress list stapled to K&T with almost no wincons and with a sub-optimal Primal Surge package stapled on that doesn't even guarantee a win on resolving.
1 week ago
An aristocrats deck needs free/cheap sac outlets! Some to consider:
Also, tokens make good sac fodder:
1 week ago
No Bitterblossom ? Its great with contamination.
I love this list though. This list is what my list is trying to aspire to be. Hopefully for a cheaper price however
Heres my list if you want to check it out and tell me what you think
Bitterblossom occurrence in decks from the last year
All decks: 0.09%
All decks: 0.24%
Commander / EDH:
All decks: 0.03%
WB (Orzhov): 0.42%