|Commander / EDH||Legal|
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|Ninth Edition (9ED)||Uncommon|
|Ninth Edition Foreign Black Border (9EDFBB)||Uncommon|
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Target player reveals three cards from his or her hand and you choose one of them. That player discards that card.
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3 hours ago
1 week ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
3 weeks ago
You have a point about not dying early. :) Though adding more 5 & 6 cmc demons isn't the way to go I don't think. Only problems I see are your curve is top heavy. More disruption/removal would help. Ring of Three Wishes and Whip of Erebos are a little too cute to be running in my opinion. Victim of Night, Fatal Push, Inquisition of Kozilek, Blackmail, or Funeral Charm are all viable early game plays.
If you really wanna go full on Liliana's Contract, I would narrow it down to 5-6 demons, maybe even adding something like Skirsdag High Priest to pump out Demon Tokens (They count towards the contract) to have an early board presence.
My creature base would be something like this:
3 Skirsdag High Priest
3 Wall of Souls or Gifted Aetherborn whichever suits your playstyle
4 Ammit Eternal
4 Desecration Demon
3 Ob Nixilis, the Fallen
4 Crypt Ghast
1 Indulgent Tormentor
From there you should have plenty of room to fit all of your ramp, removal/disruption and contracts.
1 month ago
Long week at work! I'd say the most important cards are Unburial Rites and Jin-Gitaxias, Core Augur. After that, Dark Deal, Increasing Confusion and Traumatize seem pretty important, though I'd also say, that anything powerful enough to shift a lot of cards from your library to your graveyard seems pretty vital.
I suggest 4xUnburial Rites, 4xJin-Gitaxias, Core Augur, 4xDark Deal, 4xIncreasing Confusion, and 2xTraumatize. That's 18 cards, many at a very high CMC. Along with 24 lands (and I think you should include 1xReliquary Tower in that 24), that's 42 cards. With the remaining 18 slots, I'd suggest sticking to 1 CMC spells as much as possible. Blackmail & Duress will be very helpful. I think Dark Petition might be the exception there, as it will make the deck more consistent at the cost of being 1 turn slower. If you feel like you've got to include any other cards over 2 CMC, I suggest only adding 1x. No matter how great the synergy might seem, if it's not part of the main wincon, it's likely to be a dead card in your hand, or at best only slow down opponents. And while it's nice to slow opponents down, it's always better to have the advantage, forcing a win, than it is preventing opponents from putting the final nail in your coffin.
This is all based on the idea that you want to cheat Jin out of your graveyard. I think you have nearly a whole other deck in Taxes-type cards. I suggest you shift those "choose" cards into a new deck, this time without Jin or any graveyard shenanigans.
1 month ago
Grubbernaut thanks a lot for the feedback! I really appreciate it. I'm looking forward to buy my 4xMutavault 4xUrborg, Tomb of Yawgmoth package. As for the Extirpate I am considering to add a couple of Necrogen Mists since Blackmail hasn't worked very well for me
1 month ago
Mutavault isn't terribly expensive and a big upgrade.
1 month ago
+1 for Gargoyle Tribal!
Just a thought,
Shrieking Grotesque. Since Darklit Gargoyle has a activated ability that you may use, you could benefit from a little hand disruption, too. If you dipped into Black, that gives you access to Duress, Inquisition of Kozilek and Blackmail as well as Utter End and Terminate. Thoughtseize if your budget allows.