|Commander / EDH||Legal|
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|Fifth Dawn (5DN)||Uncommon|
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Tap, Sacrifice a creature: Blasting Station deals 1 damage to target creature or player.
Whenever a creature enters the battlefield, you may untap Blasting Station.
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Blasting Station Discussion
4 hours ago
Only would work if you have a free sac outlet in play. Anyone would work, Ashnod's Altar , Phyrexian Altar , Goblin Bombardment , Blasting Station , Viscera Seer , or any other permanent that let's you sacrifice creatures for free.
Both would enter play. "Mike" and a 1/1 ballista with no counters.
Sacrifice the ballista, it reanimates, blast something for 1, repeat till done.
1 week ago
Oh, you could also use Vela the Night-Clad or Blasting Station (infinite combo with Summoning Station , if you'd like that, as well!) as blink win-cons if you don't want to clog things up with too many X spells and get some splash value for blinking other things. Same goes for Soul Warden variants.
2 weeks ago
Thanks for taking a look at it! Hopefully it was helpful.
Ugh...no you're completely right. Thanks for catching that. Add any free sac outlet to those, and they'll be able to bring Triskelion back, though using Blasting Station as your sac outlet makes it redundant. I'll upgrade the list to reflect that.
2 weeks ago
I'm currently without a playgroup at the moment, unfortunately, since I moved states a couple years ago. However in my old playgroup this wouldn't be as big of a problem as it would be in more competitive pods. Either way unless someone counters Ghave, this deck wins more often than not as soon as he hits the field.
If you're worried about him being a big target, there are plenty of ways for the deck to go off without him. There are currently 75 possible combinations of cards using persist creatures that go infinite (Going through this made me realize I really need to update my Full Combo list, so thanks!). We can use any of 5 cards to combo with a persist creature and a sac outlet. These are:
We have three persist creatures to choose from (though you can add more if you want to focus on this strategy):
5 x 3 = 15. That's 15 combinations with any sac outlet. The sac outlets we have available are:
15 x 5 = 75. That gives us 75 possible combinations to reach infinite without Ghave. I didn't include Evolutionary Leap in the equation merely because the sac outlet isn't free. It's kind of a pseudo-Ghave with some possible tutor ability.
It's worth noting that only Blasting Station wins you the game on the spot out of these combos. Otherwise you'll need a Blood Artist effect for the win. However any of the persist creatures give us useful abilities, though Puppeteer Clique is generally more useful in long games with full graveyards. Likely if your group is competitive you won't get that far. He can be replaced with lower cmc creatures like Safehold Elite for instance if you just care about infinite death triggers. However Woodfall Primus can lock out the game by destroying all lands if you want to go that route.
Not to mention we also have our recursion combo using any of Karmic Guide/Reveillark/Saffi Eriksdotter. There are 3 combinations of using any 2 of these creatures and 5 free sac outlets. This gives us 15 combinations, 3 of which win on the spot with Blasting Station. For the other 12, we can add Blood Artist or Zulaport Cutthroat for the win. 12 x 2 = 24. Add Triskelion with any 2 of our recursion creatures for 3 more ways to win. 3 + 24 + 3 = 30 possible routes to win the game from these cards alone.
All in all the deck can work just fine without Ghave provided you know what to tutor for. The way I see it, there are two methods for reaching a game winning combo.
- Be fast and resilient. This is the route I've chosen. There are so many different ways to make a combo that a little disruption doesn't phase us. Obviously I still need to work on my land base to make it faster for this strategy to work consistently for cEDH. Otherwise in more casual groups I can just durdle around and win whenever I want.
- Utilize control. Cut down on the number of combos in the deck and focus on a select few that will win you the game. Use a combination of tutors to draw your combos and control to maintain your boardstate and prevent others from winning until you can play a game winning combo. For this I would go for straight up infinite damage or life drain from continuous sac outlets and forgo the infinite mana/tokens approach. If you feel this is what you need for your meta then go for it. It still works really well, though obviously I prefer the resiliency approach.
Hopefully that answered your question. If not let me know, and I'll be happy to discuss!
I used to have Utopia Mycon in the deck, but it got cut for Phyrexian Altar which is objectively better. Yes you can search Mycon with Hulk who can't get the Altar, but if you're sac'ing Hulk to pull them out, you don't really need the fungus in the first place. Viscera Seer and Carrion Feeder can be brought out with Hulk and aren't restricted to sacrificing just saprolings. I'm not sure Metallic Mimic combos enough with other cards in the deck to merit a spot with Mycon, but it's certainly an approach that can work in other builds.
3 weeks ago
Jory476, thanks for the suggestions. I was wondering about Angel's Trumpet. It does help to ramp me up with Darien on the field, but with all of the utility creatures I run, I'm not sure when I would find a good time to play it. Having Reconnaissance on the board would help, I guess. And giving the entire table vigilance is a bit troublesome.
I'm on the fence with Divine Visitation. I have a copy, and had it in this list, but have made so many changes without getting to playtest most of them. I very likely may put it back in, especially if resolving the Blasting Station combo just feels icky, which does seem somewhat likely.
4 weeks ago
1 month ago
As for mass removal, I would think of All Is Dust. The cost of 7 mana shouldn't be too much here and as a bonus it won't affect any of your board (except you manage to steal anything from your opponents).
If you don't have a targeting removal (for creatures, I suppose), make yourself one: Combine Basilisk Collar + Walking Ballista , ending with an instant speed one-shot creature removal, which you can bulk up if you got any spare mana.
Do you like endless combos or are they some kind of no-go in your playgroup?
If not somehow "forbidden", try Basalt Monolith + Rings of Brighthearth , giving you an endless supply of your only needed "color" of mana. And thinking of Walking Ballista again, that can shoot players as well, you may find yourself in a game situation, where you can end every game at any time and at your will.
The endless mana thing works well with Myr Matrix, too, providing you with any needed amount of non-flying blockers or a strike force of tiny little fellas to end a game. You may also feed your Mry tokens to Kuldotha Forgemaster for some tutoring (maybe a Darksteel Forge, to protect your own board against your own Oblivion Stone), an Altar of Dementia for an alternate win condition (if for any reasons you can't overwhealm your opponent with the thousands of Myr you can create - Moat or anything like that), a Carnage Altar for some extra carddraw or even a Blasting Station.
And as ThoAlmighty already said, Not of This World could be a nice addon.
1 month ago
I will try to give suggestions on cutting cards from your deck, oh man it won't be easy:
About Apprentice Necromancer - Faerie Macabre (and other powerful GY hate spells) is a nasty thing, without a doubt, for a deck which uses graveyard for all those engines, chains and piles. But if you play reanimator deck in GY hate heavy meta, then you should be ready for things like that, and play around it. The resolution of Apprentice Necromancer ability can be disrupted (like almost any other spell/ability), but when it will resolve, you will be glad that you have him in the deck. So, what to cut? I would easily cut Reclamation Sage for Apprentice, cuz I think that Sage is really slow as an answer in fast combo decks and hurts more when you fetch it with Ad Nauseam. Another option, and maybe it will surprise you, but I would consider cutting Birthing Pod. I think its pretty slow and situational. And I don't see any chains with it, that can untap it for repeatable activations, or maybe I just don't see it. In case you don't want to lose the sac outlet, consider using Blasting Station instead, it fulfils the same role, and if you crack Hulk with it and go for your Renegade Rallier + Saffi Eriksdotter line, you will win on the spot.
Hope of Ghirapur/Blood Pet - candidates for cut: I agree with you about Krosan Grip, I would definitely cut it, but maybe you should leave this cut for Assassin's Trophy? Autumn's Veil is another card that I would cut for Hope or BPet.
Mana Vault - cutting lands is a painful process. To determine whether it is worth it or not is possible only in the process of many tests, so go ahead and try.
Culling the Weak - how about to cut Angel's Grace? Just try to remember how often you had to cast this spell? Whether it was always helpful sitting in your hand, and how often you used a tutor to fetch it?
Well, I ran out of ideas. Hope all this will help to make some decisions.