|Commander / EDH||Legal|
Printings View all
|From the Vault: Realms (V12)||Mythic Rare|
|Champions of Kamigawa (CHK)||Rare|
Combos Browse all
Boseiju, Who Shelters All
Boseiju, Who Shelters All enters the battlefield tapped.
, Pay 2 life: Add to your mana pool. If that mana is spent on an instant or sorcery spell, that spell can't be countered by spells or abilities.
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Boseiju, Who Shelters All Discussion
1 week ago
Scapeshift w/ no Valakut, the Molten Pinnacle or a Hanweir Battlements? Also Harrow is a sweet card, I've found that playing that early sets up nicely for a turn 4 windgrace -3. Also, I feel like you already know this, but you really ought to get the 9 fetches for this deck, terramorphic/evo wilds and friends aren't even close to the same power.
I didn't see that much dredge shenanigans, maybe that isn't what you care about, but in terms of increasing power you could cut some of the worse MLD stuff for Life from the Loam Grisly Salvage and Golgari Grave-Troll
penultimately, Hour of Promise is dope. Tons of mana? Gets kessig and a haste land. Not enough mana? get ancient tomb and Temple of false gods. 5 mana is a lot but it's a pretty legit toolbox card in the deck with lotsa land shenanigans.
and now lastly, you deck seems weak to counterspells (I know mine is) and especially if your tryina blow up lands, those are the spells that usually get countered. So Boseiju, Who Shelters All or Vexing Shusher might be cards you want to consider.
2 weeks ago
shadowmage, I built a similar deck with a few Counterspells, but found that they were dead draws, I ended up pitching them to Riddlesmith or Quicksmith Genius far more often then casting them. There are only a few spells that I really care about resolving, and I usually end up drawing out counters with threatening targets like Paradox Engine, that seem to be awesome, but are only just helpful. For the final Wincon, I run Boseiju, Who Shelters All.
3 weeks ago
You're missing the core of a lands deck to play lots of lands with things like Azusa, Lost but Seeking, Exploration, Mina and Denn, Wildborn, Oracle of Mul Daya, Storm Cauldron, Wayward Swordtooth, and Burgeoning. Also, recursion from Crucible of Worlds, and more lands that sacrifice. These will be much stronger than the typical ramp cards you are playing like Birds of Paradise and Sylvan Caryatid and Chromatic Lantern.
Rather than all the mana doubling effects that help your opponents, just play Mana Reflection and Vorinclex, Voice of Hunger. Mirari and Wort, the Raidmother can help copy spells. You might as well add in some good removal like Decimate, Windgrace's Judgment, and Lavalanche to copy. You might have too many spells that just copy spells though.
I would cut Doubling Season and all the planeswalkers since they don't contribute much to that strategy.
4 weeks ago
1 month ago
1 month ago
OK, consider the following changes. Obviously you'll need to consider the budget you want to keep with this deck. I'm looking at options to bring up the kill speed for this deck.
If you really want to hit hard and hit fast, then you need not worry about you own life total early in the game.
I know what you're going for in this deck and I think you should look at this dekc from a different perspective.
I'm not talking about play styles. I'm working with your aggressive beatdown style.
I'm talking about shifting strategies in mid-game.
In the early game you go all-out and hit as hard and fast as possible. Get the kill by turn 4 or 5.
Once you've taken out the primary threat, you shift strategies. Change your approach and work on recovery and defense, shift to a midrange gameplay.
Ditch that crappy Putrefax. The "sacrifice at the end step" is too much of a hinderance for 5 mana. It it were cheaper, maybe, but nope it is just crap.
I really like Elesh Norn, Grand Cenobite but the mana cost is too high for the early game. Not sure on this one.
I also think you should reconsider keeping the Lost Leonin since he's cheap and hits the field early. He's also a great pump target.
Better infect creatures:
Relic Putrescence - screw your mana rock.
Skithiryx, the Blight Dragon
Pump for the kill:
Invigorate - Because we don't care what their life total is.
Tainted Strike - Surprise!
Snake Cult Initiation - 3 poison counters at once.
Giant Growth, Mutagenic Growth, Titanic Growth, Might of Old Krosa - The classic pump tactic.
Let's consider toolbox utility cards:
Azorius Guildmage - Because screw your activated ability. Counter a planeswalker ability and watch the looks on their face.
Simic Guildmage - Imagine moving the Rancor or Phyresis after blockers have been declared but before the damage phase.
Prowling Serpopard - Nope, I'm gonna get my creatures.
Melira, Sylvok Outcast - Make the game one-sided.
Lightning Greaves - An additional set of Swiftfoot Boots. Yeah, I know shroud means that you can't pump, but there are ways around that.
Unburial Rites - Here it comes again.
Virulent Wound - Poison and removal.
Pistus Strike - Poison and removal.
There are some -1/-1 counters decks based around Hapatra or Atraxa. Since the infect creatures deal combat damage as whither, we can use that to our advantage.
Hapatra, Vizier of Poisons - Put those -1 counters on opponent's creatures to work making tokens.
Phyrexian Hydra - This gets just stupid with Hapatra, Vizier of Poisons.
Lands you may have missed:
I know we've talked about this in the past, but I think you should really consider getting the shock lands. A quick check of the card prices on TCGPlayer puts the shocks at about @10-15 each. Totally worth it.
Gavony Township - Proliferate!
Vault of the Archangel - Need to stay in the game a bit longer.
Boseiju, Who Shelters All - Screw your counterspell.
1 month ago
First lets work on the mana base, that's black's strongest power...
Urborg, Tomb of Yawgmoth, Cabal Coffers, Vesuva, Thespian's Stage and Deserted Temple are your best friends. Urborg makes everything a swamp and cabal coffers, unlike cabal stronghold gives u for every swamp you control, not basic swamp. Vesuva and thespians stage copy urborg or any land you want. Deserted temple untaps cabal coffers and stronghold.
other potential, but not necessary additions can include the following...
Expedition Map to find your lands.
You DESPERATELY need artifact/enchantment removal. This can be done through All Is Dust, Ugin, the Spirit Dragon, Karn Liberated, Nevinyrral's Disk, Oblivion Stone, Scour from Existence Ratchet Bomb and Spine of Ish Sah.
Bonus point: Spine + Trading Post = Repeatable removal. Trading post can help you discard horrible cards you got with erebos to gain life to draw more cards, discard a creature to reanimate later. Creature a chump blocker. Artifact recursion and sac outlet for both creatures and artifacts so they dont get exiled.
Mind Twist - Best discard spell imo
Imp's Mischief - SUPER UTILITY. Redirect's counterspells to imp's mischief to save your torment of hailfire you spent 20 mana into. Redirect some extra turn spells that target, redirect path....and best of all no one expects it from the black player.
Blue players/instant speed interaction giving you issues? Add Mana Web with urborg to make them tap out always (unless they have rocks or dorks).
A funny idea could be to add Soul Conduit or Mirror Universe to switch life totals since black operates out of life loss. If you add Necropotence (or rather when you do), you can bring yourself to one life and switch with your opponent. Necropotence also has high synergy with vensers journal. Pay life, draw cards, gain life draw cards... necro can be used for redundancy with ur commander in case someone uses nevermore or declaration of naught.
Hero's Downfall for PW removal.
Alhammarret's Archive - For extra card draw.
Thats enough for now. Proxy whatever you cant buy or want to try out. I have several ideas for cuts if you're interested. Cheers!
1 month ago
great primer... Upvoted +1 btw it would be nice to see a turn by turn description of those 2 games in the event report.