|Commander / EDH||Legal|
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|Battle for Zendikar||Uncommon|
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Breaker of Armies
Creature — Eldrazi
All creatures able to block Breaker of Armies do so.
Price & Acquistion Set Price Alerts
Breaker of Armies Discussion
3 weeks ago
I would recommend swapping some of the Forest lands for Eldrazi Temple for the extra ramp towards the larger Eldrazi creatures. From Beyond and Call of the Scions can also help with the mana ramp/defense ability of the deck by adding in additional Eldrazi Scions to the board, which in turn can be sacrificed for mana. Also Conduit of Ruin is a decent addition as a lower cost Eldrazi that can be extremely efficient as a large creature fetch, while reducing the mana cost by 2 for the first creature played each of your turns. You can always toss in a few Wastes as basic lands and utilize Ruin in Their Wake for extra mana to the board.
3 weeks ago
-All your creatures are forced to attack, your opponent blocks with the Wall and gets to exile one, which can break your lock.
-The Tyrant can swing at you either unblockably or through your tapped creatures and steal all your artifacts, some of which are lock pieces.
-Sheoldred and Meren have triggered abilities that rez things from the graveyard, such as Ixidron (but Meren has to have generated at least one counter to be proliferated through Atraxa, Praetors' Voice for example).
-While your opponent cannot ultimate their walkers since you can Pithing Needle them once you go off,but if these are preexisting, there's nothing you can do about them. There's no way around this other than starting the game over with Karn Liberated, so I wouldn't worry too much about them.
-If this untaps, it can drop "banlisted" cards onto the battlefield.
So those are a few ideas I have for banlist additions. Also, I named my note page for this project Breaker of Armies just for lolz :3
3 weeks ago
Here are some cards that I might immediately cut:
Academy Elite, Aeon Chronicler, Bloodbraid Elf, Bogardan Hellkite, Breaker of Armies, Dragon Mage, Flameblast Dragon, Hamletback Goliath, Hermit of the Natterknolls Flip, Horizon Chimera, Hypersonic Dragon, Inkwell Leviathan, Jin-Gitaxias, Core Augur, Keranos, God of Storms, Kruphix, God of Horizons, Lorescale Coatl, Magus of the Future, Melek, Izzet Paragon, Memnarch, Mindwrack Liege, Murkfiend Liege, Niv-Mizzet, the Firemind, Nylea, God of the Hunt, Psychosis Crawler, Purphoros, God of the Forge, Quicksilver Gargantuan, Rishkar, Peema Renegade, Scute Mob, Servant of the Conduit, Shipbreaker Kraken, Simic Sky Swallower, Somberwald Stag, Spellbreaker Behemoth, Spellheart Chimera, Surrak Dragonclaw, Talrand, Sky Summoner, Thassa, God of the Sea, Thromok the Insatiable, Tireless Tracker, Verdant Force, Vexing Shusher, Wall of Blossoms, Whisperwood Elemental, Wistful Selkie, Xenagos, God of Revels, Clan Defiance, Crater's Claws, Devastation Tide, Minds Aglow, Mizzix's Mastery, Reforge the Soul, Release the Gremlins, Seismic Stomp, Shamanic Revelation, Sylvan Scrying, Traverse the Ulvenwald, Unexpected Results, Urban Evolution, Volcanic Vision, Wheel of Fate, Arcane Denial, Clip Wings, Counterflux, Counterspell, Cyclonic Rift, Desertion, Disallow, Disdainful Stroke, Evacuation, Heroic Intervention, Insidious Will, Krosan Grip, Naturalize, Negate, Plasm Capture, Sulfurous Blast, Trap Essence, Turn Aside, Unsubstantiate, Visions of Beyond, Void Shatter, Voidslime, and TBH there are simply too many things to cut to list them all because my fingers are getting tired. I'd cut most of your planeswalkers, most of your non-ramp artifacts, and most of your enchantments.
My primary piece of advice here is that 1) You really should choose to prioritize abusing creatures OR spells, not both, because there are simply too few slots, and 2) you want your spells/creatures to do things in multiples. You don't need too much draw here because your mana is tied up doubling splashy spells, but you need a heck of a lot of mana ramp to keep up.
I don't mean to sound curt, sorry :( Hope this was at least a bit helpful! I agree with Lilbrudder that it's simply too many cards to reasonably cut down, and that you should take a little time and find a focus for the deck.
1 month ago
Interesting, I like your budget approach...but trying to keep cards under 30 cents is tough haha. Also, I think this deck may struggle to do enough damage in a commander game as ping effects generally don't do much in the format unless Vhati il-Dal is involved.
However, here are some suggestions I found. Stab Wound would be a good additional creature shrinker (for later ping-ing) and incremental life loss.
Since you run a lot of enchantments which punish opponents for blocking, the "Provoke" mechanic may interest you. Cards like Crested Craghorn or Goblin Grappler are options if you can keep them alive (sadly provoke is mainly a green mechanic). Breaker of Armies and Nemesis Mask also have similar effects.
Or you could look for further tap/untap permanents type cards. Endbringer is an option though it would require some more colorless mana (Wastes are cheap), it also is 50 cents. Goblin Archaeologist could provide more artifact removal. Puppet Strings will alow you to tap or untap at will.
I think your deck may want some sort of reanimation to it as that is what black does best, and I suspect your little guys will die rather frequently. Phyrexian Reclamation would be a nice addition to provide a pit of reanimation though it is 50 cents. Betrayal of Flesh doubles as removal and reanimation at instant speed.
Curse of Death's Hold would make pinging stuff to death easier, but again, it is 50 cents.
1 month ago
Hey man! Sure, I'd love to help. Not sure how on budget are you, and since you have some pretty darn expensive cards I'll make sugestions based on that. If it just happens that you had the cards from before and don't have too much to spend, just tell me and I'll give another options.
Well, I'd start by adding more lands. Always play Between 35 and 40 lands in your deck, unless it's an mono G elf deck that can go lower, or a deck that want lots of lands like Tasigur, Gitrog Monster or Omnath RG. Steam Vents, Watery Grave, Blood Crypt, Badlands, Underground Sea, Volcanic Island. Fetchlands would be perfect Polluted Delta, Bloodstained Mire, Scalding Tarn, Misty Rainforest, Marsh Flats. Check lands, Filter lands and Painlands. Urborg, Tomb of Yawgmoth, High Market, Academy Ruins and Tolaria West as utility. Prioritice on lands that come into play untapped.
I usually don't consider cards like Phyrexian Altar or Cathodion as a ramp because it's not going to ramp you over the curve. I consider them as combo piece or sac outlet. That being said, add more ramp like the signets, Mana Vault, Mox Diamond and Chrome Mox for fast mana. Expedition Map would be awesome to grab that beautiful Mishra's Workshop.
As for the combos, the first thing is Nim Deathmantle and Ashnod's Altar. Those two can go infinite with TONS of cards, like your Wurmcoil Engine: Sac wurmcoil to add 2 mana, triggers on the mantle and the wurm dying. Put the tokens onto the battlefield, then sac one of them for 2 mana (now you have 4 mana in your mana pool). Use the mana to reanimate Wurmcoil with the mantle. Repeat again for infinite tokens (with deathtouch?), and since you have infinite tokens, you also have infinite colorless mana. This works with any creature that enters or leaves the battlefield with two or more tokens. It also works for infinite mana with your Cathodion. These combos with your Disciple of the Vault win immediately, although I prefer Blood Artist because he helps you to stop other players that wants to go infinite sacrificing creatures. Krark-Clan Ironworks is also a good sac outlet that gives you mana.
Triskelion goes always side by side with Mikaeus, the Unhallowed. Remove one counter to ping for 1 to your opp. Remove the other two to shoot Triskelion itself. It dies with no counters in it so Mikaeus brings it back now with 4 counters. Hit your opponent for 2, then hit Triskellion for 2, repeat for the win.
A combo deck loves to have tutors to win fast. Keep in the Forgemaster and the Transmute, and add Tezzeret the Seeker , Demonic Tutor, Fabricate, Whir of Invention, Arcum Dagsson, and the mages pack Trinket Mage, Trophy Mage and Treasure Mage.
For the controling part, this deck needs more actual control and removal. Damnation, Toxic Deluge, Blasphemous Act, Vandalblast, Counterspell, Counterflux, Force of Will, Pact of Negation, Slaughter Pact.
As for what to take out, there are a lot of cards I see there that don't do much for the strategy but this is up to you. My suggestions on what to take out would be: Golem Artisan, Hellkite Igniter, Hellkite Tyrant, March of the Machines (unless you put the Mycosynth Lattice to land lock your opponents xD), Breaker of Armies, Conqueror's Flail, Silent Arbiter, Library of Leng, Genesis Chamber, Gravepurge, Moltensteel Dragon, Clone Shell, Bearer of the Heavens, Burn from Within.
Man, that was a wall of text xD tell me if you have any questions.
1 month ago
I would drop one Mist Intruder and one Eldrazi Skyspawner. I would replace them with two copies of Adverse Conditions. You only have one creatures whose CMC is 7, and that is Bane of Bala Ged, so having 2 Conduit of Ruin seems a little strange. Even though it would casting your other eldrazi cheaper, the issue is that you would have a majority of them on the field since their CMC is less than Conduit's. However, if you want to keep the Conduit of Ruin, you can replace the Blight Herder with 2 Desolation Twin or Breaker of Armies. Hope that helps!
1 month ago
First of all, I would either cut Ruric Thar or cut a few noncreature spells, since his ability applies to everyone, and all it takes to bring someone down from 40 to 0 is 7 noncreatures.
I would cut Vexing Shusher and replace it with Spellbreaker Behemoth.
Malignus makes for a very nice early game threat and beater as well.
You can find my Xenagos deck here. Who knows, you may find some cards you like!