Whenever a creature attacks, Caltrops deals 1 damage to it.
Printings View all
|Seventh Edition (7ED)||Uncommon|
|Urza's Destiny (UDS)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Caltrops occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
2 months ago
I have Caltrops and Death Pits of Rath, so if I attack my creature dies. Do I get my opponents Coveted Jewel? Or at this point, would the declare block step not happen, as my creature is no longer there to be blocked? Unfortunately, I feel it is the second option
6 months ago
Funny you mention that I do put a Caltrops in here sometimes, just not in the current iteration of the deck. Agreed though it's a great combo.
6 months ago
7 months ago
I like Shamanic Revelation , but I'd consider Rishkar's Expertise , as well. Good draw, and likely to put a big fatty on the board, too. Cards like Caltrops and Pyrohemia are great for enrage triggers, and another budget option is Task Mage Assembly .
Love the infinite combo, too.
8 months ago
Hi y'all! So I've decided to retire/melt my Breya deck which is chuck full of infinite combos and most artifact goodstuff like Arcum Dagsson , Master Transmuter , Ethersworn Canonist ECT. Despite the land base being fine (few basics, only shard etb tapped lands) color fixing can still be an issue in a 4 color deck. I run exclusively combo decks for the most part so a slight change from that would be nice but not required. I also wouldn't mind sticking with an artifact theme as I already likely own the main pieces. Still like to keep it on the more budget friendlier side.
The ideas I had:
Jhoira, Weatherlight Captain : still on theme, still combo. But only dual colored instead of 4. There's the cheeri0s glass cannon version but I havent found a more value centric deck that works better.
Sydri, Galvanic Genius : drops a color and still on theme. This one is more mana intensive than Breya was most likely but the neat little interactions seem amusing like with Caltrops or turning a mana rock into a deathtrap.
Arcum Dagsson : mono colored but way too much hate will be drawn. Missing some non budget pieces that would make him shine (and less of a budget is available as not much would be melted). Same applies to Urza.
Feather, the Redeemed : seems amusing but wouldnt be geared towards voltron as much due in part of my previous experience with Karlov and Rafiq. But I do miss my Zada deck which this is reminiscent of that I dismantled for Purphoros. It would also be my only spellslinger oriented deck. Own most the cards too as a plus.
1 year ago
Fr0sty11 So first of all, I'd like to mention that I really haven't done much with this decklist for a couple years. I pretty much bought every card in this deck with a budget of under $5, but the meta seems to have changed enough to increase the price of some cards.
I haven't been playing the deck recently because I've moved on to some other decks that I enjoy, but from my previous experiences, I've found that this archetype can morph to more playgroups than you'd think, you just need to think about the long game. That being said, I think this deck definitely fits in the 60-75% range in terms of meta. Anyways, let me clear some things up:
The deck can play to multiple different archetypes: Control, Group Hug, Mill and Pillow Fort are the biggest ones. A big thing to keep in mind with this is that depending on your specific playgroup, you'll probably want to tune the deck to suit the problems that you are facing. Personally I don't play against many enchantment wipes. Have problems with board wipes? Try tossing in Faith's Reward or other redundancies such as ways to give your stuff indestructible. Counterspells also work.
Your opponents will remember your past games, and they will try to avoid past mistakes. A big thing about this deck is attitude. If you come in saying "Hey I'm gonna mill y'all", people are going to be wary of your generosity in letting them draw cards for example. They might also take your offerings as threats, undermining your biggest way to protect yourself. In general, you HAVE to run this deck as a group hug deck, and swing the game into your favour once the game is close to an end and you can get people to root for you. The best way to get to this win condition by playing as a group hug deck is to swap in cards that subtly work well for you while benefitting everyone as a whole. A good example of this is Collective Voyage , which gives everyone lands, but it also might get you a lethal Strength of Cedars or enough mana for an insta-mill.
An addition to the previous point, if you want to win multiple games in a row, you're going to need to find a different angle each time, otherwise you're going to attract unnecessary attention; If, for example, you won one game by pumping up Walking Archive , people are going to be afraid if you play that card again, so consider trying to look for counterspells and play something like Forced Fruition instead on your next game, allowing you to lead your opponents into a trap, or go a completely different angle, either winning through politics or again playing an angle like Strength of Cedars .
Don't feel bad if you have a losing streak, the deck is mainly focused around making the game wacky, and other people aren't going to have fun if you're winning too much. While winning is the goal, it's not what you should exactly aim for for the majority of the game, since I really made this deck just to see what crazy shenanigans could happen.
My playgroup tended to play nice with politics when I made this deck, but if your playgroup is different, you may want to add more ways to discourage your opponents from attacking you. Caltrops is a good example, or any other pillow fort card (I tried to avoid these), and if you find that there is just too much in play, try something like Portcullis instead.
There are really no "necessary" cards. The point of the deck is redundancy, so if something is out of your budget range it's totally fine not to include it. Try looking at other people's suggestions, the maybeboard, or other decklists if you'd like more inspiration, but usually the best thing to do is look at the problems that you are seeing and put some patches on those holes.
I was never able to test this deck against combo, mainly just goodstuff decks. If you're having trouble with combo, try something like Torpor Orb , Suppression Field , Grafdigger's Cage or just more counterspells. The weirdest thing to balance in this deck is contingency plans, so I had to go with purely what worked for me.
Opposing control decks are your friend, just don't make yourself look like a target to them. Usually they will attract a lot of hate, so you can let them counter the scary stuff while taking hits, and once they inevitably die, you may have enough resources to assemble a wincon.
Have other decks to play, because people will definitely get tired of having you throw too many wrenches into their plans. The deck is meant to be a fun thing that you play every once in a while, so too much of it can be a bit annoying to opponents.
Finally, I'd like to mention that with this deck you REALLY need to know when to hold things back. This deck requires a lot of knowledge of your opponents' decks as well as a lot of patience, so if you're just playing your hand, you will most likely attract too much attention. If you notice that you are attracting too much aggro, take a step back and reassess how you've affected your opponents. You may find that if you just waited for an extra turn, you could have won rather than getting your stuff removed.
Anyways, this was just a lot of random thoughts, but I hope it helps! I really believe in this deck, but I definitely need to revise some things now that I've made more control decks and, well, played more commander. This was the first deck that I've ever purchased for EDH, so it definitely holds a special place for me, and I hope that it ends up working out for you! I'll see if I can find some budget options later, but for now I need to sleep...
1 year ago
Your version of the deck looks fun! but here are a few suggestions. . .
1: the hunted cycle is really fun, but there are much better cards that do the same thing, like Genesis Chamber , Sylvan Offering , Captive Audience Akroan Horse , and many more. also [] synergieses SO WELL with Thantis, it's hilarious.
2: if you want to give your opponents tokens, you gotta tickle them a little when they come in, and with cards like Essence Warden , Blood Seeker , Rampaging Ferocidon , and Xantcha, Sleeper Agent , they're bound to say "thanks, you shouldn't have. . . really"!
3: If you want the TRUEST pain of all, you simply MUST try making it hurt more to attack you! the trio of pain Hissing Miasma , Blood Reckoning , and Marchesa's Decree will all but guarantee pain for the opponents! but if you want the creatures to hurt, try cards like Caltrops and Circle of Flame to lay on the pain!
In conclusion, your deck is sweet, I took some of the cards in here for my own deck, and I can't wait to see how your deck changes and adapts!
(p.s. Assault Formation could be good if you keep on the wall plan)
1 year ago
Thurbajen Hey, mate. Just wanted to say I took your advice and cut Pillar of Origins in for a Rampant Growth . I agree with what you said. I don't know why I haven't picked up on it sooner but I found that in games, pillar would sometimes prevent me from going off because I needed it to produce mana for something other than a dinosaur which it obviously can't, preventing me from doing what I want to do, when i want to do it. Possibly even costing me some games.It"s too restricted. I'm going to check out your deck list now and if you liked mine here, if you don't mind , would you mind giving it an upvote? Ill certainly return the gesture. Thanks for the suggestions, Thurbajen and you as well livingrock. I am in the process of trying to find a Caltrops for all of the dinos with enrage. Do you have any other suggestions if i did cut harminize?