|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance (RNA)||Mythic Rare|
Combos Browse all
Captive Audience enters the battlefield under the control of an opponent of your choice.
At the beginning of your upkeep, choose one that hasn't been chosen:
- Your Life total becomes 4.
- Discard your Hand.
- Each opponent creates five 2/2 black Zombie creature tokens.
Captive Audience Discussion
4 days ago
Hey man, Duelist's Heritage might be a fun addition to make allies. Captive Audience is also good to threat your opponents, you just need to show the card, haha. I see that you have a lot of instants; Vial Smasher the Fierce can be a little agressive, but you can always use the old argument, "Sry man, but it's random damage".
More draw wouldn't hurt IMO, I like to use cheap cards like Sign in Blood , Painful Truths and even Tormenting Voice . I would also consider to use at least 36 lands. Anyway, Marchesa seems to be a blast to play with that theme.
Feel free to check out my Mathas, Fiend Seeker politics/group slug deck, suggestions are always welcome.
1 week ago
I like the idea of a deck that messes with other players like this. One card I thought might fit will since I didn't see it here is Captive Audience . It's similar to a Curse enchantment but not quite.
1 month ago
1 month ago
1 month ago
I am SO in love with this. Hardcore EDH players have a tendancy to make a "coin-flip chaos" deck though & just make a million flips until it is no longer chaos... So watch out for that. Some Max chaos cards: Vaevictis Asmadi, the Dire , Etali, Primal Storm , Oath of Druids , Rampage of the Clans , Infernal Genesis , Endless Whispers (not a may ability) Uba Mask , Captive Audience , Thantis, the Warweaver , Overabundance , Hypergenesis , Painful Quandary , Ruric Thar, the Unbowed , The Great Aurora , Bolas's Citadel - if you don't try the topdeck nonsense... Several of these will achieve chaotic games in diverse ways: punish people for waiting to play, force them to play, force parity, or make random splash plays for your advantage. Of course, forcing unusual parity doesn't lend a hand to you winning, but that is not the point.
1 month ago
The biggest problem your deck has is the fact that it is four colours. It's really, really hard to effectively run a four colour deck, and there is generally no reason to do so. Even as four-colour decks go, this one is particularly problematic. Counterspell , for example, is a fantastic card, but does not work with your mana--there's going to be plenty of times you want to Counterspell , but don't have .
Personally, I would recommend cutting down to three colours. However, this is your deck, and I'm going to give you suggestions based on the assumption you want to stick with four colours.
Non-utility lands that enter tapped have no place outside of the most casual of games, and, even then, will cause you to lose matches. Cut every land you have that enters tapped. Instead of the tri lands, consider cards like City of Brass and Mana Confluence --a little bit of life is well worth having faster mana.
On your Deck Help thread, you asked about Find / Finality as an option. I find Find / Finality to be a fairly solid card, and run 2-3 copies of in my Sultai Arena deck's mainboard. Both halves of the card are powerful and allow you to stabilize or change the course of the entire game.
You also asked about removal you can run. Abrupt Decay is a great card that hits a lot of threats, can't be countered, and is cheaper than Assassin's Trophy . I would recommend mainboarding a couple copies of Abrupt Decay .
Captive Audience is a very fun card, but comes out a bit too late and works too slowly to be all that effective. It also does not work well with your spell-slinger theme.
Related to the above, you might want to add more instant and sorcery spells. You can probably cut the two planeswalkers, since they both come down a little late in the game.
20 lands seems like it is too few. You should probably go up to 22--your average CMC is a bit on the high side, but several of those larger-cost cards have delve.
Hope some of that helps!
1 month ago
Well, Gorenar, few if any changes actually. The deck was built
- To deal fairly well with basically every archetype, with the sideboard optimizing it against almost any deck. (Mill is easily the biggest weak point, as this is a slow deck with no colors to shuffle the graveyard back in. But after all, mill will always be an uncommon archetype.) And
- It was built not only with what was the current metagame in mind, but also War of the Spark, having an abundance of planeswalker hate in the mainboard, which was perfectly viable since they also doubled as creature (and artifact) removal, and put pressure on likely the most powerful deck in Standard, Esper Control.
That said, I am currently experimenting with Blast Zone and Angrath's Rampage . I am also likely replacing The Eldest Reborn in the sideboard with The Elderspell , as not only is this the honeymoon phase where everyone is trying out the thirty-six new planewalkers, but also I believe that many of the new planeswalkers are here to stay, there being easily twenty of them which are very playable and greatly enhance the decks they go into, and some, like Jace, Wielder of Mysteries , even creating entirely new deck archetypes. The Eldest Reborn theoretically does more, but the opponent often has a land to discard, and the third phase of the saga is usually pointless, as since the deck runs no creatures or planeswalkers, the opponent will often have some Vraska's Contempt or such sitting in their hand doing nothing, and will instantly remove the stolen creature or planeswalker. And with so many planeswalkers and even superfriend decks running around right now, the opponent will keep their most dangerous planeswalker that you most wanted to get rid of (one of the issues with Angrath's Rampage ) whereas The Elderspell will just get rid of all of them. Also at 2 mana it is much harder to Syncopate or Spell Pierce , and can be cast in the same turn as other spells more easily.
Indeed, there are so may planeswalkers running around that I am considering running one or two Elderspells maindeck, but the idea of running something which cannot target more than one type of card grates me, as the only cards in the current build which do that are Lava Coil , Cry of the Carnarium , and Ritual of Soot which have just too much utility against too many decks not to run mainboard. But it is looking like The Elderspell will have enough targets to be worth putting in.
Angrath's Rampage is amazing, but since it is sacrfice, it does run its risk if the opponent has more than one of the card type you are trying to remove. That said, with so much removal in the deck, it should often be reasonably easy to leave just the one indestructible or hexproof creature alive, and then make the opponent sack it. Of course, we already have Vraska's Contempt to deal with indestructible, and Detection Tower to deal with hexproof, but more options doesn't hurt. It also works against planeswalkers and artifacts, both of which are much more relevant since War of the Spark.
There are also some planeswalkers which would go nicely into the deck or sideboard, such as Ashiok, Dream Render , Davriel, Rogue Shadowmage , and even Liliana, Dreadhorde General , as well as of course Angrath, the Flame-Chained . Kaya, Bane of the Dead and Tibalt, Rakish Instigator could be great in the sideboard.
However, (especially in best of one) there is a strong utility to making commonly run removal cards into completely dead topdecks for the opponent, and if they cannot sideboard all of it out in best of three, it make our sideboarding much better then theirs. So putting planeswalkers in would open us to up to casts of Vraska's Contempt etc. which would otherwise be absolutely dead, so I am very against putting planeswalkers in the deck, especially with Angrath's Rampage and such being run by people now.
This may well be the only creatureless and planeswalkerless deck run in Standard, (Well actually, I do know of one other.) and the surprise value of this is not to be underestimated.
I would say that the God-Eternals and Dreadhorde Invasion seem to make the deck slightly less viable, as they put a heaver strain on our removal, what with the God-Eternals surviving being exiled, and Dreadhorde Invasion providing a constant threat and us having no enchantment removal. (I haven't designed an alternate Mardu build yet, which I feel will be both less fun and more viable.) Ugin, the Ineffable presents a fresh issue, as he can destroy Captive Audience or Ill-Gotten Inheritance to prevent us winning, and has such a good +1 and that I expect to see him run.
All in all, not too much change though.
So, stay tuned for updates.
2 months ago
Genesis26 This is not your average control deck. This is more of a hand-disruption deck that cores on mass discard. Also, give me any suggestion you can. The budget tag doesn't restrict the deck, it's just labeling the current form as budget-friendly since it's <$200.
As for your deck, Awaken the Erstwhile is hilarious against my deck, but otherwise very poor. Captive Audience is very cute but not very practical, due to being 7-mana in a 22 land deck. It's also very easy to remove in the current environment due to the abundance of Mortify . Risk Factor and Sheltering Light are also a little weird in this deck. I'd just replace them with token makers, afterlife cards, and Unbreakable Formation to protect from sweepers. Another option would be Cruel Celebrant as a Blood Artist effect.
Against control, in your sideboard, Duress and Sorcerous Spyglass are king. If you're worried about the masses of planeswalkers that could support control come WAR, The Immortal Sun is also pretty good.
It's a little weird to give suggestions for someone else's deck on your own page, but so be it :P
Captive Audience occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%