|Commander / EDH||Legal|
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Creature — Cephalid Wizard
Whenever Cephalid Illusionist becomes the target of a spell or ability, put the top three cards of your library into your graveyard.
(2)(Blue), Tap: This turn prevent all combat damage that would be dealt to and dealt by target creature you control.
Cephalid Illusionist Discussion
1 week ago
Hermit Druid I'd say is a must. Cephalid Illusionist , another creature and any 0 cost artifact will also help you get cards in the Graveyard. Plan to put in creatures that can copy or recur any key creature pieces that have been milled? The Mimeoplasm ?
Also, I'm building a Grismold, the Dreadsower deck that utilises -1/-1 enchantment anthems to remove the tokens. Might be worth trying?
1 month ago
502.33a Equip is an activated ability of artifact Equipment cards. The phrase "Equip [cost]" means "[cost]: Move this Equipment onto target creature you control (not another target). Play this ability only any time you could play a sorcery."
1 month ago
2 months ago
2 months ago
I mean, my personal guess at the 'best' combo for this deck is the breakfast hulk package. You already have Flash and Protean Hulk , so fitting it in shouldn't be too hard. Basically you'd just have to run Cephalid Illusionist and Nomads en-Kor in addition to your Laboratory Maniac . Essentially what happens is you fetch all three with Protean Hulk 's trigger, then target the Cephalid Illusionist with Nomads en-Kor 's ability until your library is milled. (Because of the way it is worded, Nomads en-Kor doesn't actually need to have damage coming at it in order for it to target with its ability.) Then you'd just need to draw a card to win, since Laboratory Maniac is out already -- see Gitaxian Probe , your general, etc. If you choose to go this route, it may be helpful to think of your general as a value engine rather than an integral part of the combo, sort of like Kess, Dissident Mage or Tasigur, the Golden Fang .
I see that Finale of Devastation works well with infinite mana, but I still don't think it merits an include. My reasoning is that with infinite mana there're going to be easier ways to win, such s the Walking Ballista you mentioned. Generally you want your combo pieces to be as relevant as possible even without the full combo, since this will mean there'll be fewer 'dead'-ish cards in your deck. Natural Order to grab Craterhoof Behemoth is about as relevant as you can get, since it is a pretty easy way to eliminate a few players or even win on the spot.
I think if you focus the deck on one or two combos plus potentially a combat win-con (see Craterhoof Behemoth ), you'll find you have plenty of room in your list. This is one of the reasons that you want to focus on just a few combos in each deck: Since you're focused on them, you can include tutors, interaction, ramp and a whole lot else rather than four or five combo packages. In short, it'll let you have more relevant cards to top-deck and your average card power will go up. Tutors can help fetch the combo when you're ready to win... Worldly Tutor is a good way to grab Protean Hulk . Tangentially, Silence is a good way to protect your combo.
If you take my advice, that means you'll be able to cut some of the most unreliable/delicate combos. I've never been a fan of Cloud of Faeries or Peregrine Drake , so those'd be the first I'd cut. If you run tutors (which you do in the form of Eladamri's Call , Chord of Calling etc.) you don't have to run Whitemane Lion AND Kor Skyfisher AND Dream Stalker AND Shrieking Drake -- any two of these will do. My personal preference would be to Shrieking Drake because of its low CMC and Whitemane Lion because of its flash, but if you have a bunch of Mental Misstep players running around (I do) you may want to consider other options.
I think Uncage the Menagerie is probably just worse than a Green Sun's Zenith or Worldly Tutor . I'd cut it, but if your experience dictates otherwise please ignore me. (Note that GSZ can grab your Dryad Arbor turn one.)
Muddle the Mixture is, pardon the pun, a card I've always had mixed feelings about. I generally don't think it's very good, simply because it is three mana to transmute and you have to do that at sorcery speed. I also don't think the Isochron Scepter with Dramatic Reversal loop is ideal in this deck, so cutting all three of those is on the table. Like I said in my first comment, I think you'd have more luck running cards like Collector Ouphe to slow down your opponents while you go for other combos like Flash with Protean Hulk .
Right. That's the best I've got for now. Let me know if I can help any more.
3 months ago
4 months ago
How good is Hermit Druid here, compared to Cephalid Illusionist + Nomads en-Kor ? I get that the combo uses more pieces not through a Hulk deployment, however when you're setting up lab man, I'm guessing it's primarily through Hulk lines (in which illusionist/nomads is better) or from Tainted Pact / consultation which only cares about lab man. Not to mention that Hermit Druid both a) suffers from summoning sickness and b) means you can't run any basics (not generally a problem, however means you can't run a Forest / Island if you go up against Blood Moon ).
Also, have you tought about running Eladamri's Call in the deck? it fetches Hulk, but also increases your tutor density making cards like Derevi, Empyrial Tactician more desirable in the deck to give you more diversity across win conditions.
4 months ago
Chulane, Teller of Tales -
Legendary Creature - Human Druid
Whenever you cast a creature, draw a card, then you may put a land card from your hand onto the battlefield.
, : Return target creature you control to its owner's hand.
Link to card: https://scryfall.com/card/eld/326/chulane-teller-of-tales
This is a commander that I have seen many people like, but little cEDH discussion.
I would like to propose that it is an efficient, and resilient commander, with built-in protection and fast wins.
The line involves 1 and "0" costing creatures (0 meaning Cloud of Faeries , as the Ornithopter -esque cards won't trigger the curio.) which can bounce each other, while drawing cards and putting lands into play, which can bounce each other to go infinite.
Otherwise a large tutor suite ( Recruiter of the Guard , Trinket Mage , Trophy Mage , Mystical Tutor , Sylvan Tutor , Worldly Tutor , Enlightened Tutor , Eladamri's Call , Green Sun's Zenith , Summoner's Pact ...), tons of interaction/hate, lots of fast mana, and a ton of 0-drop creatures to trigger Chulane and the deck is complete:
Commander / EDH
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Any ideas/help? Planning on making a hatebears variant next with help from Collector Ouphe , a card I love but don't have a deck for right now.
Cephalid Illusionist occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%