|Commander / EDH||Legal|
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|Commander 2016 (C16)||Uncommon|
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Chain of Vapor
Return target nonland permanent to its owner's hand. Then that permanent's controller may sacrifice a land. If the player does, he or she may copy this spell and may choose a new target for that copy.
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Chain of Vapor Discussion
8 hours ago
+1 for the jank commander!
3 days ago
I have seen it said before, but I want to question your win-condition as a deck under the "Competitive Hub".
Bruna, Light of Alabaster is a very good "pub-stomp" commander. I am sure you can understand why, it is really good at pumping out damage once you deck has the ramp and enchantments to pull it off. Good card draw or tutoring allows you to pump it up with 2-3 enchantents that get it to one-shot opponents. That wins in three turns!
I think I should break that down just a bit. You need 2-3 cards additional to the commander, and for the sake of arguement, I will say 2. Battle Mastery + Corrupted Conscience for example, given you only have a few other 2 card "combos" with you commander, this one is the cheapest. All together it would cost mana, but your commander really makes that mana and a combat step uninterrupted. Honestly, winning with 2 cards additional to the commander that costs 6 mana outside of green isn't great, but given you can tutor them up well, which you can to some extent as the cards you need are aura enchantments and you are in white.
Truely, this is wrong though. Intuition and Three Dreams are one-card combos with your commander, sadly your commander can't cheat their costs, so if we take Intuition with Bruna, Light of Alabaster, it costs 9 mana, and it one-shots a player per turn.
Per turn is the issue though. A 3 turn win (killing one opponents a turn) leads to 6 turns your opponents have to answer an unprotected body (no hexproof nor any indestructible type effects). 6 turns is forever in cEDH, and since you run so much of your deck as useless enchantments (outside of combat win), it is simply not likely you can counter everything your opponents through at you.
This is why I question your win-condition.
The thing is, a control deck isn't just trying to win. It needs an absurd amount of card draw and cheap answers to stop every attempt at dropping a stax lock or combo finisher. Every Dark Confidant, Trinisphere, and Food Chain needs a Swords to Plowshares, Chain of Vapor, and Swan Song respectively. You don't have the luxury of running just 20 answers for the 20 threats in each opponents deck, you need 60 answers for the 20 threats in each of 3 of your opponents deck. 60 cards that are simply answers won't do the trick either, you are drawing one card a turn, your opponents (collectively) draw 3 a turn. EDH is a game that every player is at a statistical disadvantage.
So run multple answers in each card Grasp of Fate all the Dark Confidant, Trinisphere, and Food Chain all at once. Windfall a new hand of answers, Timetwister back your answers, and draw a new hand. Brainstorm, Ponder, Preordain, Opt, Impulse, Serum Visions and cantrip your way to the right answers for the situation at hand.
You actually have what I would normally say is the next point, prematurely answering threats. Armageddon can wipe a hand out of the game, if your opponents can's cast the cards in their hands, they might as well not have it. Cataclysm is similar, for obvious reasons, and so is Ravages of War, a card I would greatly recommend.
To get more value out of these effects, you need another tutor like Personal Tutor is a great way to find a land-swipe effect, I also suggest better card draw like Timetwister, Time Spiral, Manifold Insights, Treasure Cruise, Dig Through Time, etc.
Cheap answers like Chain of Vapor, Fragmentize, Mental Misstep, Delay, Mindbreak Trap, Rapid Hybridization, Pongify, Into the Roil, Blink of an Eye, Grafdigger's Cage, and other such answers are the best thing to have a ton of. They are blowouts early-game, useful tempo boosts mid-game, and still relevent late game. Being able to have a card for every threat means spending more cards on ramping is unrealistic at best, but running a deck very low to the ground is incredibly useful, pretty much every cEDH control deck is either stax-hybrid control, or straight 1-2 mana answers, some sweepers, and 1-3 mana card draw.
To end all of this, I would recommend greatly changing this deck, or dropping the "Competitive" tag, it is misleading as-is.
I also want you to know, QKNARWHAL, that I mean no disrespect to you or your deck-building capabilities, I do not think that this deck is a bad deck, simply not competitive. A previous user, Podkomorka had showed similar thoughts to mine, yet did not explain them. Podkomorka also was not mentioned or responded to in further posts, which I hope will not be done to myself.
Thanks for reading! - SynergyBuild (I'll toss you an upvote on the way out)
4 days ago
Tatyova, Benthic Druid supports lands on the battlefield, The Gitrog Monster supports them in the graveyard, and with Borborygmos Enraged we now have a commander in good colors that supports lands in your hand. Well, almost.
Tatyova, Benthic Druid and The Gitrog Monster support your lands by drawing you cards, which is a very valueable commodity for decks that run a ton of lands, as lands give mana, but not exactly card draw, the two most important resources. Borborygmos Enraged is a tad different, instead it pumps out Lightning Bolts!. This makes it great removal in a competitive scene with a lot of dorks and hatebears if you have the lands to support him blowing everything up, and he can be used to win given enough lands.
Instead of being a commander that cycles through your deck, you are now running a commander that is a win condition if you can cycle through your deck, while also eliminating pesky Spirit of the Labyrinths and Notion Thiefs occasionally. This is not worse by itself, just different to the other "land-storm" strategies that have existed before.
Well then, if you are in colors that make it easy to cycle through your deck, it shouldn't be a problem to pull this off. This would work if you were in or , however you are not, you are in . This will make it harder to make this kind of deck viable, except wait! You aren't a landstorm deck, you are a combo deck that is running Keen Sense and Snake Umbra, which will allow you to turn your commander into a drawing machine!
Okay, then there is a very clear deck in the meta to compare it to, Niv-Mizzet, the Firemind, a powerful Tier 2 list, running Curiosity and Ophidian Eye, which can allow for the commander to deal damage, drawing a card, dealing damage, and so forth, and with the commander costing 4 devotion like this one, it would make sense to compare them, even the enchantments costs are the same!
On the side of Borborygmos the enraged, he is in green and so has tons of ramp, along with being a allied color to red, so there is better lands for him, and also has access to land destruction and some better stax effects.
On the side of Niv-Mizzet, the Firemind, she is 2 mana less, has blue, which allows access to much better card draw, has Tandem Lookout and Mind Over Matter as well, and so has a couple more options than green for combo-pieces, and also has a commander that can draw cards (getting closer to the combo) than Borborygmos Enraged. It has better tutoring options, as Long-Term Plans, Intuition, Dizzy Spell, etc. It has better interaction in the form of countermagic and removal (Chain of Vapor, Cyclonic Rift, Pongify etc.). This is all good and everything, but what Niv-Mizzet, the Firemind truely has over Borborygmos the enraged is that she can win without being lucky on the draw (doesn't need to find a land to trigger again), and can run a 30-land landbase instead of a 42-land landbase to be consistent.
With all of that stacked against Borborygmos the enraged, does that mean he isn't a competitive commander? Not nessecarily, I personally believe every commander could be competitive. No, I think this deck has taken what Borborygmos the enraged is trying to do incorrectly.
I have been working on a primer for making any commander competitive, Why Every Commander is Competitive, and when I looked through the advice I would give others, I would turn this list into a stax list, you run a couple stax cards, like Destructive Force and Wildfire, and I think it is something that this list should do much much more of.
Imagine if instead of this combo-oriented list (which I hope I have explained why it isn't competitive as a land-storm/combo build at this point), was instead a stax build. You ramp into a Ruination, drop a Trinisphere, and your opponents have nothing. Null Rod there artifact mana, Cursed Totem there dorks, and ramp basic lands to win. Blood Moon them, Magus of the Moon them (tutorable via Imperial Recruiter), and eventually, once you have run all of your opponents out of gas, you plop your commander, and play out a Storm Cauldron, taking everyone down in a turn or two. Maybe you run a Kiki-Jiki, Mirror Breaker + Zealous Conscripts combo in the list as a backup.
A deck like that doesn't sound like a deck like The Gitrog Monster or Niv-Mizzet, the Firemind, and I promise it is a competitive list. If it sounds like the commander isn't necessary, you wouldn't be wrong. I could build it with Jerrard of the Closed Fist minus the Storm Cauldron part, and it would do about as well.
I want to apologize if it sounds like I am ramming your deck, this is simply what I see. If you would rather me not criticize your list or suggest improvements, I won't do it any more, just say it.
1 week ago
2 weeks ago
I don't know if this has been said yet, but I highly doubt it'll stop storm. I play mainly storm, and if I were to encounter him I would just Ad Naus and storm like usual, and just Chain of Vapor or Snap if he's a creature, and then play out Fishbowl for the win. Obviously you've got Null Rod, but maybe add Phyrexian Revoker?
2 months ago
These are other spells I like:
- Rapid Hybridization
- Snuff Out
- Mana Leak
- Red Elemental Blast
- Arcane Denial
- Cyclonic Rift
- By Force
- Toxic Deluge
Typically, I like to carry 6-10 targeted removal options(these include counter spells) and at least 2 mass removal spells.
2 months ago
2 months ago
I'm assuming your goal is to combo off with Marisil ASAP, so here's my suggestions:
Focus on whatever combo is quickest to help streamline your strategy. Combo decks work best when they have one specific, achievable goal.
I'd add Lightning Greaves to help protect Marisil.
More mana rocks will help you get off to a faster start as well Sol Ring, Fellwar Stone, Mind Stone, Prismatic Lens, Dimir Signet and Izzet Signet should all be here. If you run more mana rocks you can cut your land count down to 32-33 with no problems.
These are the most obvious ways I can see to improve your deck. Hopefully some of those ideas help!