|Commander / EDH||Legal|
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Chained to the Rocks
Enchantment — Aura
Enchant Mountain you control
When Chained to the Rocks enters the battlefield, exile target creature an opponent controls until Chained to the Rocks leaves the battlefield. (That creature returns under its owner's control.)
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Chained to the Rocks Discussion
4 weeks ago
With a heavy Equipment theme you aren't going to have much room for utility. A such, all non-card-draw utility cards should probably be removal. I would include at least two board wipes (more is often better, depends on your meta). Blasphemous Act and maybe Rout are good budget options. Vandalblast is sick. I'm super big on enchantment removal so Return to Dust is S-tier outstanding. Not super budget but not expensive either. I like Ray of Distortion a lot. It's very mana-intensive but the fact that you can do it twice is awesome in EDH. Dust to Dust will be handy. Lots of artifacts in EDH. I kind of like Revoke Existence since artifact recursion is common.
There is lots of random utility to find out there. Reconnaissance and Dolmen Gate are usually great for aggro decks but your commander makes it far less necessary. Perhaps Brave the Sands and Always Watching . Fervor and Hammer of Purphoros are sick too. Ogre Battledriver is nice but not a samurai.
1 month ago
1 month ago
He isnt wrong(i assume he anyway), about cards that dont have an immediate impact, and cards that aren't great such as Slaughter Games. I won't lie, until much later in the conversation I wad thinking this was more of a kitchen table deck, at which point a lot of these cards would be ok. In an actual competitive modern environment, to succeed you have to do exactly as he says. Your choices are to recreate a modern top 8 list that has already been proven, or to know your local meta so well that you can challenge it with a homebrew. The zoo deck I run has a subtle change of Chained to the Rocks in place of Path to Exile. It usually doesn't impact the game a whole lot, as most of the early turns I am putting out lots of 1 drop creatures anyway, but the times when I have 1 red/white land up for a Lightning Bolt and have chained in my hand, I usually wish that I had the path instead. I mention this because I want to stress the importance of not subbing in lesser cards in place of more expensive versions. With the example I gave I could be using Swords to Plowshares but I know that giving them a chunk of life like that for my strategy would be terrible. I do think that you can play a handful of games in the direction you are going now and win. Like he mentioned, the idea that your deck as is will be able to fight off a large chunk of the field will be unlikely. I do mildly disagree with the idea that you need tons of play sets. If you want your deck to be flexible at least at first till you see where you need to fix stuff, sets of 3 for important cards and 2 for ones you arent sure of would be ok. Now this is a matter of preference, and once the deck is rounded out you will want more play sets than not, but at this stage you can probably squeek by with more 3 ofs, just to get various effects going to see what works best for you. He may or may not agree, and we are all entitled to our opinion. To be fair, most of my actual modern decks do contain play sets, but in standard I tend to run more 3 ofs as the field is more diverse and easy to deal with than modern. I do want to stress also that regardless of anyone's opinion it is your deck, you do what makes you happy. You can play nothing but lands and a single Countryside Crusher if you want, just dont expect to win a lot. I will no longer harp on any of these points and instead try and answer your previous question, in your colors you do have answers. The biggest help is all the discard as the hand hate will remove important pieces they need and make it harder to get going. Aside from that Shattering Spree and Vandalblast come to mind for affinity, and Contaminated Ground really messes with tron, the key being to remove the land they have the fewest copies of. Depending on the tron variant, Expedition Map and Sylvan Scrying should be taken from their hand right away, and write down all the lands they have. Then pick a piece of the urza's they are lacking and enchant it. Small Pox hurts you a little too, but hurts them more if done turn 2 and they have out say a mine and tower. Good luck sir
1 month ago
The problem is that your theme takes so many turns to achieve. You drop Assemble the Legion at turn 5 at best, and then it has to stack up counter and not be removed by your opponent during the coming turns.
If you want to keep Assemble the Legion as the main card in the deck, try to put it in a control shell. Chained to the Rocks is a nice 1 mana Journey to Nowhere in Boros Control, and you have access to a lot of board clear like Sweltering Suns and Fumigate. If you have more threats than creatures against you, or match up against control decks, consider going into blue for countermagic and card filtering (Supreme Will) to make sure you have the methods to stop your opponent's attempts to remove your wincons. Include cards like Detention Sphere and Oblivion Ring or Ghostly Prison to make sure you survive against all kinds of threats until you can develop your board. If you know what you usually play against, devote more slots in the deck to cards protecting against that kind of target. Jeskai Ascendancy could be a nice inclusion as well to make use of all the creatures you want to be generating in combination with your large amount of non-creature spells in this version. Elspeth, Sun's Champion is a huge finisher which could be an expensive but worthwhile 1-of.
If you want a faster deck with a token theme with things like Suture Priest, Impact Tremors or Purphoros, God of the Forge, ditch Assemble the Legion. Try to incorporate a few anthems such as Honor of the Pure or Intangible Virtue, and look into including black as extra color, as it has a few ways to sacrifice your tokens for the greater cause (Viscera Seer), cards to make use of it (Twilight Drover, Blood Artist), and token generators (Lingering Souls). Remove all walls and cards that don't directly interact with or make tokens. Redundancy is key in fast decks, so you'll always have a threat in hand, not answers to things that are not threatening you yet.
2 months ago
Chained to the Rocks is vulnerable to enchantment removal and it doesn't solve a problem with creature, that's why Path to Exile is so good.
Inspiring Vantage might be good in this deck because generally speaking you need 2 color sources of mana ASAP and if you don't have fetchlands for now it should be enough
3 months ago
Realistically speaking winning on turn 3 is nonsense.
Winning on t4 is either in vacuum undistrupted, or done by glass cannon builds that put in the last point of damage on t4, but those tend to be fragile to say the least.
If you can pack good enough hate for unfair strategies, and clog up the board well enough it may worth something.
Maybe as the heavy end to some ramping hate bear list... idk.
But since its in white i would recommend Chained to the Rocks as the 5-8 Path to Exile