|Commander / EDH||Legal|
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|Masters Edition (MED)||Common|
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Chains of Mephistopheles
If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card this way, he or she draws a card. If the player doesn't discard a card this way, he or she puts the top card of his or her library into his or her graveyard.
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Chains of Mephistopheles Discussion
20 hours ago
scary power level sidisi deck you have here, and the name is clever!
honestly cant think of what to suggest, pretty much everything os here
1 day ago
As someone who doesn't get to play nearly as often as I'd like, I'm not sure there is anything worse than watching play time burn while someone durdles away on a soft-combo that doesn't win and ultimately just wastes time. If it happens once, it's one thing, but if a player continues to repeat this type of action (or inaction) with a specific deck, I'd almost certainly encourage them to leave that one at home in the future.
I've been guilty of it myself, having built a Yidris wheel/prison deck centered around cards like Leovold, Emissary of Trest, Chains of Mephistopheles, Maralen of the Mornsong and Stranglehold, and didn't realize what a fun-sucking void the deck was until the third time I played it live...game lasted more than 3 hours and I apologized profusely to my fellow lgs players and vowed to tear it down immediately, which I did.
IMO - if you're going to combo, go for a combo that kills...because no one wants to be maimed and left for dead all night. Going 0-5 is almost always more fun than going 0-1 and twiddling your thumbs the rest of the night. Making house rules that limit non-kill combos to a specific number of repeated iterations (ours is 3 times) can also be a good idea, as well as potentially even calling a clock after a certain amount of time - like in poker.
2 days ago
Cards to add/consider:
5 days ago
No problemo duderino.
I know this is an expensive card irl, but get a Chains of Mephistopheles of course
4 weeks ago
1 month ago
How about a different kind of combo?
Another potential combo piece is Mind Over Matter which combos with everything if you put your mind it it! :D
1 month ago
I plan to make a more elaborate "Primer" here, but it will take some time to get the writing finished and everything formatted. It probably won't happen for a few weeks yet, but keep an eye out!
The primer text is in need of a major update - a lot of it was written a few months ago, before many of the more recent changes. So, my apologies that some of the references may not be up-to-date with the actual decklist!
Chains of Mephistopheles is strong against the right lists, but not universally so - it can be a good situational pick in the right metagame and nothing does the same job better. However, an early Chains doesn't accelerate your board position and typically doesn't universally impair your opponents the same way an early Sphere of Resistance would. The lack of my inclusion doesn't mean you shouldn't play it, just that it might not be the best choice when approaching a new and unknown meta.
I haven't come across Blood Funnel that many times in testing but I have actually been quite impressed with it so far. The "downside" of sacrificing a creature is actually often helpful since the list tends to be a bit low on sacrifice outlets, and making noncreature spells 2cmc cheaper really puts you ahead in T3+ (letting you play multiple spells per turn when otherwise you couldn't). It's not a guaranteed include but so far I've been decently surprised with it... and as far as I know I'm the only person running it in a Meren list and it's a definite hidden gem, I encourage you to give it a shot.
I don't run Smokestack anymore, it is just too slow to keep up, even with acceleration ( CMC AND waiting a full turn before any payout is just not acceptable). And, I find I often don't have trouble feeding Contamination, so I prefer to devote slots to utility creatures rather than creatures that don't have much utility outside of feeding the engine (which doesn't actually get online that often anyway).
Re: Planeswalkers - first, they just aren't that common at competitive tables, so devoting slots solely to that problem is not all that necessary. Additionally, this list tends to have more creatures than others, so planeswalkers can often be dealt with simply by attacking them!
Grim Tutor and Yawg's Will are both sort of in the same boat - the effects are very powerful, but there are rarely turns where we are lacking something to do and can afford to spend CMC like this. It's possible one or both may get in here eventually (I tend to make rather large/sweeping changes as you've seen!), but right now I'm pretty pleased without them and don't know where in the turn-tempo they would smoothly slot in.
Re: Lands - hitting your colors in turns 1-4 is simply so important that any lands which tap for colorless mana MUST have exemplary and oft-used effects. I used to run both Port and Strip Mine, but (a) the lack of color production can literally lose you the game in an opening hand, (b) I didn't actually use their utility effects very often, and (c) using them on another player requires making sacrifices of your own - the rest of the table nets advantage while two people (including yourself) fall behind.