|Commander / EDH||Legal|
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|Dragons of Tarkir||Common|
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Coat with Venom
Target creature gets +1/+2 and gains deathtouch until end of turn. (Any amount of damage it deals to a creature is enough to destroy it.)
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Coat with Venom Discussion
3 months ago
3 months ago
Zero1911: The purpose of Precursor Golem is exactly that, targeting, but more so for me than them. It's the combo potential with Path to Exile if needed or more specifically Grim Affliction; being instant I can respond immediately to a removal. I want to see if I can "surprise" ult one of my walkers since most of their +1/2's are fairly benign but their Ult's are basically win-conditions if they go off. I've put them to good use with Shelter, Dark Dabbling, and Coat with Venom. I'm thinking of adding a Deepglow Skate despite the cost on it, I'm trying to keep additional additions to under $2 but that Skate...
Sunscape Familiar will likely get ax'd once I get near 100 cards since it doesn't offer anything aside from blue reduction. Nightscape Familiar is in the mail though, makes for a decent chump blocker later one in addition to the reduction. I might add 1 more rock. These are mostly all cards I already had in another deck.
This is casual build obviously and isn't supposed to be the cookie-cutter type. Main Win-con will end up being creature/Commander damage in the end; most likely a result of Reiver Demon or Scourglass going off with my Artifact Creatures on the field. Or dropping Open the Vaults in the late game. The fun part is figuring out how to get there. This is still being tinkered with.
3 months ago
Mr_Radical Thanks for the sweet suggestions. I found a supper troll combo that involves Chandra's Ignition, Basilisk Collar/Coat with Venom and Dread Slaver which wipes the board and put them all on ur side. Thanks for the help. BTW ur deck is sweet as well.
4 months ago
This might be long ONLY because I have a lot to say that may be helpful. Bear with me here!
Galvanic Alchemist would be a wonderful addition to this deck, as you can use it's Soulbond ability on both Axebane Guardian and Doorkeeper, and multiple of all three can potentially lead to an infinite mana/mill combo if you make the correct choices.
Returned Phalanx would be good as well, as it would give some some means of offense, should you have the opportunity to attack.
I would highly recommend that you have some Reach in this deck, as you currently have no way of defending against creatures with Flying. To this end Archers of Qarsi could work really well. Aim High would allow you to untap Axebane Guardian and Doorkeeper as well as give them +2/+2 AND Reach. You should definitely have a 4-of of this. Shape the Sands and Spidery Grasp are likewise potentially helpful.
I really like the thought of using Aspect of Gorgon in this deck. It would turn one of your Defenders into a sturdy, murder-y machine. Considering adding some of these! If not those then maybe Coat with Venom?
Consider dropping or reducing the amount of Gatecreeper Vine. You don't need a lot of mana for this deck at all, so having a weak Defender that pulls a land card won't do too terribly much for you. There are other Defenders that could take that spot and work better for what you want to do.
As your Sideboard would possibly suggest, having a set of counter spells would be helpful in this deck. There are plenty of Common counter spells, like Cancel, Calculated Dismissal, and Counterspell. With counter spells I usually tend to avoid because it can be mana-intensive, but I don't think that would be too big of a deal for this deck so if it works, go for it!
Okay... I think I'm done. I hope this helps!
5 months ago
Here's what i'd take out (i'm going to make 6 cuts as i think the Terra Stomper in your sideboard is one of your better cards and probably deserves a spot in the main deck):
Ainok Guide isn't often that impressive in game. His first mode just makes him a worse Obsessive Skinner and while his second mode can find you a land, there is a very big difference between putting the land directly into play like something like Sakura-Tribe Elder does and putting it on top of your library. Since it goes to the library instead of in play you don't actually ramp yourself, all you do is make sure the next card you draw is a land. If it went into your hand even that would atleast allow you to get the land immediately and still have the chance to draw something nice on your next turn, something guide doesnt give you. (I don't like Fertile Thicket for a similar reason but for right now i'm looking to cut nonland cards)
Coat with Venom: while this does allow you to trade a small creature with one of your opponents better ones, ideally you would want to use a removal spell like ultimate price instead. Like other pump spells and auras you also need to have a creature that is a good candidate for you to cast this on.
2x Titanic Growth. Combat tricks can be nice in theory as you can eat an opponents creature or deal extra damage but you have a lot more than I think you need. In some cases I could see Confront the Unknown giving atleast +3/+3 (if you get your Tireless Trackers out which is in my opinion your best card). One other knock against pump spells is if your opponent casts a removal spell in response you get blown out. They had to just spend one card to deal with both a creature and your pump spell.
2x Obsessive Skinner: nice card but i don't forsee you getting delerium reliably.
5 months ago
I would remove Butcher's Glee and Coat with Venom for more lands. 24 lands is generally the standard for a deck. If you don't enough enough lands, you won't be able to cast your big creatures in a timely manner. And I say Glee/Venom because you don't have enough early-game creatures to make those cards really worthwhile.
6 months ago
So I know how Regenerate works. You pay the cost, remove all damage from the creature, tap it, and remove it from combat. My problem is that I can't find a definitive answer for a creature who is currently in combat.
Suppose I have Lotleth Troll out. It is my opponent's turn and they swing with something big and nasty. I block with my Troll and I play Coat with Venom for the Deathtouch. However, I also don't want my Troll to die, so I tap another Swamp and pay the Regenerate cost. This goes onto the stack.
So we get to the combat damage step. Damage goes onto my opponent's creature, and damage goes onto my Troll. The damage is more than enough to kill my Troll, and so he would be destroyed. However, his Regenerate cost was paid. So I tap him, remove the damage, and remove him from combat.
Since I removed him from combat, does this mean I no longer kill the creature my opponent was attacking with? The Damage is already on the stack and was marked with Deathtouch, but now the Troll is removed from combat.
So my question ultimately boils down to: If I remove my creature from combat after damage goes on the stack, does the damage get removed also?
7 months ago
I'm not seeing you mill your opponent quickly with this, I do have loads of suggestions since I love milling my opponents!
First off you might want to play only 60 cards so your better cards like Sphinx's Tutelage will be more consistent on the battlefield.
So here's my suggestions, for cheap cards, just see what you want to do with them:
And here are the (a bit more) expansive cards: