|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Rare|
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Target player discards all the cards in his or her hand, then draws that many cards.
Collective Defiance deals 4 damage to target creature.
Collective Defiance deals 3 damage to target opponent.
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Collective Defiance Discussion
6 days ago
As with most budget lists, focussing way in on what you are trying to do and doing just that thing is the best way to make it work. Strip out everything nonessential and see how much space you have for anything else.
Giving Wildfire Eternal haste to kick out a big sorcery as your core gameplan sounds good. You can run Living Lore, Spellweaver Helix and draw/discard as well- gameplans that try to use one creature as the lynchpin are easily disrupted, but when you have multiple options, things start looking better. Discard/draw also helps deal with the 'all my cards are stuck in my hand and I can't use them' problem.
Next step- ramping and giving them haste. Pentad Prism is a simple, manafixing, ramping artifact that leaves your mana open to cast a counterspell. It'll serve as extra generator servant copies, barring the haste enabler.
To give haste is more tricky, as you start needing to look at how much disruption you have compared to enablers compared to payoff. Expedite and Crimson Wisps are powerful options, as they don't cost cards. Hanweir Battlements is another interesting one.
Striking a balance between payoff cards (cheating a Cruel Ultimatum or Wildfire usually wins), disruption (Roast, vapor snag, Repeal, Mana Leak etc) and draw/discard (Cathartic Reunion, Faithless Looting, Tormenting Voice, Collective Defiance etc is tricky.
Which is why its your job. Look at lists that try to do similar things (cast 2-3 cards for a big payoff), and copy their proportions of cards until you have a mix that feels good. Playtest, playtest playtest. You'll have an FNM crushing list in no time.
1 month ago
I wish Brainstorm was modern legal, but the closest you'll find is a 4 drop that lets you do it every turn.
Its worth looking at Jace's Erasure and Sphinx's Tutelage and Fraying Sanity. Lots of additional reliablity. Running it alongside spells like Collective Defiance and Incendiary Command or Trade Routes is a solid off-meta strategy. The multi-mode spells are remarkably good in modern- its more the way that they don't fit neatly into established shells than power that stops them being played.
Some cards like Goblin Lore are a thing. Draw then discard is powerful alongside 'whenever draw' effects. Just look for what you want to consistantly cast and slam as many copies into your deck as you can.
1 month ago
Flame Javelin is great but I think if you are ok running 4x cards with a CMC of 3 then Collective Defiance provides you with a sorcery speed replacement level effect + the option to ditch a hand of lands or put a combo player off their win-con. Seems like a good trade-off 1 or 2.
I agree with clockwork swordfish above about Ramunap Ruins as a 1 or 2 of. In games where you flood it's an out.
I'd also add some fetch, just for the flexibility of hitting for 3 with Searing Blaze on the opponent's turn.
If you agree with me about running a fetch or two, then you should throw in one or two shocklands that allow you to side into Wear // Tear or Destructive Revelry, which is your only option for dealing with things like Worship.
I have no idea if there's enough go-wide in your meta but just had a thought about running Rampaging Ferocidon.
1 month ago
Added a Collective Defiance to the list. So far it seems very good and versitile. The hand pitch actually helps a lot.
2 months ago
Nice idea, let those blue draw decks suffer ;)
Sign in Blood seems to be a perfect fit for that deck, you can target your opponent or dig for your combo pieces.
Burning Inquiry wouldn't be bad either to make your opponent draw.
Other worthy mentions could be:Wheel of Fate, Collective Defiance, Molten Psyche (super sweet if you happen to have 3 artifacts on the board), Incendiary Command, Reforge the Soul, or even Barbed Shocker.
2 months ago
4 months ago
Options to Fiery Confluence
5 months ago
Your deck is a sort of hybrid of three other decks; 8 Rack, Owling Mine and Hollow One while there is some symmetry in how these decks function, the first two are control decks and the last is aggro. At the moment I'd say your deck leans more towards control, but without the heavier discard or counterspell package. Outside of Hollow One you aren't gaining any advantage from the cards you discard either in terms of recursion (cards with Flashback, or like Bloodghast and Gravecrawler) or play (cards like Fiery Temper or Flameblade Adept) and you are only running 3x of Hollow One.
Your main strategy then is based on your opponent discarding cards, so how to make that more efficient, First up Wheel of Fate with Simian Spirit Guide you can potentially cast Wheel of Fate turn one, which would put your opponent on a clock. Next, admittedly with a little more work Reforge the Soul, you would need some Scry effects, but that is manageable. Or a more recent addition Collective Defiance, the effect was even attached to a creature, once Barbed Shocker... If you really don't care (but you probably should) about letting your opponent draw then you may as well run Master of the Feast, as it's an under-costed evasive beater.
I do think it is possible to build a strong Red/Black discard deck and here your lack of recursion could be a safety net. Since you aren't running any recursive threats you can use cards like Elixir of Immortality or Cranial Archive to fold your graveyard back into your library, meaning at a push you might be able to win by decking your opponent, or at worst you reset your deck. Note that Mill is generally a terrible strategy for winning though.
I hope I've given you some ideas, enjoy brewing your deck.