Colossal Majesty

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Colossal Majesty

Enchantment

At the beginning of your upkeep, if you control a creature with power 4 or greater, draw a card.

markbeloit on Kura

1 week ago

You wrote me an essay Profet93, so I took awhile to respond. Will try and address your question comments one-by-one.

Regarding Null Rod: It was in the prototype of this deck, but Collector Ouphe was cheaper, so I opted for the ouphe.

Regarding Snow-Covered Forests: Would probably be better, but I'd rather not pay the $.

Regarding Elemental Bond/Garruk's Uprising vs Colossal Majesty: In 90% of decks I'd agree with you that those two are better, but in this deck, I think Colossal Majesty might be better. I don't have that many creatures ETBing, and sometimes I have a big creature around for several turns. In those scenarios, I think Colossal Majesty generates more value.

Regarding Hour of Promise: Good, but not sure I need it.

Regarding Pir's Whim: Good, and not a card I knew of. Will have to keep an eye out for something to cut.

Regarding Yavimaya Hollow: Too much $. I don't think I need it enough.

Regarding Miren, the Moaning Well: I don't like Miren very much. True it's a second sac outlet, but I consider it vastly inferior to High Market. I really don't like having to pay . And while I'm in trouble if someone blows up High Market, that hasn't happened yet.

Regarding Castle Garenbrig: Should probably cut a forest for this, and probably will when I get one.

Regarding Mirrorpool: Worth considering. There's only a few instants and sorceries I'd want to sac a land to copy, though, and I have to pay . Also, I'm trying to be a bit careful about how many utility lands I have in the deck, specifically lands that don't make . If you have too many colorless lands you can get screwed.

Regarding Greater Good: Was a card I was seriously considering when building the deck, but saccing Kura to it is not that great. Bottom line, though, I thought for sure Greater Good would get destroyed immediately if I played it, which is why I decided against it.

Regarding Nylea's Intervention: Ok, but not sure I need it.

As always, a problem is what to cut. This deck does fairly well, and when that's the case, I'm always leery of cutting a card unless I see something strictly better.

Regarding Abundance + Sylvan Library: Drawing 3 cards per turn with no down side is fine, though it doesn't happen often :)

Regarding Abundance, it actually has some additional tech to it. In this deck I've been able to put every land in my deck into play once or twice. With Abundance, you put the revealed cards you don't get on the bottom of your library in ANY order, not a random order. So if I Abundance to get a land and don't have any in my deck.... I can rig the order of my deck. At that point your basically tutoring instead of drawing. Doesn't happen often, but is powerful when it does.

You also can't deck yourself if Abundance is in play, though that hasn't come up yet. A fun piece of tech, though not for every deck.

Sorry for taking so long to respond. I put it off since I knew I'd have to write a lot. Thanks for the suggestions, and I'll think of them, though again the problem is what to cut.

wallisface on Stompy

3 months ago

Some thoughts:

  • your mana curve is very high, and land count very low. You either need more lands/mana-dorks, or a much lower mana curve.

  • both Wilt and Force of Vigor are sideboard cards - they have no practical place in the mainboard.

  • Stompy decks typically aim to apply lots of pressure and close-out the game quickly. Colossal Majesty doesn’t help you achieve this at-all, in that it gives your opponent time to stabilise and room to breathe.

  • you have almost nothing to play turn-1, meaning you’re often starting a full turn behind your opponent. This is already a very dangerous place to be- but even worse when your deck archetype is designed to be applying lots of pressure quickly. You need more turn-1 plays.

Valengeta on Xenomorphic Expanse

8 months ago

TheMeadiator I like Browbeat and Risk Factor, used both in other decks. I've decided to mainboard 2x Lead the Stampede as it can draw me more cards than Browbeat.

Colossal Majesty is a bit too slow for me, and Dawn of Hope doesn't make much sense here since I dont use Lifelink

I agree that more craw draw is necessary, but it's hard to find good one in these colors for a tribal deck

TheMeadiator on Xenomorphic Expanse

9 months ago

Some suggestions:

Colossal Majesty if your silvers end up getting big quick

Browbeat is fun for the choice of extra damage

Dawn of Hope if you have the mana to spare to pay when you have lifelink friends

Card draw is how you win games! Even if you just throw in a few one mana buff spells that have the additional effect of "draw a card" it might be worth cutting a few slivers for.

Good luck!!

Snake on The Everchosen One

10 months ago

Evita criaturas de doble costos de un solo color como Lovisa Coldeyes, esto en la medidad que no te signifique una graan perdida.

Si vas a ocupar Anointed Procession considera a Marneus Calgar, y considera motores de robo: Guardian Project, Colossal Majesty, Rhystic Study. Veo que pusiste Impact Tremors, su utilidad relativa a menos que abuses de la habilidad de tu comandante, yo consideraria sacarlo.

eliakimras on B.F.D.

11 months ago

Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)

I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:

1st. Ramp

Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.

2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)

3rd. Better counterspells

4th. Better removal

5th. Better boardwipes

6th. More card draw

7th. Better win conditions

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