Comeuppance

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare

Combos Browse all

Comeuppance

Instant

Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.

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Comeuppance Discussion

Nrdman on Queen Marchesa Rule

14 hours ago

Greater realm of preservation and righteous aura seem to inefficient and reactive in a deck with so few instants. Thaumatic Compass  Flip might be better as a second maze of ith, or Comeuppance for mass protection

hkhssweiss on Soldier of Fortune, Boros' Final Stand

1 day ago

BMHKain

Neheb, the Eternal is for the infinite combats Aurelia, the Warleader in conjunction with Aggravated Assault. After you deal 6 damage due to Aurelia's double combat phase, you can go into infinite combats and infinite red mana.

Read Ward of Bones, you are denying them of resources. For , that is easily accessible in colorless mana or burst rituals, a T1 or T2 Ward of Bones stops people cold.

Possible cards that can be cut:

Cards that needs to be cut:

For land base, you should keep it to 32 or 33. All 7 fetches, Dual Land, Shockland, Command Tower, Reflecting Pool, Mana Confluence, City of Brass, Exotic Orchard, Battlefield Forge, Cavern of Souls, Rugged Prairie, Ancient Tomb, Gemstone Caverns, Clifftop Retreat, Strip Mine, Buried Ruin, Command Beacon, Flagstones of Trokair. Emeria can be cut.

Nrdman on Aurelia exemplar of Justice (Work in progress)

4 days ago

Hanweir militia captain - looking at the list im unsure how reliably this will flip, and you really need it to flip to be worth the mana

paladin of atonement - this isn't a very aggressive creature, if looking for a creature that grows throughout the game Taurean Mauler is generally better

oblivion stone - i find this is a bit too mana expensive for my tastes. Nevinyrral's Disk or even Boompile activate faster.

renegade map - in a deck with no artifact recursion a land is better than renegade map. if you want the color fixing Ash Barrens is useful

hedron archive - doesn't seem to have a place in the deck considering that the curve tops out relatively low, two mana ramp like Mind Stone will let you be able to play your commander on turn 3 while having the same flexibility hedron does to get cards later in the game

I like the instant you have with sunforger, one piece of my sunforger package that has won me games is Comeuppance, its meta dependent but ive killed someone because they fireballed me

blood mist - Duelist's Heritage is better

citadel siege - i don't know how often you just have one creature, but with two creatures Spear of Heliod is generally better, you can't build up counters like you can with siege, but it works on everything and if the game goes too long youre probably losing as an aggro deck anyway

mana base - with ten 1 drops i think you should take out every land that has to enter tapped. the mana fixing isn't worth the lost tempo (this includes evolving wilds)

seems like a high amount of boardwipes for an aggro deck. meta dependent of course, but maybe take a hard look and decide if you really need them or more single target removal like Chaos Warp or Oblivion Ring

just my first thoughts

TheACTR on Mardu Spellslinging

5 days ago

Okay, I am back! I have more suggestions for you!

Firstly, I saw that you had Sunforger as a card you would like to get and I can't stress this enough: YOU NEED SUNFORGER. With so much removal at instant speed Sunforger becomes a busted card for your deck!

As far as other suggestions, I recommend the following:

Sins of the Past is basically Yawgmoth's Will or Mizzix's Mastery but a bit more mana required to cast for a huge benefit of free casting from the graveyard.

Shreds of Sanity/Ghitu Chronicler helps get extra uses out of instants and sorceries

Comeuppance is the best rattlesnake card ever

Fire Covenant is a decent board wipe if you have life to spare or really want to shut down specific creatures. It may not work for your deck though as you already have tons of removal

Deadly Tempest Same as above in that it may not be useful to you but could potentially wreck certain opponents

Increasing Vengeance Another fork variant but castable from the bin. I would take out Fork or Reverberate for it

Torment of Hailfire Obviously a good finisher especially with the amount of redundant copy spells you have. Better than Cut//Ribbons

Batwing Brume A nice psuedo fog that potentially stings the offending opponent

Hide / Seek Some things are better tucked into the library or exiled rather than destroyed

Electrostatic Field/Thermo-Alchemist/Guttersnipe Incremental advantage that could mean the difference between a loss or win plus some board advantage

Monastery Mentor/Young Pyromancer More board presence that may or may not be what you want to be doing for your early turns

Imminent Doom/Sphinx-Bone Wand This may not be useful to you but could serve as a secondary/tertiary Sentinel Tower

maxvantage on Queen Marchesa: Politics, Aikido, and Control

2 weeks ago

I love this deck! I've been following along for half a year, read every update and every comment with interest - thank you so much for all this hard work!

I'm in a new playgroup and fighting combo. Last night I faced off against a combo you've won against before - the Sanguine Bond + Exquisite Blood combo. I was holding Comeuppance because I'm under the impression that it won't stop this combo, since it only prevents damage and the combo results in "life loss".

Can you comment? If I'm right, I'm in need of cards that prevent "life loss" and not just "damage" - any thoughts on this?

I'm also really curious how your play patterns have evolved now that you need to be more "aggressive". For example, I'm loathe to attack with Queen Marchesa even when I can, because I don't want to draw ire. In this new meta, I'm wondering how to balance the Aikido ethic with aggression.

Thanks again for building this deck and documenting it so well!! It's my favorite deck and by far my most versatile.

Dreamweav3r on Kalemne is Best Girl [EDH Primer] v1.6

1 month ago

Ocelot44 thanks a ton for the suggestions!

I really should be running a way to deal with an opponents' lands. However needing to blow up my own land to do so seems really painful. So I need to find a different solution.

Nahiri, the Harbinger, Wear / Tear, Legion's Initiative and Ingot Chewer have all been in the deck at one point or another. The two former I could see returning at any point but personally I never had great luck with Legion's Initiative. I found that leaving 2 mana open each turn hurt, and if your opponents are smart it's not too hard to play around, plus, in a game where everyone is wiping the board 5-6 times a game, it really just is like trying to fix a dam with bubblegum and tape. Boros Charm makes the cut because its tricky, tutorable, and can be recurred with Mistveil Plains. And I find Ingot Chewer is too cute even for Kelemne. (lol)

An overarching instinct I had making this deck is I really cant afford narrow 1:1 answers for things unless the literally win me the game Comeuppance, Wild Ricochet, or are extremely efficient and/or can be tutored off Sunforger like Return to Dust.

I see the cards you've suggested, and they're good, but some of them I can't see running, and it makes me wonder what I'm thinking is best for the deck and why. Perhaps I value Sunforger too much, but I do like any answer cards to be instants under 4cmc for that reason, in the same why I'd rather run Aura of Silence in a deck with Enchantment synergies.

I don't really see the deck as one that can actively prevent opponents from achieving their gameplan, but finding ways to work around them. Because, for example, while Aura of Silence is a great card, ultimately it doesn't further my plan and I'd really rather just play a mana rock. And yeah Return to Dust doesn't either, but it atleast has synergy with Sunforger and doesn't cost me a card in the end.

I really just try to get the most out of the cards I play, and I see them in 2 ways:

Cards that are great to play the turn after Kalemne: Neheb, the Eternal, Balefire Liege allowing you to hopefully snowball and kill an opponent quickly.

And Cards that provide extremely high value over time: The Immortal Sun, Sunbird's Invocation, Stolen Strategy making up for lack of card draw with sheer card advantage.

Anything that doesn't fall in those categories is either Lands, Ramp, or Sunforger Package.

I can see adding Reforge the Soul immediately to the deck so thanks for that one ;)

At the end of the day it is just different ways of valuing cards and deck building, no one is right or wrong. I'm also just happy to see someone else who enjoys building her too.

:P

shagreel on War Deck

1 month ago

I listened to the CMDR podcast and that brought me here. I play a boros deck however it is a more control style iroas build the list is here http://tappedout.net/mtg-decks/10-06-15-wifes-boros/ . Wanted to reccomend a few cards and see what you think.

Unlike CMDR central I am a big fan of a sunforger package espically in your deck as the +4/+0 on Aurelia, the Warleader can make a huge difference on your clock and be removed to blink her.

I would like to recommend the following additions to your Sunforger package:

  1. Mistveil Plains, This allows you to reuse one of you sunforger targets by putting it back into your deck from your graveyard
  2. Comeuppance, I consider this an upgrade to Safe Passage as it still prevents damage but also reflects it back to the source of the damage.
  3. Expedition Map, This does not ramp the land out like Wayfarer's Bauble does but it allows you to find any land you need not just a basic
Also you might want to consider a few removal cards like Crush Contraband.

As for other cards to think about for your deck I would consider these Creatures: (I went with an angel theme)

  1. Angelic Page
  2. Blinding Angel
  3. Voice of All
  4. Angel of Serenity, Please note you can exile cards in a graveyard with this, and when it leaves they go back to a players hand
  5. Angel of Sanctions
  6. Angel of Condemnation

Non Creatures: As I went with the Angel theme Urza's Incubator to amke all your angels 2 cheaper, I agree with CMDR central to play Pearl Medallion, also might want to consider Seal of the Guildpact, Lastlythink about Sudden Demise it is similar to Aurelia's Fury but kills the creatures instead of making them not able to block.

MillersEdge on Atraxa Proliferate Everything

1 month ago

As you have added this list to the superfriends hub and mention that creatures would be the first thing you'd cut, I'll mainly focus my recommendations on the superfriends theme. A lot of the suggestions I am going to make might seem fairly obvious if you have seen more conventional superfriends lists, but incase you have not, I'll make them anyways.

Ok, after finishing this, I might need to add a TLDR: Subthemes are great, they make your deck unique. But if you want your deck to be reasonably streamlined, you might want to keep your subthemes just that: subtheme(s) to an actual main theme. Build your shell with that main theme in mind and then see how much space remains for your subtheme(s). Don't get caught in minute synergies between subtheme cards, keep asking yourself "does this go with my main theme or AT LEAST really hit the core of my subtheme?" The rest develops as you play the list and tinker around with it. Below you find some recommendations I would make for a superfriends shell. But take this all with a grain of salt, I am by no means an amazing player, nor an expert on deckbuilding.

Planeswalker Synergies:

Let's start this off with Primevals' Glorious Rebirth. This card is just plain insane. It allows you to play your walkers early on in the game without worrying about them dying too much and then get them all back in one backbreaking turn later on. Doubling Season into this has won me quite a few games.

Oath of Nissa is cheap, rarely fails to find something you want, and makes casting your walkers easier early on, which is nice. Oath of Gideon gets you tokens to block with, and the additional loyalty is often more relevant than one might think. Oath of Jace, Oath of Liliana and Oath of Ajani are definitely playable as well, but I think the others are less situational/ do more at their costs, so I tend to stick with those. It's worth noting that all the oaths are legendary, so they do come back with Primevals' Glorious Rebirth.

The Chain Veil is a classic Superfriends card, it's legendary so it comes back with Primevals' Glorious Rebirth and it makes for some insane turns once you have multiple Walkers online, especially if you can untap it, for example with Tezzeret the Seeker (infinite activation combos are possible here). I've heard about people actually cutting it because they find it a bit clunky (don't have one myself yet, so I can't really comment on that), but it's definitely a powerful card.

Settle the Score can be awkward. There is better singletarget removal available and it needs a target in order to uptick your walker. On the other hand, being able to ult a walker out of nowhere can be pretty sweet. Probably not an optimized card, but decent nontheless.

Extra turn spells like Nexus of Fate or Savor the Moment can allow for extra activations on your walker abilities or just win you the game outright if you can build a board of creatures before going into your extra turn and swinging.

Ramp:

The problem I see with your mana acceleration is that most of it is either pretty slow, susceptible to removal, or both. Gyre Sage for example needs you to get counters onto it to be effective and dies to any kind of creature removal (I still like the card when running +1/+1-counter-synergies and a certain amount of creatures, it just doesn't always ramp you very well). Mox Opal requires you to have metalcraft online, something which I found hard early on within a few test-mulligans I did, and the later the game gets, the lower the impact of a 0-Cost Manarock becomes. Astral Cornucopia and Everflowing Chaliceboth need a proliferate or two to really shine. Not to mention, if you are geared toward your friends, they might be teching for you as well, and something like a Vandalblastcould hose your ramp pretty hard.

I'd definitely include some landbased ramp along the lines of Farseek, Rampant Growth, Cultivate, Kodama's Reach or Solemn Simulacrum. It thins your deck, comes down fairly early, fixed your mana and rarely gets removed. If you have green in your identity, that ramp is hard to pass by.

Also, unless it's banned in your playgroup, Sol Ring. It's just really good. Especially if you want cheap artifacts that produce mana.

As Foretold is slow, but can get out of control fast, even more so when paired with proliferate. Definitely a fun card.

Another piece of acceleration that is good on it's own and has proliferate-synergy is Coalition Relic.

Thaumatic Compass  Flip is a card i recently started running and I've been loving it so far. It fixes your mana and/or finds you lands if you need that, and it flips into a land that can tap for mana and protect your walkers, while being reasonably hard to destroy itself.

If you untap with Mirari's Wake on the board, the game can often just be over, and the +1/+1 works well both with the tokens from your walkers as well as the creatures that you're still running.

Walkers

There are quite a few great walkers out there and I won't name them all (you're running quite a few of them already). Generally anything that gives you decent cardadvantage, protects itself (usually by making tokens to block with), or kills something the turn it comes down is fine, anything with a combination of 2 of those on its first two abilities is really good. Ults are a lot more relevant in this deck than in most others, as you actually have a pretty reliable chance of getting them off, but I'd still be careful with running a walker JUST because of it's ult. Run cards that you're happy to draw even without a doubling season on the board.

Ugin, the Spirit Dragon is the big bad dragon in the room. It's amazing, it wins games, is colorless so you can play it in other decks, but it's pricey.

Vraska, Relic Seeker is a walker I've grown to love recently. Her tokens are great, her removal hits a lot of things and actually gets you and artifact that somewhat ramps you, and her ult often allows you to just take one opponent out then and there (not to mention the fact that it's actually quite easy to reach her ult even without doubling season, seeing as her first ability is +2).

Ajani Unyielding, Ajani Steadfast and Ajani, Mentor of Heroesare all great in this kind of deck.

Elspeth, Knight-Errant is useful early on to make and pump tokens, and in your deciding turns her emblem can allow you to wipe your opponents boards while your creatures survive and swing for lethal. It also protects your board in case you can't finish off all opponents at once and have to let them untap. Vivien Reid does a similar job.

Answers:

This highly depends on your metagame, but overall I feel like your list is a bit low on sweepers. One of the big upsides of running a lot of walkers is that very few boardwipes hit them, so you can continue to set back your opponents while protecting your walkers and generating value. Cards like Damnation/Wrath of God/Day of Judgment, Cyclonic Rift, Toxic Deluge, Decree of Pain, Merciless Eviction, Descend upon the Sinful, Austere Command, In Garruk's Wake and Phyrexian Scriptures all have their targets and you can run them as you see fit.

Counterspells in EDH are a tricky topic. My playgroup doesn't really run any and I hate playing against them so I don't want to start things, but if you see your big spells getting countered repeatedly, you might want to at least run something along the lines of Swan Song, Counterspell and/or Spell Pierce to protect them. Cards like Mystic Confluence or the more expensive Cryptic Command are great because you can just use their other modes in games where you don't want to counter any spells.

Unlike Ghostly Prison or Propaganda, Norn's Annex actually protects your walkers as well as your face. The problem is that aggro/go wide decks are often happier to pay life than mana, particularly early on.

As you already have Teferi's Protection, arguably the better card, this might be a bit overkill, but Comeuppance can be another emergency button kind of card (and this one can actually sometimes kill your opponent).

Miscellaneous:

Some cards that are either just fun to play or decent on their own in the deck (most of these aren't all that optimized ^^).

Helm of the Host costs a LOT of mana to get it on the board and equipped. If your opponents can then remove it for little cost, it's pretty bad. But if it sticks around for a few turns, it can do insane things. An army of Atraxas (all of which proliferate at the end of turn) alone is amazing, but you can also abuse the effects of other creatures (like Deepglow Skate) or combo this with Gideon of the Trials to make a nonlegendary copy of the walker and an emblem on the same turn, forcing your opponents to deal with both walkers before they can kill you. And if they can't kill both before you untap, you can make another copy. And so on. Also synergises with both Doubling Season for extra tokens as well as Primevals' Glorious Rebirth for being another legendary permanent.

Thief of Sanity has been showing up in our playgroup quite a bit. At worst it's just a 2/2 flyer to block with, at it's best it creates this second hand for you that sticks around even if the thief dies and gives you the option to exile your opponents' best cards and use them against them.

If you want to stick with more of the Artifact- and/or +1/+1-counter-synergies, both Hangarback Walker and Walking Ballista are amazing cards on their own that can take over games once paired with some kind of enabler.

If you want to add to your infect-arsenal, both Ichor Rats and Viral Drake are decent cards to run. Be warned though, quite a few players dislike infect in EDH, and some playgroups even have houserules increasing the number of counters needed to kill someone to 15 or 20.

What to cut: In the end, this comes down to you. There might be subotimal cards that you really enjoy playing even if they don't increase your chances at winning. Or a certain sweet combo might justify running a card that is clunky in a lot of situations (Helm of the Host is definitely such a card for me).

Generally, I'd start with the cards that don't really go with any of your main themes. Stuff like Brago, King Eternal, Muldrotha, the Gravetide, Derevi, Empyrial Tactician or Etrata, the Silencer(proliferating assassination counters doesn't do anything btw, they have to be on different creatures; just in case you missed that). If you really want effects like that in your deck, try to find it on things that work better with your core themes (like Aminatou, the Fateshifter being able to blink important permanents the turn she comes into play and without having to attack, while working with planeswalker synergies, Primevals' Glorious Rebirth allowing you to return most of your core pieces from your graveyard in one big blowout or extra turn spells allowing you to untap permanents while also giving you extra planeswalker activations).

Then, if you want to focus on one theme and cut back on the others, start with those pieces that worst on their own, like Mox Opal doing literally nothing if you don't have Metalcraft turned on, or Corpsejack Menace being a plain 4/4 for 4 if you aren't putting counters on creatures. If you only have cards remaining that work on their own or with little buildaround, keep asking yourself "would I rather have this or something that goes with my core theme". At this point you can just keep trying around, cutting what feels bad to you, adding some stuff, maybe going back if it changes for the worse, but try to keep your bigger picture in mind. Keep enough of the core mechanics (card draw, ramp, removal, proactive plays) and always ask yourself "what does this do in my deck, why is it the best option, what could I be running instead?". The answer to this question can very well be "I like playing it" or "it looks cool" but this keeps you from playing cards in your deck without reason.


Sooo there you have it, my 2 cents (or maybe 20) on Atraxa Superfriends. There are quite a few expensive cards up there that I don't even own myself, so in case you're interested in my current list, you can find that here.

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