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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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1 week ago
I'm a Johnny, Combo Player but I've run into the same issue because I had one play group where I didn't really care if they whined about my combos. I moved onto a play group where I like everyone and now it isn't as fun if I pull out a silly combo early in the game. I much prefer for the games to go long so I can actually have fun with my friends. It has been interesting finding combos that take longer while still being decent enough to win once in awhile.
Profet93 I found pillow fort decks can be powerful while not giving your opponents much to whine about. You can play stupid stuff like Palisade Giant + Darksteel Plate and then go about your business of setting things up. No one really seems to complain even though it is effectively the same as a proactive control strategy. Why counter things when they cant hurt you anyways? A more competitive version of the same idea is aikido where you use funny things like Comeuppance.
1 week ago
Hey I am a long time Aurelia player. I have a deck that functions similarly to yours, you can check it out for some ideas here http://tappedout.net/mtg-decks/aurelia-angel-tribal-1/.
First off you need a lot more lands. I would run 39-40 for a deck like this. You never want to miss a land drop.
For mana production and ramp: Thran Dynamo Gilded Lotus Quicksilver Amulet Belbe's Portal Hedron Archive Gift of Estates Land Tax Tithe Burnished HartFor Removal: Day of Judgment Blasphemous Act, Fault Line Earthquake Return to Dust Comeuppance.
Creatures: I like the idea of sticking to one tribe, I recommend working your way in that direction even if it takes a while to achieve. The suggestions above will work for any type of big creatures, angels, giants, dragons, eldrazi etc. High impact angels Reya Dawnbringer Emeria Shepherd Sunblast Angel Angel of the Dire Hour. Some high impact giants Hammerfist Giant Inferno Titan.
Card draw: Wheel of fortune is great but expensive so Runehorn Hellkite, and Reforge the Soul and Dragon Mage are budget options. Planar Bridge is great in a high mana deck, you can tutor for the permanent you want most. Otherwise group hug cards are also reasonable Temple Bell, Howling Mine Font of Mythos Horn of Greed.
Things I would cut:Both Archetypes - they get lost easily to board wipes. Fall of the hammer, suppression bonds, solemnity, fall of the hammer, blazing volley, disaster radius, breath of darigaaz, dawnglare invoker, bloodshot Cyclops, anya, prism ring, and saving grace. All of these cards can be replaced with better more impactful cards listed above.
I would also cut Blade of Selves and Conjurer's Closet since they are not well supported in this deck. You really want to be using a lot of enter the battlefield creatures, so this doesn't seem like the right home for those cards.
Anyways, let me know what you think.
1 week ago
I run a similar list including anya in the 99 but with tajic at the helm.
Due to her indestructible nature and access to stuff like Boros Charm Frontline Medic Avacyn, Angel of Hope and Iroas, God of Victory, i would recommend running powerful spells that indestructible creatures like anya, see my list for reference, but a ton of spells exist that anya survives but everything else wont
Also, your lack of tutors is disturbing :/
As far as artifact theme, you're missing a few key cards
Without this, a single Vandalblast neuters your game plan
not just flavor, this card allows you to run a "toolbox" of 1-4 cmc instants, some i run in tajic are
Creatures constantly being destroyed? Fear not. Leave 4 mana open and anya and friends will NEVER die, it also abuses etb effects like Godo, Bandit Warlord
2 weeks ago
So I had a nice big list of suggestions and they went poof. I'm gonna summarize my main points and give a short list of cheap and less cheap cards. First is that if you're going to run such a healthy amount of card draw AND Eidolon of Rhetoric you ought to have some kind of no max hand size. Second is that Arcades gets help from Vigilance. The following list is choices of cards to fulfill those two functions (in various price ranges) as well as a couple other cards I run in similar decks. I know some of them would require you to free up a significant amount in your budget but I feel I'd be remiss not to mention them.
- Brave the Sands
- Heliod, God of the Sun
- Reliquary Tower (let's hope this and/or the following one get reprinted in Commander 2017)
- Thought Vessel
- Kruphix, God of Horizons
- Plea for Guidance
- Curse of the Swine
- Windborn Muse
- Planar Cleansing (this works well with the following one)
- Praetor's Counsel
2 weeks ago
Kiyomeii I agree with you somewhat on the efficiency of the reanimation spells that I have chosen for the deck, and your comment on my land choices. I'll take a second to try and explain what I've tried to accomplish.
Dance of the Dead, Animate Dead, and Necromancy are pretty hard to use multiple times because the theme with my deck, and one of the best things it can do for itself is to sacrifice my commander, Child of Alara, to wipe away the board. So these cards once they are in the graveyard can be rather tricky to efficiently return in order to continually benefit off of child. There are some incredible enchantment recursion cards out there, but some of them in my current list would require me to cast Argivian Find targeting necromancy or the like. Then casting the animation spell, which works entirely, but then if I want to do it again because I decided to cast Abjure, sacrificing child, to counter something like a Blightsteel Colossus, I'd have to go the route of casting a Noxious Revival or something else to try and do the same thing again. Plus cards like Animate Dead and Dance of the Dead have drawbacks to them. They are often susceptible to cheaper removal, thus getting rid of child in the process. It feels way more comfortable to Breath of Life child into play with no strings attached. Then my Archaeomancer just targets that and I'm off to the races. No middle man shenanigans.
Now, the reason all this is important, and why I assume that I'm going to have to do this multiple times is because child is a 6/6 and everyone at the table has 40 life (they also hate child). You only need 21 damage to win which is 4 unblocked swings with child but that all together is swinging 12 times in a row completely unblocked. That is not going to happen. The easiest way to control the board state with child is to purposefully sacrifice it. And if you have spells or abilities that sacrifice as a part of the cost, the trigger for child's death goes on the stack before I pass priority to the next player. It's why Perilous Research is probably going to be coming out, because it sacrifices on resolution. So if the spell gets countered I don't get my cards or a child trigger on the stack.
The reason Necromancy is in the deck is because there are creatures out there that have haste. Some of them are whatever like Glitterfang, but there are other creatures like Maelstrom Wanderer that are often the commander of a deck. So that player always has access to them, And it sucks when an 8 cmc, 7/5 haste, gives other creatures haste, cascade cascade creature drops in 2 big threats or a Protean Hulk and tries to kill me or the board. Necromancy can be played at instant speed, and I sacrifice at the end of turn, but I would probably do that anyways. I like to think of Necromancy as a combat trick more than anything. Maelstrom Wanderer is part of the reason I'm considering adding Comeuppance to the deck.
The other thing this deck has going for it is Maze's End and I've spent some time explaining how efficient that can be if you have the right cards in hand. Plus it's a combo that is available to 5 colors, and doesn't go away when I sacrifice child. A turn 4 Maze's End could mean I'm color fixed for the rest of the game.
I run a lot of basics because they're easier to ramp out into play. A lot of competitive land destruction targets nonbasic lands too, if that counts for anything. And there's plenty of reasons why I don't want to run a Hermit Druid 0% basic land combo deck with a hyper efficient fetches and shocks mana base.
If I ever get around to making a recording of the deck working well in a multiplayer pod, I will definitely upload it to this page to help provide insight on how I play the deck. And how I react in most situations with my experience in commander while running my list.
2 weeks ago
DanteBeleren I really like this idea, because I am often caught in a situation where I am sacrificing child to blow up Maelstrom Wanderer only for the person to cast them again and then hit like Xenagos, God of Revels or some other crazy combat card that lets them either finish me off or put me in "check" with commander damage. I think I will see about Comeuppance because it turns the combat against the attacking opponent which i think is more powerful than just stalling a turn with a Fog card. thank you! I have never even heard of Comeuppance and it's in a commander set??? how was I not aware...
2 weeks ago
I know they're typically considered silly cards, but since you can't keep a board-state style protection (pillowfort), have you considered Comeuppance, Fog, Holy Day, Darkness and the like? Maybe even Spore Frog or Kami of False Hope? They all fall into what your deck already does if you can squeak them in. Also/Alternatively, Angel's Grace or Intervention Pact?
Overall awesome silly deck and it will be interesting to see where you take it, so plus one from me.