|Commander / EDH||Legal|
Printings View all
|War of the Spark (WAR)||Rare|
Combos Browse all
Commence the Endgame
This spell can't be countered.
Draw two cards, then amass X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)
Commence the Endgame Discussion
2 weeks ago
Tetsuko Umezawa, Fugitive
Adamaro, First to Desire
Chandra, Novice Pyromancer
4 weeks ago
@bushido_man96: Just added one more card, for a total of 6 left to cut. Commence the Endgame looks awesome here; Can't be countered, Draws you some, & can potentially Amass a HUGE Zombie Army Token. I wish I could find a Good Grixis Commander w/ the traits I am looking for; which, shockingly, neither Jeleva, Nephalia's Scourge nor even Kess, Dissident Mage have. & Mishra, Artificer Prodigy just sucks... X^X
1 month ago
I did tell you i was going to look at everything because of the support, so here goes nothing.
Disclaimer: I am really bad at giving advice for EDH decks. While i do love to help people out, Modern is my prefered format to do this in so feel free to correct me on anything I missed or miscalculated on.
Shared Fate and Nexus of Fate are both fate related cards and while Shared Fate seems fun, i don't know how many extra turn cards you want, just based on mentality of your playgroup, if it more casual or more competitve. Primal Amulet Flip gives you a little ramp and later makes your spells like Aminatou's Augury stupid powerful. Looking at Commence the Endgame it kinda gave the the feel that fate cannot be avoided, not even delayed, especially the fact that it cannot be countered. All in all, I love the deck(of course) and have a sudden urge to build a Triad of Fates deck. Im gonna look at more of your decks and then go get to that i think.
2 months ago
I would suggest keeping it lower to the ground if you're wanting it to be aggro. Cards that are higher in mana cost that have amass are nice and all, but they slow down the game and give your opponent a chance to find their solution to your deck.
The following cards care about you getting to the late game, or are IMO too slow for the kind of deck you're trying to build:
Widespread Brutality - you do have amass, but this card pretty much kills all of your creatures that aren't armies, and you're only allowed to have one army at a time.
Invade the City - this amasses well in the late game, but if you're wanting to aggro your opponent out, then you should replace this with something that can be good the earliest it can be played. what I mean by this is that you're not gonna be too thrilled to play this on turn 3, and so you're going to tend to want to draw the game on longer and I feel like if you take this out for another card, you're going to have a better time.
Enter the God-Eternals - This card does "a lot". The only things it really helps this deck with though, are amassing and it also has removal. There's a bit of lifegain, but I don't think that it's that much of a deal breaker. There are decks that can have this pay off big time by using all of it's effects, but I don't think this deck is one of them.
Commence the Endgame - There's not a ton to say. This card is fine in slower decks because they focus on delaying the game and keeping cards in hand to interact with your opponent, but you're pretty much just trying to empty your hand and attack with the creatures you played in the deck I think you're trying to make.
I would try to max out on Dreadhorde Invasion . It's going to be a good card to consistently pump up your army.
I have a couple concerns about this deck. The first is that you're very reliant on your only army being able to win the game. I've played a ton of games against people who try to make amass alone work, and it just comes down to a single removal spell.
The second is that if you are going for an aggro strategy, you are running too much control and won't be able to get an early game win/footing.
I don't think that amass is really an "aggro" strategy. If you would like to remain focused on purely amass, by all means its your deck. I would recommend dropping the zombie token tribal cards though. Even though they give your army keywords, they only really affect one creature on the field unless you make the deck use other zombie tokens. I would also take out the control cards and really just find the base of the deck. I would recommend that if you keep this deck grixis, that you at the very least add in a secondary way to win.
2 months ago
Looks fun! Consider
Commence the Endgame
Also, a fun tip you may already know: since state-based effects (like a creature dying of 0 or less toughness) aren't checked in the middle of things resolving, you can target an amass token of 4 or less toughness with Enter the God-Eternals and it won't die. For example, if you target a 4 toughness amass token, it will go to 0 toughness from the damage, you'll gain 4 life, your chosen player will mill 4, and you'll put 4 +1/+1 counters on the token, bringing it up to 4 remaining toughness. Then the game checks state based effects, sees the token has 4 toughness, and it doesn't die. Useful for when it's your only creature on board!
2 months ago
eerie343 for sure ill try to share a couple combos in detail for everyone. This will be a huge message so hold on!
The deck functions off the Fblthp and Proteus Staff combo. Fblthp being the only creature in the deck means that when you cast proteus staff on Fblthp he will be put on the bottom of your library and you'll reveal every card from your library until you reveal and then cast Fblthp from your library with Proteus Staff's ability. Before Fblthp is cast you are able to rearrange all the cards revealed this way however you want. So you can rearrange your entire library how you want and then draw two cards, just by targeting Fblthp with Proteus Staff for 3 mana.
Once you have rearranged your library and drawn the cards of your choice this is where it can get fun. Depending on your mana or board presence you may want to do other things but here are some combos I like.
To simply win the game you want to search and grab Jace, Wielder of Mysteries , High Tide if needed, and Tunnel Vision . You also want to make sure when you rearrange your deck to put a card on the bottom that you will remember. When you have the resources needed simply cast Jace and then Tunnel Vision. Target yourself with Tunnel Vision and name the card at the bottom of your library. You will then mill yourself to the last card of your library. Then activate Jace's +1 ability and win the game on the spot!
Another combo is grabbing Goblin Charbelcher and making sure you rearrange your library so that when you activate Goblin Charbelcher you will dig through 40 or so cards before revealing a land card so you then deal 40 damage to an opponent.
Saucier combo includes grabbing Animatou's Augury and High Tide when you have the mana cast High Tide and then Animatou's Augury to then cast for free Flow of Ideas (based off your proteus staff rearranging this needs to have you draw Blustersquall or a card like it, Frantic Search will untap some mana, and Part the Waterveil ) then cast Commence the Endgame for free with Animatou drawing some more cards and creating lets say a 8/8 amass token based on your hand size, hopefully even bigger! Continuing with Animatou's Augury you can then cast Octopus Umbra for free making the amass token a 16/16 because amass is +1/1 counters not base power. Then with your remaining mana you want to cast frantic search giving you extra mana if needed to cast Part the Waterveil . On your bonus next turn you can cast Blustersquall and swing in with your 18/18 amass octopus token to then start putting the pressure on hilariously.
Finally there's a Fblthp commander damage combo! Haven't done it yet but I'm pretty sure it works. You have to get Diviner's Wand out and attached to Fblthp as the combo includes drawing enough cards to make Fblthp able to swing in for lethal commander damage. Once this has happened and you have at least 7 mana, 5 or more cards in hand and you have arranged your library this certain way you can pull off the combo. Start by casting High Tide from your hand then Frantic Search . Draw Brainstorm and Blustersquall or a card like it. Discard two poop/not needed cards in hand. Cast Blustersquall for its overload. Cast Brainstorm , draw Flow of Ideas and put others back. Cast Flow of ideas. Draw 7 cards. 1 being an Island (lay this). 1 being a random artifact of your choice. 1 being Thirst for Knowledge and another being Windfall . Cast Thirst for Knowledge drawing more cards and discarding the random artifact. Cast Windfall drawing more cards. At this point opponent's creatures are tapped and your Fblthp should be at least a 21/21 with the help of Diviner's Wand . Swing in with FBLTHP for the commander lethal damage!!
2 months ago
So I just made a Varina, Lich Queen commander deck-Varina-Liliana Zombie Army Commander Deck that uses a lot of the new War of the Spark cards like Commence the Endgame or Relentless Advance to amass a Zombie Army token if I don't have one and then add the counters to it. My question is can I use Arcane Adaptation to name all my creatures to be the "Army" type and so for each "Amass" card add tokens to any creature I have then? If so do I have to put all the counters on one creature for every card effect that says "Amass" or can I distribute them however I like?
2 months ago
@SynergyBuild, what’s the reasoning for cutting them? Kasmina is amazing. Card manipulation, protects herself with the wizards, the wizards she makes turns on Wizard's Retort , and her passive ability protects my other walkers. Dovin slows down pretty much any deck in the meta to help me get to late game for Commence the Endgame . Narset, Parter of Veils brings a huge hand up against any other control deck and also shuts down Risk Factor .
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