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Commit / Memory
Put target spell or nonland permanent into its owner's library second from the top.
Aftermath (Cast this spell only from your graveyard. Then exile it.) Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards.
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Commit / Memory Discussion
19 hours ago
Sup, here are my initial thoughts:
Lands:Surprised you're not running Mikokoro, Center of the Sea. You can prob come down to 37 lands too.
Creatures:I'd prob cut:
I'd prob bring in:
- Clever Impersonator
- Sakashima the Impostor
- Archfiend of Ifnir - spicy board wipe synergy - breaks through indestructible too :D
- Seizan, Perverter of Truth
- Consecrated Sphinx
- Niv-Mizzet, the Firemind
- Sire Of Insanity
I think these would be pretty sick in place of all the other enchantments:
- Liliana's Caress
- Fevered Visions
- Underworld Dreams
- Breathstealer's Crypt
- Helm of the Ghastlord
- Leyline of Anticipation
- Leyline of the Void
- Hive Mind = EPIC!
- Well of Ideas
Could prob add more rocks too.
Instants:I think these are the only instants you really need:
These are prob the only ones I'd run:
1 day ago
I appreciate the addition of a name, and I might steal it ;)
This is my list: The Ten Plagues: Locust God EDH | *PRIMER*. Hopefully it can give you some good ideas, and I'd love to hear your opinion :)
Have you considered Coalition Relic to let you cast Senehem on T4, Recurring Insight to draw massive numbers of cards, Murder of Crows for an additional combo, or Mystical Tutor/Gamble/Long-Term Plans as tutors?
3 days ago
I ran this out late night, and went 3-2. I'm no pro, having won the "Worst Magic Player" award in 1994 & 2015.
I wasn't ran over by aggro in my losses, but the lack of interaction early did allow my opponents to set up their combo pieces for some frustrating mid-game losses...because I was soooooooo close to a pay off!
Having 9-11 lands on the battlefield by turn 4 wasn't uncommon, but I most of the time I felt like I wasn't ramping into anything because I'd have no real action in hand. I'm thinking that a couple of Pull from Tomorrows would help out with that, or maybe some Censors for early control and/or cycling.
I never had the chance to cast either Coax from the Blind Eternities, Rise from the Tides, nor Sphinx of the Final Word. My wins came from awakening Part the Waterveil, Crush of Tentacles, and some massive 14+ damage Burn from Withins.
Five games is a very small sample size, but hopefully the feedback helps tune this deck up. :)
5 days ago
I've always loved/hated this commander, made for good games or painful ones but either way. A couple of cards that I can think of is Incendiary Command, Commit / Memory, Jace's Archivist, Memory Jar, Teferi's Puzzle Box, Winds of Change, and Windfall to give you a few that are relatively cheap.
1 week ago
kortioznikas Hahahahah. I was damn lucky. Sphinx of the Final Word saved me from a blue deck xD . Also, Commit / Memory is a major hit, because no one pays much attention, when i discard it or fuel the graveyard with it . I am open to any suggestions though. Do you think that i am missing something? I want to take this deck to another tournament, but i don't want to rely on my luck again xD
1 week ago
So I have quite a few ideas about this deck. First off i think you have too few mana sources, so i would go up to at least 34 lands. I think in addition to removing the mill strategy I'm not a fan of cards that steal a creature for only one turn and just return it. I would rather kill it. I would also cut all the targeted hand disruption and land removal because they have a very minor impact on the game most of the time. You can destroy important lands with cards like Strip Mine without needing to use up slots in your deck. Hand disruption in multiplayer needs to be repeatable or else it's not very good. In Commander I find people have such powerful topdecks that trying to control people's hands one card at a time doesn't really do much anyway because they will still just draw the most powerful card in their deck. Without a ton of countermagic and removal to stop what doesn't get removed from the hand it's hard to actually control the game this way. Most countermagic does not play well with your Commander's ability however. So I would just focus on ways to control and dominate the board. I also included some really good green hate cards and creature hate cards. Alright so I have way too many card ideas to use at once i think but here we go...
Hibernation, Perish, Slay, Chromatic Lantern, Rise of the Dark Realms, Commit / Memory has really impressed me recently, Fated Return, Necromantic Selection, Expropriate, Mystic Confluence & Cryptic Command are counterspells with other modes you can cast anytime, Mizzix's Mastery, Stolen Identity, Supplant Form, Worst Fears....
1 week ago
When I played Grixis Summoning which look a lot like your build, the things I loved the best were casting a Cathartic Reunion and Madnessing Alms of the Vein and/Or Fiery Temper with Metallurgic Summonings in Play, a 2/2, 2x 3/3 for 4 mana.
2 weeks ago
lords2001 thank you for the ideas! I was contemplating whether I should put Commit / Memory into Galestrike slot. I just don't like the idea of memory because I've drafted that card and it has made me give the opponent the advantage more than I'd like haha.
If you have an idea to swap it that would be most helpful!
Lastly, Goblin Dark-Dwellers is awesome! I have 3 promos sitting downstairs in my Izzet fast enough? deck. But I wanted to go the non-creature approach so that I have more answers to everything else. But never the less, a great idea!