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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
2 days ago
After very nearly beating a deck a lot like this on Game Day by milling their Approaches into the graveyard, I'd suggest adding Commit / Memory at least to your sideboard as a bit of protection against that sort of thing, as that was the only thing that saved them.
2 days ago
I found this deck online and I really like the playstyle:
4 Glint-Nest Crane4 Ornithopter4 Baral's Expertise4 Reverse Engineer4 Engulf the Shore4 Paradoxical Outcome2 Whir of Invention2 Aetherflux Reservoir4 Bone Saw2 Implement of Improvement4 Inspiring Statuary4 Prophetic Prism4 Renegade Map18 Island2 Commit / Memory2 Dispel2 Metallic Rebuke3 Negate2 Vexing Scuttler
what do you think? If I buy these cards is there a possibility to upgrade it in the future? Thanks
1 week ago
Thanks Nox.LD - to answer your question I cut out the eldrazi combo because I wanted something that was not so reliant on cards that are leaving at rotation. I know I have a few that will be leaving Thraben Inspector and Eerie Interlude and some lands, but I figure lands are pretty replaceable. And I figured we'll all be sad when the Inspector leaves, so I'll join the masses hunting for a good 1 drop with ETB effects then.
Thanks PenguinVenom228 - I was wondering the same (and actually cut the three you mentioned for the Commit / Memory, Dusk / Dawn and a second Aetherflux Reservoir). I am nervous that this is a pretty slow build being my first standard deck ever - just in sample hands the machine hardly gets going before turn 5. If I ditched the Authority of the Consuls would there be enough life gain to keep the Aetherflux? Sunscourge can only do so much with Pan once eternalized, while a Consul with one Pan is 2 life for each creature the opponent casts.
1 week ago
Like i said in the original post, nekusar hates creatures, in fact he kind of hates anything living/not dead lol. he is a wizard spell commander and his ability revolves around draw spells, therefore i would run 2 or 3 nekusar and very few actual combat creatures
Nekusar is a wizard, he isnt meant for combat he is meant to augment spells :) thraximundar and gravecrawler are good cards, but those are meant for zombie tribal. Which is usually dimir, but thrax is a different deck entirely and costs too much to hard cast so basically is asking for reanimation
If you want a zombie tribal deck, Sedris, the Traitor King or Grimgrin, Corpse-Born is your man, both have a place in my heart but sadly zombie tribal is very slow and often doesnt perform well.. i used to play grimgrin but his performance dissapointed me and he is the "best" zombie tribal commander, even invested/tuned he still was meh :/
Personally, id remove most of the creatures outside of nekusar and replace it with rituals and wheels
To make a long story short, If i were to make a budget list itd look like:
3x Waste Not
Mass draw/discard spells 10
Counterspell + mass draw/graveyard shuffle 8
Ritual goodstuff 7
4x Dark Ritual
2x Bojuka Bog
1 week ago
1 week ago
As far as enhancing your ramp I would focus on the "at least 2 mana for 1 spell" mana ramp options available like Explosive Vegetation, Overgrowth, Thran Dynamo, Gilded Lotus, Karametra's Acolyte, etc. Grand Arbiter Augustin IV could be a good ramp/distraction/disruption spell.
More tutor options could include Long-Term Plans and Tamiyo's Journal. Graveyard recursion that combos with Deadeye like Eternal Witness and Skullwinder can't hurt. Recently I have fallen in love with Commit / Memory, its so versatile as an interactive spell and Timetwister even for 6 is still awesome.
1 week ago
Hey friend! I like your take on Shu Yun, seems cool. Got a few card ideas for you...some pump spells Fatal Frenzy, Onward / Victory, Rush of Blood, some more creature control Ride Down, some mana ramp Thran Dynamo, Worn Powerstone, Sol Ring, Azorius Signet, Izzet Signet, Boros Signet, some versatile counters Commit / Memory, Unsubstantiate, additional protection for Shu Whispersilk Cloak, more card draw Rhystic Study, Mystic Remora, Ludevic, Necro-Alchemist
Add far as cuts I think first I would go down to 38 lands and add in those mana rocks. They will help you get a faster start in your games. I'm not sure if the Pariah/Stuffy Doll combo is so great since you have no tutors to find it and only having half of it is kinda weak. They are decent at scaring away people so who knows maybe its cool, but they look like cuts to me. The pump spells can replace other pump spells and same with the counterspells. I'm not a fan of the voting, "offering" and "tempting" cards most of the time...but I don't have a group hug kinda deck so maybe they are super fun to cast and i don't know it. Norn's Annex is too easy to circumvent if needed, its never felt like a great protection card to me in practice.
Good luck and happy gathering!!