|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|Duel Decks: Heroes vs. Monsters (DDL)||Uncommon|
|2011 Core Set (M11)||Uncommon|
|Tenth Edition (10E)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Put target attacking creature on the bottom of its owner's library. Its controller gains life equal to its toughness.
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1 day ago
Now that I finally have a chance to look at this... :)
Your removal package seems pretty good. I'd still always try to include a Beast Within, and I think Condemn is the weakest link in this deck's removal (since often you want to remove something that's not attacking).
Your color-fixing looks pretty good overall. Rupture Spire is a second copy of Transguild Promenade, and I'd generally use Reflecting Pool over Meteor Crater (since the latter requires you to already have cast the spell in question to be able to get use out of the land). Chromatic Lantern and Coalition Relic also help a LOT.
I've built budget landbases like this before, if you want to take a look at this deck's manabase: *RETIRED* An Hour of Wolves: Tazri EDH
Speaking of budgets, I'd cut Cavern of Souls most likely. It's not SUPER relevant in the deck, and it's nearly $50 :(
I saw Karakas in your maybeboard, but I'm afraid to tell you that it's banned in EDH :(
If this turns out to be fully tribal, you could run Cover of Darkness to great effect.
The one big thing you're missing here is draw effects. If the deck turns out to be creature-heavy, you could try cards like Shamanic Revelation or Kindred Discovery or Distant Melody. Otherwise, effects like Abundance, Sylvan Library, Rhystic Study, etc can help a lot :)
Hope that's useful commentary! :) I'll take another look when you've messed with the deck a bit more.
1 week ago
First off, welcome to the gathering. Second off, ditch the blue. This deck is very white heavy and it doesn't look like you're running any islands. Speaking of land, typically you want around a third of your deck to be lands; so with most 60 card decks you want to be running 23-26 lands depending on how your deck runs.
Some tips for this deck (IMO): Run 4 Thalia's Lieutenant. Don't play Condemn. Helping your opponent gain life is not the way to go. There are better removal instants out there like Celestial Flare for example. Run 2 or 3 Aegis of the Gods.
Some cards for consideration: Always Watching . Authority of the Consuls. Honor of the Pure. Shoulder to Shoulder. Coat of Arms. Door of Destinies. Blessed Alliance. There are bajillions of cards out there. Do some research on this site and keep building, tweaking, and playing. And ALWAYS strive for good synergy.
1 week ago
To be honest, I would prefer some more Draw-Go elements here. Instead of a Supreme Verdict, how would you feel about Settle the Wreckage? It seems like it would be a solid play in the deck. Instead of Detention Sphere, maybe something like Condemn or even Stasis Snare? Instant speed is really important to Draw-Go. I am a big fan of some of the flash birds as well, I.E. Vendilion Clique, Nimble Obstructionist. Either way, I love Draw-Go, so keep on with it!
1 week ago
Yeah for sure.
I'll stay within budget too.
Wheel of Sun and Moon because
Rest in Peace is expensive for storm decks.
Stony Silence or a couple
Disenchant for affinity.
Ceremonious Rejection for Eldrazi.
Dispel and something like
Sphinx of the Final Word for mirror.
1 week ago
Is Condemn better than it was before due to the prevalence of Death's Shadow ? It allows you to most ideal situation condemn a delve creature and kill their Death's Shadow in the process? Also possible to just condemn DS and make future DS's worse.
1 week ago
If you want to play things like walkers and big spells in the Esper Colors, you should probably go for a control shell.
The cards you should be looking into obtaining if that's the case (That aren't overly expensive moneywise), are:
Path to Exile is the best Removal spell in your colors, followed closely by Fatal Push. If you don't find them too expensive, play them (5-8 in a combination of the twon is my recomendation.) Besides those, Go for the Throat is good, but don't play more than 2. Blessed Alliance is a very flexible removal option. Condemn is also playable. It's really good against Death's Shadow, but otherwise mostly just a replacement for Path to Exile if you can't get enough of those.
As for counterspells. You've got a lot of decent options. 1-3 Mana Leak, 1-2 Negate (or Countersquall if you feel your manabase is consistant enough). 0-2 Remand and 0-1 Spell Snare. Other than those there is Deprive, which I don't particularly like, and Logic Knot which really takes Fetch-lands (like Flooded Strand and Polluted Delta) to be worthwhile.
Lingering Souls is a super consistant both as a block outlet, and a damage rack. I would run between 2-4 in almost every slow modenr deck that has black and white. But it's potential increases and decreases with how likely you are to get it into your graveyard by your own card effects. ( It gets better in decks with Collective Brutality and Liliana of the Veil). If you do decite to play Lingering Souls, Sorin, Solemn Visitor can be a great planeswalker.
Esper Charm is flexible card advantage. It's great.
As for what to cut from your current list, I feel like your very worst cards currently consist of:
Gideon, Champion of Justice, Sorin, Grim Nemesis, Tezzeret, Master of Metal, Diabolic Tutor, Quietus Spike, Icefall Regent, Angel of Condemnation, Aegis Angel, Followed Footsteps, Authority of the Consuls, and Dictate of Heliod.
2 weeks ago
UW takes very minimal damage from its lands, and Dismember answers just about any creature in the format. Oust is slow and doesn't stop comboing, and Condemn has the same issues, they have to be attacking