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Conjurer's Ban Discussion
9 months ago
This is the first deck in version 2.0. I first removed from the generic pool of guild cards the worst in a multiplayer environment: Dutiful Thrull, Mourning Thrull, Syndicate Enforcer, Blind Hunter, Beckon Apparition, Cry of Contrition, Conjurer's Ban, Purge the Profane, Shadow Lance, Gift of Orzhova and Moratorium Stone were simply too weak; Sin Collector and Castigate are great in 1v1, but not very much here. And I'm still dubious about Alms Beast. Then I tryed to improve the deck adding Droning Bureaucrats, Loxodon Gatekeeper, Sandsower, Spelltithe Enforcer, Ghosts of the Innocent Faith's Fetters and Sphere of Safety to slow down the opponents and take time to build a stable board so is possible to take advantage of all the life drain the deck offer. Then Moonlight Bargain and Underworld Connections for card draw, and finally some bombs: Skeletal Vampire, Angel of Serenity, Luminate Primordial, Sepulchral Primordial and Grave Betrayal. The deck now perform as a strong wall against enemies, stopping them while slowly draining their life.
1 year ago
I also am very attracted to cards like Squelch and Shadow of Doubt because they alternatively destroy lands (by canceling a fetch.) Any alternatives like, preventing playing of a land or anything I haven't conceived of yet are great. Also 2 mana and down is optimum cause turn 2 land destruction is what makes the archetype competitive.
and too bad its not 2 mana Moonhold
Squelch is optimum cause it draws me a card. Brutal card advantage when it cancels a fetch. And it is never worthless right? activated abilities covers a lot of crap.
things like that.
1 year ago
Act on Impulse is pretty cool cause it is basically draw 3 cards for 3 mana.
1 year ago
first of all, LeaPlath wtf...
second, cut Temple of Silence. scrylands in general are just too slow, and with bfz's mulligan rule they're not even necessary. add in more basics for the temples.
hope this helps!