|Commander / EDH||Legal|
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|Commander 2013 (C13)||Rare|
|Urza's Legacy (ULG)||Rare|
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No more than two creatures can attack you each combat.
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|Have (22)||rikertchu , Dr.Jackel , ZombieFood , Nemesis , plof , Friedrice24 , MrCrazzyc , ironax , Xikitten123 , Sparky41 , Forkbeard , pskinn01 , Supremespeed , Va1mar , bakeraj4 , Gabeph , MattN7498 , KingMathoro , , mziter501 , Big-Foot , meowCat1234|
|Want (6)||bradyofportdetroit , Ariumlegion , Malachy_ , georgehades , Wolfebladeelite , Va1mar|
5 days ago
Okay, brace yourself. I'm going all out.
- P.S. Sorry that my inner spike ignores price...
Cards to Cut: Show
- You don't need two 8 drops. She doesn't give global support like Avacyn, and Avy is your commander so she's already better. I say choose one (and we all know which 8 drop you should keep).
- I get the value of Shepherd, but it comes down to the same thing. You should only have one 7 drop. Pick one.
- Both are good. Just cut one. This will help curve out better and play more aggressively.
- So this card is okay, but not as good as it looks at a glance. The player has to draw 2+ cards at once, or in a similar fashion. Collector's replacement effect does not apply if a player cantrips after their draw step, or something of that sort.
- Life is not that important. Really. I get that he blocks, but Jubilation or Tithes can block too and they are overall better cards for a Staxy build.
- Great, great card. Super Stax. Only issue, is you need to have your artifacts. Tabernacleing your artifacts hurts you significantly worse than your opponents.
Maybe Mother of Runes
I know you love her, but really she doesn't contribute to the Stax theme. She "helps" curve, but I think we can do better here.
- This hurts you equally or more so than opponents. Yeah, this shuts down aggro token decks, but you need to swing with your fat fatties. The goal of this deck is to lock everybody in the game down, but giving yourself a slight advantage to get big creatures out to swing with.
- This is essentially a worse version of Aurification.
- Really this doesn't do that much. It could, but it's not worth it. A mana rock would be a better slot in, really.
This absolutely needs to go. This literally destroys everything that you set up from turn 1-10. It is such a nonbo that there is no real justifiable reason or "synergy" to include this card.
I get that this can grab any land, but it really is a waste of a turn. A lock hurts your opponents and gives you an advantage that is similar to ramp, but also makes you more and more likely to win the game. Serra's Sanctum doesn't win you the game. Make sense?
- Pseudo Stax because of the exile effect, but really I still don't think you need this. I cannot stress enough how you will always have the better and stronger creatures, so 6 mana to equip this for such a small ability isn't worth it, in my opinion.
- Cool, you get to draw some cards, but you help everyone else too!? No! This is the opposite of what you want to do. Deprive, deprive, deprive. You will have the upper hand enough that this meager card draw is irrelevant.
- This or Weathered Wayfarer needs to go. Reason being is that they counteract each other. You can keep both if you think you can play around it, but really I don't think it would hurt to let go of one or the other. Your call.
- Im sorry man, but this card is not very good. I can show you so many lands that would be better. Scrap this one.
- Really, games won't go on so long that you will have to recast Avy enough times to worry about this. Plains would just be better.
- I know this has a decent ceiling, but there will be games where you have 10 lands out and still don't get this trigger.
- This is a good card, but really I don't think it will be all that relevant. Your call, but a basic would be just as good, really.
- Really I don't know what this does for the deck, besides coming in tapped. Not trying to harp, but I don't see you using this ability hardly at all.
- This card is sooooo baaaad. It's very overrated, and it's too slow. You want to just outrun your opponents long enough until they trip. This makes you trip and your opponents catch up.
This is up to you. It can whiff hard, even more than Sky Ruin. Especially with the land destruction in the deck. I say pass on this, and I'll find you a better but similar replacement.
Cards to Add: Show
With all the artifacts you should be running, this card is great. Even without a ton of artifacts, this just tells your opponents "no".
- You might want to get rid of Ghostway, but this is great. It shuts down flicker/blink decks, shuts down Worldgorger Dragon combo, and so much more. All of my goblin cheaters, everything. This is a good card.
- Winter Orb on a creature. This should go in (all of this land hate will make sense in a little bit).
- Basically Pithing Needle on a critter. Both of those are almost as good as Nevermore, but cheaper. So they balance out.
Maybe Sanctum Prelate
- Almost Trinisphere. Again, both of those are good.
- Needs. More. Thalia.
Good graveyard hate. It does have the chance to nonbo with Emeria and maybe some others, but again, you control when to cast things. Also, you can play RIP years before Emeria. So think about what can get you more use: A card that sticks around for 8 turns, or one that sticks around for a few?
- Good combo card with RIP. I know you think it's confusing, but all it says when paired with RIP is, ", : Mill all cards in target opponent's library."
- Great taxers. You should have enough artifact ramp to negate this effect.
- This might be better than, equal, or mutually good compared to Quicksilver Amulet. Lower CMC, easier to get benefit from, but takes time to set up. This is up to you, but it is not mana intensive, meaning you can lock up the board and play stuff for free each turn. Thats huge.
- You know tons of cards to name with this card. Lands, booger creatures, etc. Plus, if you see your opponent has their commander with an activated ability, name that!
Maybe Grafdigger's Cage
- This is more graveyard hate, but really might just be a worse card than RIP. Both might be good, but really this is just a suggestion for you to see at the very least.
- Might as well deter your opponents from attacking you as much as possible. This is not a great card, but paired with all of your locks and Prison effects it nearly stops your cold.
- Hurts your opponents for playing without any repercussions on your behalf. This wrecks against mono-colored or when paired with Winter Orb
- Both this and Hokori, Dust Drinker. You will see why lands dont matter as much in this deck.
- Maybe also the moxen (Mox Diamond, Chrome Mox, Mox Opal) because theyre free ramp
- These all are abusable mana rocks. They generate tons of mana, bypass all of the taxers you set up, and can let you get Avy, or really any of your high drops, out super early.
- I think this is a must. This lets you reuse any mana rock that generates more than 1 mana.
This is a little gimmicky, but it can turn off Winter Orb and the likes, plus it lets you reuse mana rocks again. If it had a little lower CMC then this would be an auto-include.
Remember when I said that I would suggest a better Temple of the False God? Well, here ya go. Right out of the gate it works. Yes, sac it if you play a land, but the tempo this skips you ahead is justifiable without a doubt.
- Dude, come on. Run this. Hell, maybe even run Wasteland.
This is not all that great, but after an Armageddon you get an extra body, and every bit of a lead you get makes it harder and harder for your opponents to win.
2 weeks ago
Hey gang, first thread here so please feel free to provide any constructive criticism! Haven't been active in a forum for quite some time..
Anyways, I'm contemplating sort of an odd strategy to utilize Sidar Kondo of Jamuraa as a general. I'm considering Vial Smasher the Fierce or Ludevic, Necro-Alchemist as his partner. Right now it seems like black brings more to the table for this particular strategy and I love b/w removal options but it's possible there are things I've overlooked in blue, and Ludevic insentivizes the kind of thing I'm going for and gives me access to Edric, Spymaster of Trest for total craziness!
The main strategy of this deck would be to give my opponents little 1/1 and 2/2 tokens to hit each other with providing evasion with Kondo, maybe turn up the heat with goad and goad-like effects while trying to deter combat damage directed to myself with cards like Ghostly Prison, Sphere of Safety, Crawlspace, Dictate of Erebos, Kazuul, Tyrant of the Cliffs, Mystic Barrier. You get the picture!
Mob Rule, Insurrection, Army of the Damned and Massacre Wurm are possible win conditions and Overseer of the Damned, Blood Artist, Soul Warden, Vicious Shadows, and Revel in Riches benefit from a carnage of etb and death triggers. I can also benefit from the Commander 2017 curses so that's something to consider as well!
What I feel I need the most help with is cards that put tokens into the battlefield under an opponent(s) control. They're definitely a corner case and it's not entirely easy to do a search for them either seeing how the wording varies quite a bit for cards that do this!
Some I've found are:
- Akroan Horse
- Hunted Dragon (as well as others within the 'hunted' cycle)
- Alliance of Arms
- Sylvan Offering
- Tempt with Vengeance
- Infernal Genesis
- Reality Shift
- Goblin Spymaster
I'd also love to hear some interesting synergies if someone comes up with any! This will definitely be a casual deck so no suggestion is too outside of the box, please feel free!
P.S. ooooooh! I just discovered Mogg Infestation!!
2 weeks ago
Thanks Padrequemedo for your suggestions.
I know that multi lands are great, but many come in tapped, which slow play and annoy me. I like the tri lands, but some are a little pricey.
I had many of the Wheel of Fortune type cards in the original version of the deck, but found I would reguarly have a hand I didn't want to lose, or more than one 'wheel' card at a time, so I dropped them.
Seizan, Perverter of Truth was in the oringal version of the deck, but I don't like killing myself, unless it is to save me. The only other thing it does is 'card draw' and I have a lot of that already.
I am hoping the discard pain will be forced by the sheer quantity of forced card draw, but will have to see how that pans out.
Many thanks again for your comments and suggestions.
2 weeks ago
Congrats for the deck mate.I just wanna give some tips, like:
LandsBlood CryptCascade BluffsCity of BrassDragonskull SummitDrowned CatacombGraven CairnsMana ConfluenceReflecting PoolSteam VentsSunken RuinsTainted IsleTainted PeakWatery GraveUnderground RiverSulfurous Springs
3 weeks ago
3 weeks ago
Duelist's Heritage is great in this deck. You can pump your own creatures, while also choosing to give your opponents' creatures double strike if they aren't attacking you!
Berserk can be used to pump your opponents' creatures as they are attacking each other, AND remove it afterwards so the creature is no longer a threat to you.
4 weeks ago
4 weeks ago
It would seem great minds think alike! Nice deck name you have there. ;D
Commander / EDH
SCORE: 12 | 1652 VIEWS | IN 7 FOLDERS
For real, I do have quite a few things I'd like to suggest quite a few things that should hopefully help you out!
The first item I'd like to point out are a handful of outclassed cards. Sylvan Reclamation in GW is for all intents and purposes strictly better than Relic Crush. Subbing one generic mana for one white mana for both exile AND the option to cycle? Count me in! Dreamstone Hedron does provide two colorless mana, but I feel Mind Stone being potentially dropped earlier makes that a more worthwhile option to me. Grappling Hook is nice when you can force your opponent to block how you like, but if you're going for the double strike option I believe there are better options that can come out earlier and work better to your advantage. Fireshrieker is a cheaper double strike equipment, and Duelist's Heritage can boost your opponents' creatures on turns where they are not so inclined to be attacking you to make your opponents finish each other off more quickly!
One thing worth pointing out is that Mirri isn't dependent on cats. While there are plenty of cats and cat-based cards that work well with Mirri, don't be afraid to tip your toes outside of the tribal focus a little bit here. Oketra's Monument is a good example of a card that can boost your strategies with non-Cat creatures. Other cards that work well would be Martial Coup, Secure the Wastes, and Elspeth, Sun's Champion. While a little costly on the mana side of things, Hornet Queen provides great flying defense that this deck typically lacks. These token producers would also allow you to take greater advantage of Skullclamp (or Mentor of the Meek if you choose to add it as well) for some nice card draw.
While Hornet Queen is fresh on the mind, I'd like to point out Sandwurm Convergence as another great defense against flying decks.
Tribal vs non-tribal aside, let's talk about how to tap Mirri outside of combat. You'll want to get her tapped every turn you have her out, but sometimes swinging away just isn't a viable option. Cards like Cryptolith Rite and Glare of Subdual allow you to get plenty of non-combat utility out of Mirri as you enable her. Don't forget lands that tap your creatures, including Survivors' Encampment. Cards with Convoke can also be beneficial, especially with all the token generators you have. Chord of Calling and Obelisk of Urd are probably the two best for your deck.
Fun fact, if you're looking for a cheap and on-theme infinite combo. Combine Cryptolith Rite, Oketra's Monument, Whitemane Lion, and Leonin Battlemage for an infinite number of tokens and an infinitely large creature!
In regards to your manabase, I have two concerns: I believe there are too many ETB tapped lands, and you don't have enough ramp.
For the ramp side, you should look to squeeze in Selesnya Signet and Talisman of Unity - they are great to drop early, and allow you to drop Mirri as early as turn 2! Getting some redundancy in your deck with Kodama's Reach wouldn't be too remiss of you either... wouldn't you want to double your chances of drawing into Cultivate early?
For the lands, the only ones you're running that enter tapped that I'm a fan of are Path of Ancestry and Selesnya Sanctuary. While the other provide solid fixing, being set back a turn on mana when you should be aiming to generate as much as possible to get your token production up can really slow you down. More basics, and cheap duals like Sunpetal Grove, Fortified Village, Canopy Vista, and Temple of Plenty that either enter untapped under the right conditions, or at least provide some extra utility, I believe would be preferential. To put it in perspective, would you rather gain 1 life, or scry 1? Would you rather have a guildgate, or Scattered Groves that does the same thing, but can be cycled AND more easily fetched?
In addition to that fixing, more utility lands would also be worthwhile for you. Hashep Oasis and more relevantly Shefet Dunes provide mana for you while also giving you the option of pumping your creatures. I personally run other cards in my own Arahbo deck like Homeward Path and Scavenger Grounds as well, but you could tailor those to your personal meta.
I'd also like to discuss putting some redundancy in your deck.
When it comes to your commander, Mirri is nice since she locks down combat, but there are other options here that can perform similar roles! Crawlspace provides a similar protection effect, although it allows two creatures attacking and not one. Citadel Siege allows you tap one of your opponents' creatures each turn, so they can only ever attack you with their second best option! On the offensive side, Krosan Vorine is another cat(!!!) that with provoke forces your opponent into bad blocks. Likewise, Odric, Master Tactician provides similar combat control.
I notice you have a pretty heavy equipment focus, but with the amount of token generation that Mirri benefits from, more anthem-esque effects like Mirari's Wake and Marshal's Anthem would be appreciated. Two that I can think of off the bat would be Spear of Heliod and Bow of Nylea. Both provide excellent utility outside of their offensive boosts. If you have Mirri and the Spear out, 3 open mana means your opponent KNOWS that their creature can die that turn. Likewise, the Bow makes blocks even tougher even WITHOUT Mirri, not to mention it's such a Swiss Army Knife otherwise!
The last thing I'd like to cover are you win conditions. Going wide with your tokens is critical to your strategy, so let's find a way to take maximum advantage of that. Throne of the God-Pharaoh and Jazal Goldmane stand out to me as some of your best finishers, but we can add more. If you have the budget for it, Craterhoof Behemoth is one of the best token finishers out there, but if you're looking for a cheaper option (albeit slightly weaker), Decimator of the Provinces provides a similar Overrun effect on a body. I'm a big fan of infect, so Triumph of the Hordes is something I would include in my own Mirri deck, as it's such an efficient blowout card. I can understand if you're not keen on infect, though. Finally, True Conviction can quickly turn games around when you'd otherwise be down and out thanks to the massive lifegain it provides, not to mention board-wide double strike often being enough to end games.
I know I went on and on here, but I do help this was of help to you! Please, I'd love to hear your thoughts.