|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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2 weeks ago
Oh, I didn't read the description til the end, sorry. Now I feel like an idiot. In return, if you struggle with pinpoint threat removal, Duplicant seems like the best option in mono red. Stigma Lasher might be a consideration if you can pull it off (you can discard it anyway in the late game). Crawlspace could aid you to protect yourself if you get focused. I don't know how the deck plays out, but Ensnaring Bridge might also work if you go hellbent a lot. I don't think Kazuul, Tyrant of the Cliffs works, and The Immortal Sun seems a bit slow for draw, but you can consider them.
Anywho, great build, and happy brewing!
2 weeks ago
So, I'm not going to critique the deck. It just seems like there are too many things going on. In singleton, instead of getting one or two great combos set up, I just feel like you're going to get parts of some.
However, I have some pillow card suggestions that might help you.
Collective Restraint based on basic lands. Will give you another 4 buffer per creature.
War Tax lets you pay to add buffer per creature. Great in early and late game.
Overwhelming Splendor expensive but devastating.
Norn's Annex. If they don't have white, they have to pay life.
3 weeks ago
Also, [ [ Crawlspace ] ] with no spaces, makes these card tags: Crawlspace
4 weeks ago
Crawlspace might be useful. Levitation to block their frying creatures. Sapphire Charm is a good little helper. Shimmer is good against a mono or dual commander deck to slow them down. Levitation is just nice to give them all flying just in case, but not needed for you. More seen as a way to block their creatures always. Have a great day! :)
1 month ago
This isn't super sorted, but I tried to keep similar effects together, sorted by cost as well.
General Tip - Since Narset can only cast things whenever they could be cast, instants are a big advantage
About Wraths - You won't want to cast them with Narset out, but it's better than dying(probably get 4-6)
Things to cut:
any equipment - equipment is okay, but since you don't get the equip cost for free you want to focus on low equip costs, or things that protect narset
about aura's - normally they're just card disadvantage but narset probably offsets that
bounce lands - (like Boros Garrison) are usually a little awkward and slow, in three colors you're better off with basics
Aether Gale - tricky since it needs six targets and that won't always be possible
Sea God's Revenge - bounce that only targets creatures usually isn't worth it in EDH, probably better to have hard removal
Breath of Fury - while decent if you have the creatures (and you have some token generation) it's probably not consistent enough, just run sorcs that give extra combats
Dissipation Field - often gives too much value to opponents, maybe even being a lure (lightmine field might be a decent replacement)
Dismiss Into Dreams - you're not targeting that often, and if you are it should be removal anyways
Assemble the Legion - Seems to slow to be effective
Throne of the God-Pharaoh - Need to go wide for this to be really effective
_cheap$$(around or less than a dollar): _
Swords to Plowshares(removal) - excellent creature removal, cheap if you happen to draw it
Crib Swap(removal) - still exiles a creature outright, but 3cmc
Banishing Stroke (removal, tuck, utility) - expensive hard cast without narset/miracle but tucking is often better than destroying(worse than exiling)
Relentless Assault(extra combats) - Extra attack steps with Narset is dumb, do it
Fury of the Horde(extra combats) - extra attack steps (they're the best)
Boros Charm(protection, burn) - versatile, keeps narset alive
Return to Dust(utility removal) - Exiling artifacts and enchantments is better than not
Vandalblast(Mass artifact removal) - not an exciting card, but taking out only opponents artifacts cripples some decks
Sunforger(tutor/equipment) - only good if you have enough cards it can search for, is mana intensive but if you have enough cards it can fetch it'll be worth it
Lightmine Field(pillowfort/defense) - Narset can attack through it, and keeps token swarms off your back
Crawlspace(pillowfort/defense) - Against, stops large swarms, still you'll probably get hit by the two biggest creatures
Counterflux(counterspell) - strong counterspell, wins counter wars
Render Silent(counterspell) - Makes people sad, locks them out of whole turns
Insidious Will(counterspell, spell copy) - versatile, let's you copy stronger effects from narset as well
Reverberate(spell copy) - often is what you need it to be, can be a counterspell or raw value, great for piggybacking on green ramp
Wild Ricochet(spell copy) - copy a spell, twice!
Spelltwine(spell copy, recursion) - recursion is great since you're putting so much stuff in your graveyard
Call to Mind (recursion) - you have spells, may as well re-use the best ones
Mystic Retrieval (recursion) - same but with flashback!
Mirari(spell copying) - copying any instant or sorcery for three is a pretty good deal if you don't have to pay for the spell already
Clone Legion(wincon) - With how many etb creatures people run, this can be a game ender, or enough raw value to put you ahead
Blatant Thievery(card advantage, removal) - stealing things makes people mad, but it's very effective
Journeyer's Kite(ramp) - slower than rocks, but more reliable, a slow and steady way to get mana
Brass's Bounty(ramp) - only good if you need a lot of mana one time
Chain Reaction(mass removal) - board dependent, and kills narset, sometimes you need more wraths
Day of Judgment(mass removal) - very strong
Final Judgment(mass removal) - against some decks destroying all creatures isn't enough, exiling is
_LANDS(can be boring, but are often a big part of how your deck performs): _
Command Tower - Must have in three colors
Mystic Monastery - Tapped lands aren't great, tri-color tap lands in your color are
Rogue's Passage(unblockable) - Being colorless is bad, being unblockable is good
not so cheap$$(around three or more dollars):
Path to Exile(removal) - a second StP, not all decks need it, but it is strong
Darksteel Plate(protection) - keeps your commander safer, isn't super powerful, cheap equip
Rite of Replication(wincon, value) - You still have to pay the kicker but this card is incredible
Waves of Aggression(extra combats) - take extra combats, plus you can play it from the graveyard
Wrath of God(mass removal) - it's the best, but day of judgment is as good 99% of the time
Austere Command(mass removal) - hit's only what you need it to hit, can ignore narset if necessary
Cyclonic Rift(mass removal) - one sided, but you have to pay for the kicker with narset, still can steal games
Blasphemous Act(mass removal) - often one mana
1 month ago
While it may slow you down, it will completely hose token decks.
Crawlspace will also protect you from massive swings.
1 month ago
Loonmoon18 I like your suggestion of Azor's Gateway Flip, but I feel like it will be too slow, and I'm not sure how good the payoff will be for me. I don't really have a good outlet to dump all that mana into. Crawlspace is also definitely a powerful card in this deck, but with my meta that I play in, I am against a lot of Timmy decks, so if they can get two creatures through to me, its still a lot of damage coming my way. I don't think I'd take out Propaganda for it, but it would be a great addition. I'm going to look at other things to take out.
1 month ago
I love Azor's Gateway Flip. 1) you get to draw and decide what stays in your hand. 2. by the end, you have a card that produces a ton of mana! It has work great with my Sliver Overlord because I can search and play a ton of other creatures. Vivid lands are good for a certain color in a pinch of you don't mind them coming into play tapped and are cheap. I think Crawlspace would be a great card to add in place of Propaganda. With many of your cards producing counters, and just the ability to not get overwhelmed with creatures is just great!