Destroy all creatures. They can't be regenerated.
|Have (2)||gildan_bladeborn ,|
|Want (8)||jedidad68 , magicstar909 , io4nnis , insecticon3000 , 172n , spacemonkey0042 , Izaya90 , del374|
Printings View all
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Mythic Rare|
|Modern Masters 2017 Edition (MM3)||Rare|
|Planar Chaos (PLC)||Rare|
|Promo Set (000)||Rare|
|Promo set for Gatherer (PSG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Damnation occurrence in decks from the last year
All decks: 0.08%
Commander / EDH:
All decks: 0.09%
UB (Dimir): 1.11%
UBR (Grixis): 0.55%
1 week ago
Looks more focused than your forst one!
Maybe some more Reanimation spells?
1 week ago
3-4 removal effects? Seems low. With blood artist and falkenrath noble you could easily have enough creatures +tokens on the board to drop a Damnation and kill 2 people with triggers while gaining 10-20 life. Did that Friday night XD
1 week ago
Ladies and Gentleman of the jury,
I'm looking for some feedback on this deck. My goal is to make it more competitive. Not the the point of cEDH. Rather, I'd like to win about 50%-ish of the time.
I'd also eventually like another resilient sac outlet. Perhaps Phyrexian Tower or Phyrexian Altar. In addition, perhaps some type of Damnation board-wipe. I do have Gaze of Granite too which I'm not 100% sold on.
If I'm missing anything else please let me know.
2 weeks ago
Check out the "notable exclusions" section of the primer.
Making most or all of our creatures unblockable seems great, we might get in for a ton of damage or even knock someone out maybe. But, truth be told, it’s not that important. If you attack and they do block you’re coming out ahead on the trade 9/10 times so there’s not really much downside there. you’ll have a clear board the next turn probably. And we’re practically immune to board wipes, so we don’t have to worry about that the board getting too full to attack through either. I’d rather run Damnation or some other board wipe in this slot, given the choice. It’ll be a lot more effective at solving the problem of enemy blockers, and it'll have the upside of significantly hindering our opponents.
don't need to make our creature's unblockable if there's nothing for our opponent to block with. (taps head)
3 weeks ago
DreadKhan I end up only pulling 1 or two a game and I have to play him correctly so he doesnt get smashed immediately. So I cut it to 3 and added more removal to keep the 3 that are in the deck alive longer. If black had a good board wipe like Damnation, I would be playing 4 copies.
3 weeks ago
Very nice deck. I have a paper Alesha, Who Smiles at Death list, so I can appreciate another paper non-blue stax deck.
Things I enjoy
Hope of Ghirapur is a very saucy include and is a strong Glissa recursion target
Tainted Wood and the other tainted lands are EXTREMELY under rated
Ulvenwald Tracker has some crazy strong synergy with Glissa (first strike and deathtouch)
Areas I can see improvement
First, Tree of Tales and Vault of Whispers raise risk while providing extremely marginal benefit (Mox Opal metalcraft). While it is recurrable with Glissa, you risk the chance of things like ETB tapped, get sniped on a land drop on turn 1 or 2, having it turned into a Mountain, or just having it not untap. Having 2 more basics will allow your Crucible of Worlds to be a BEAST with fetchlands and makes games against other stax decks easier. Similarly, you can ease off a touch with the non-standard dual color producers, because its only a two color deck. While these cards are certainly nice, cutting another 2-4 for various utility lands I bet you won't notice a drop in color consistency because of the high fetch density. I would also consider Wasteland and Ghost Quarter, which conveniently work extremely well with Crucible of Worlds in a stax deck. Green also has access to Ramunap Excavator, as well as the highly cancerous Exploration and Burgeoning and Azusa, Lost but Seeking. Blowing up a couple lands a turn makes players scoop pretty fast.
I think you should run the elf squad. Turn 1 elves make mana faster which helps A LOT. Stax decks needs to have strong starts, to get ahead of players so you can bury them with symmetrical and asymmetrical effects. Llanowar Elves Fyndhorn Elves Elvish Mystic Elves of Deep Shadow. I think these will help your consistency and speed. Also consider Priest of Titania. These are also great mid and late game targets for Skullclamp.
Artifact based draw that graveyards itself provides huge incidental value with Glissa. Specifically, Chromatic Star and Chromatic Sphere are worthy of includes. You could even grab Barbed Sextant if you strongly liked the chromatic effects.
Mana Web is a great effect when it goes, but I have personally found this card to be lackluster in color identities that lack White or Blue. It needs supporting cards to make it go, like Winter Orb and Static Orb. Blue and white get the benefit of having further extensions with Hokori, Dust Drinker and Stasis, and I really believe this card belongs mostly in decks.
Smallpox and Innocent Blood are synergy inclusions, but they are rather marginal if drawn later in the game. You could consider swapping one of them into Damnation. I don't think Sickening Dreams is worthwhile if you aren't running a combo to draw 50 cards and kill the table with it.
Tormod's Crypt could be worth running. Ezpz recursion target that you can always pop for value if someone has a creature about to die on the stack. Helps against fish hulk which you think is a bad match up. Also every deck has some way to gas from the GY.
You run some creatures that seem value oriented, but I think should be replaced. Wurmcoil Engine Ravenous Slime Scrap Trawler. I don't think you're getting enough meaningful action on combat for wurmcoil, I think ravenous is pretty marginal at beats as well as GY patrol, and scrap trawler is redundant with your commander and doesn't really advance your game plan.
3 weeks ago
I appreciate the fairness and honesty.
I think you should find space for Buried Alive, Assassin's Trophy, Sheoldred, Whispering One, Disciple of Bolas, Nature's Lore, Farseek, and Skyshroud Claim. Those are the cards that I think your deck would benefit the most from having.
4 weeks ago
Ohh boy do I love me some Oko in this deck! Had a cEDH game the other night. It was me on Banana man, 2x Urza and Emry.
I lost the dice roll, but got to go after the Emry player. My opening hand was as follows:
Emry player went first with an Island go. Then my turn. I lucked out and drew a land to play out Mox. Dropped Yavimaya Coast , Sol Ring , Mox Diamond and Carpet of Flowers into 0 counters in that order and passed. Next up was the 2 Urza players. First one dropped island into Sol Ring and passed. Next one played island go.
Back to the top of the turn the Emry player played another island and dropped a mana rock (I forget which one) and passed to me. On my turn I named the Emry player for my Carpet of Flowers trigger. Now I had 2 blue mana to hold up for a fight to put out Oko, Thief of Crowns . No one fought over it, but did moan a lot. I then elk'd the first Urza player's Sol Ring and passed.
They played island into Mana Crypt into urza. I wasnt sure about Urza hitting the field this early so I started a counter war. To act like I has come big play I cast Mana Drain which they responded to wit ha Force of Will then I hit em with a Stubborn Denial and the counter war was over. They pass to the next Urza player and another island go.
This goes on for numerous rounds until Emry gets cast and I elk it. I cast Tasigur, the Golden Fang on turn 3 to fend off the elks I've been making. Eventually I get to a point where I active Tasigur and they gave me a mana drain which I later used to counter their Urza lol.
About turn 4 Emry player drops a Mesmeric Orb which was amazing for me as I get cards from the yard and I had Carpet of Flowers up for mana I needed. The Urza players kept milling good cards and counters.
On about turn 8 or so after I've used Damnation to wipe out the elks and things I don't like I cast a Mystic Remora and pass with about 4 lands and a few rocks open. Next turn the first Urza player tried to go off, but I stop urza from hitting the field again and in the process draw about 5 cards. Next turn next urza tried to go off again and I keep countering key things and draw about 10 cards from that exchange. Emry player cast their general again and a few other spells drawing me even more cards.
Having a huge grip by the time my turn hit I let Mystic Remora die and tried to go off. One of the Urza players had a Rhystic Study and luckly I had draw a Narset, Parter of Veils with enough mana from carpet to cast it and go off. We fought over Narset as he saw what I planed to do, but she eventully resolved. I knew they has a Pact of Negation in hand, but had my own for backup. I then dropped Jace and made my library disappear winning the game.
Sorry for long story, but it was a great game that I controlled from the start and it showed just how useful(broken) Oko can be when you get him out early and no one can deal with him. Its these kind of games that make me really appreciate the deck and everyone who has put some much work into making it. I never would have thought with so much blue and counters at the table I could have won much less controlled it like I did. Also My deck list is always up to date with the primer with the exception of running Timetwister . I own one, but find it hard to carry it around so I've got Echo of Eons in its place as for me it works just as well when I need it.
TL;DR Oko is a must vs creature strats and will win you the game.