|Commander / EDH||Legal|
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|Urza's Legacy (ULG)||Rare|
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A player who controls more permanents than any other can't play lands or artifact, creature, or enchantment spells. That player may sacrifice a permanent to ignore this effect until end of turn.
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Damping Engine Discussion
3 weeks ago
I agree with Pat with all of these, the only maybe isGeode Golem, which I like in my Bosh deck, but with Saheeli being only 6 mana it might not be worth it.
I would sawp Gauntlet of Power for Caged Sun (would save you about $11) I have never been impressed with Blinkmoth Urn, even in artifact decks. You would be surprised how much it can help your opponents, especially if you need tap out to to play it.
I personally would cut: Damping Engine Mycosynth Lattice (ruinning that and vandalblast is pretty rough) Jhoira, Weatherlight Captain, both of your Essence Scatter Memnarch Steel Hellkite Spell Shrivel Whir of Invention
I would try to make room for Pilgrim's Eye
3 weeks ago
I'd definitely cut:
Brudiclad, Telchor Engineer, Jhoira's Familiar, Tawnos, Urza's Apprentice, Mindlock Orb, Orbs of Warding, Truth or Tale (this one especially is total garbage), Essence Scatter, Opt, Frantic Search, Magmaquake (there are a lot of earthquake effects that don't negatively synergize with your commander like this does), Remove (Not sure if this is even in the deck), Spell Shrivel, Syncopate (there are way better counter spells)
I'd probably cut:
I really like the card Steal Enchantment I'm surprised I haven't seen it in other decks before.
I also think you need at least one or two more lands. 34 is really low.
1 year ago
but probably the best way (besides Door to Nothingness effects) is to tax their hand, with cards like Oppression, Pain Magnification, Painful Quandary etc ... limit the usefulness of ramp ... and while MLD like Wake of Destruction can be crippling, mass or targeted removal of rocks and dorks can have a similar effect, while being more useful overall.
1 year ago
To win the strategy is all about timing as is Jhoira's ability, also certain spells such as Enter the Infinite, Mind's Desire, Firemind's Foresight, can help with this. A good example of this is the card; Opportunity. The deck strategy relies not only on timing but certain powerful card combos such as Volcanic Vision - Treasure Cruise, or others such as Key to the City - Damping Engine SUGGESTIONS WELCOME. I will be updating this with more powerful card combos. THANK YOU!*
1 year ago
If you're looking to make this really zombie tribal, you'll need the zombie lords. I see Lord of the Accursed and Diregraf Colossus (somewhat), but I'd recommend adding in Death Baron (he's a bit pricey for some people), Lord of the Undead, Risen Executioner, Undead Warchief and Zombie Master. If you're looking to continue the discard subtheme, then Necrogen Mists will really hurt players, forcing them to essentially skip their draw steps. Additionally, I cannot recommend Phyrexian Arena enough...unless I'm recommending Necropotence aka the Skull aka the best card draw engine in the game. It does nonbo a bit with your discard theme, but eh, it's still Necro.
Thinking about ways to get rid of Demonic Pact is harder. The card's basically a flavor choice, and not even close to good in EDH, but I guess you could try trolly shenanigans like Phyrexian Negator, Smokestack, Possessed Portal (works hilariously well with Necro), Ratchet Bomb, All Is Dust, Claws of Gix (which is likely your best option), Curse of the Cabal (which is bad), Damping Engine shenanigans, and Forbidden Ritual. Aka bad cards and, in my opinion, if you're forcing yourself to play bad cards to justify playing a bad card which is in your deck because of flavor, you likely should just cut the offending card. Up to you, however.
1 year ago
I've been playtesting a similar deck for quite some time now with many keycards u also run, but no combos ;) and also no counterspells, because they are very meta dependant.
So, I wanted to show you some cards:I know i already told you about him, but Clever Impersonator is a really versatile card. It can copy a staxcard or a planeswalker. I think planeswalker always benefit from having a lock on the game and i find it really hard to get rid of them when an opponent controls one. And with a manland in play you can almost me sure the cast the ult before you opponent can.
Other cards I consider playing are Balancing Act, I dont own it yet, but i think it can be really strong and i will playtest it in the near future.
Then there is Damping Engine. I think its too costheavy, the effect is too weak and it often will target yourself because you floot the board with artifacts thus have the most permanents.
Yeah, then there is of course Sculpting Steel almost always nice, cheap card and it can become a second Smokestack for really fast Stax.
Inspiring Statuary is also a really solid card. It itself taps for the improvise effect and every nonmana artifact does mana now, yay. so casting GAAIV for the 3rd time is with this card not really that hard anymore;)
1 year ago
DanteBeleren Thanks for all the great suggestions! I wasn't sure about Aluren, as it seems like it might lead to someone playing much more than 2 spells per turn, and if I'm putting out lots of creatures, I wasn't sure about Damping Engine. I've added some other mana dumps, especially token manufacturing ones, and then Kamahl or Decimator to make them all big.
1 year ago
Alright, I'm back! So obviously the trick with Werewolves is, you don't want to cast spells, nor do you want your opponent's to cast spells either. The best solutions for this are: cheating in your cards and inhibiting your opponents from theirs. R/G can do that first part fairly easily, but inhibiting is a little trickier since you don't get stuff like Silence. That in mind, cards I would include are as follow.
- Cryptic Gateway: Non-cast Creatures
- Lurking Predators: Non-cast Creatures (also an inhibitor)
- Aluren: Can hit most your creature base, but it IS a cast, so use it on an opponent's turn. Also they can use it too, so care.
- Quicksilver Amulet: Non-cast Creatures
- Summoning Trap: If your opponent went ham, might as well get a creature in too, or in the event of a counter
- Urza's Incubator: Cost reduction
- Veilstone Amulet: Decent counter measure in event of removal in your colors
- Damping Engine: Inhibitor
- Planar Chaos: Inhibitor
- Possibility Storm: Inhibitor
- Arboria: It's an odd card, but basically comes down to, you don't do anything, you don't get attacked.
- Defense Grid:Inhibitor
Werewolves are a tough, but fun creature type due to their odd flip mechanic. I would also recommend keeping in your anthem effects, but I'm personally not a fan of stuff that only beefs up one creature like Stoneforge Masterwork outside of Exalted style decks. I wanted to also remind you that you are running a green deck, so don't forget ramp cards like Kodama's Reach or Cultivate.
Also, mana dumps in this deck style will be huge for you. Any card that stays on the field but you can pour mana into on a whim will be huge if you want to do something, but also wanna flip your wolves. You already have Kessig Wolf Run which is a prime example or Druidic Satchel.
While not necessary, I would be interested to see you build a list up with only (Were)Wolf creature cards. It'll be much more difficult to build around, but I can attest that the satisfaction of beating face with it will be that much sweeter. I hope that some of this was helpful, and if so don't hesitate to message me with questions. Good luck!