|Commander / EDH||Legal|
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Each player discards all the cards in his or her hand, then draws that many cards minus one.
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Dark Deal Discussion
2 days ago
Hobbez9186, Waste Not wouldn't work due to the possibility of cascading into it rather than Living End, and Dark Deal doesn't really refill your hand, because cycling cards already replace themselves, and once you've got no more cycle creatures, you've already spent your mana casting the previous ones.
2 days ago
Yeah I'm thinking Rakdos with Dark Deal, Waste Not, and Living End at the core with lots of red burn that exiles so you're opponent doesn't get their creatures back. Then the creatures should all have ridiculous ETB triggers. Grave Titan and Inferno Titan come to mind, but there's many many solid options.
2 days ago
I didn't get it. Now I get it. Neat trick with all the cycling, you can probably build up quite a board. What does an ideal game look like? How do you stay alive for 7 turns and turn the game around?
I haven't messed around with Living End before so I am not familiar with how people usually use it. I like the cycling idea as a cheap means of getting cards to the yard and then coming back. I'll have to do some actual plays and read the cards more specifically when I have time, but it's an interesting idea.
Seems like a good deck for Dark Deal because you can dump a a whole hands worth of cards/creatures and refill it. And where there's Dark Deal, Waste Not shouldn't be far behind so you will draw more and likely be able to play more. It's especially cool if you hit another Dark Deal and have the mana to do it again. This is good to do to draw through faster if you don't have your Living End yet and can do it on turn 3 to be ready for the turn 4 Living End.
Got the gears turning. I like it.
3 days ago
You can try putting in Sphinx's Tutelage and lots of wheel effects: Dark Deal, Jace's Archivist, Windfall, Teferi's Puzzle Box. Notion Thief is a great card, and it'll be magnificent with Sphinx's Tutelage and a wheel.
Since you're filling up your opponents' graveyards, you might want to play Leyline of the Void or Planar Void to hose graveyard strategies. You can also use the Helm of Obedience + Leyline of the Void combo.
2 weeks ago
Okay so if we are going to aim to win with Nekusar dealing lethal infect to each opponent, we obviously need ways to give Nekusar infect, and like we mentioned before, there are only five ways to do that, so we will make due with what we got. That's six cards done, but what about the rest of the deck?
Well, if we think about Nekusar getting infect, we can guarantee that our opponents will try everything in their power to kill Infeckusar as fast as possible, so based on that, Howling Mine effects are basically worthless. What we need are wheels. Play Tainted Strike and follow it up with a Wheel of Fortune and a Burning Inquiry.
The wheels we can add include Burning Inquiry, Commit / Memory, Dark Deal, Diminishing Returns, Incendiary Command, Jace's Archivist, Magus of the Jar, Magus of the Wheel, Memory Jar, Molten Psyche, Reforge the Soul, Runehorn Hellkite, Standstill, Teferi's Puzzle Box, Time Reversal, Time Spiral, Timetwister, Wheel of Fortune, Whirlpool Warrior, Whispering Madness, Windfall, and Winds of Change. That gives us 22 wheels, which I will recommend each one being used here. (Many of these are very expensive, so if you aim to build a budget deck, I completely understand dropping some of them, and that's rings true for all of my suggestions actually.)
So infect and wheels gets you about 1/3 through the deck, so what do we do about the rest of the deck? A small portion of the deck should be devoted to protecting the commander, and those are best done with counterspells, because they double as ways to shut down massive plays by opponents. Based off of MagicalHacker - List of All Counterspell Cards, I think the best 7 counterspells for this deck are Swan Song, Arcane Denial, Counterspell, Countersquall, Mana Drain, Memory Lapse, and Negate.
Next, we can definitely get use of a couple tutors to really make sure the deck fires off consistently. We have both wheels and infect pieces, that can be found with a various array of tutors. The seven I am going to recommend are Dizzy Spell, Demonic Tutor, Dimir Infiltrator, Muddle the Mixture, Shred Memory, Dimir House Guard, and Clutch of the Undercity.
That puts us 42 cards into the deck, and just 21 cards away from the 63 nonlands I want to see for the deck. These cards can be whatever you think is necessary, such as maybe 7 ramp cards, 7 draw cards, and 7 ways to destroy permanents, like board wipes and spot removal. As for draw, I highly suggested perusing through MagicalHacker - List of All Draw Cards (Burst) for cards like Treasure Cruise and Ancestral Vision.
As xander11 suggested, I think that proliferate would be a fantastic inclusion.
I do want to mention one last option. If you build just right, you can basically use rituals like Desperate Ritual and Dark Ritual to play your hand to make lots of mana, then spam out wheels and more rituals. It's a very risky play, but if you can get it to work, it can be brutal. In terms of low risk, going with wheels, tutors, infect, and counterspells is going to be your best bet an effective build of Infeckusar.
What are your thoughts?
2 weeks ago
Victim of Night? Good sideboard tech for when your doomblades don't work...
2 weeks ago
Here are just some suggestions you might like: Key to the City, Cover of Darkness, Necrogen Mists, Dark Deal, Cunning Lethemancer, Avaricious Dragon, Sire Of Insanity, Metallic Mimic, and maybe addMogis, God of Slaughter as the honorary Minotaur god.
2 weeks ago
Love Nekusar! He's a lot of fun to play.
Spiteful Visions would be great here.
Teferi's Puzzle Box is an Auto-include .
I'd add more wheels like