|Commander / EDH||Legal|
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|Ravnica: City of Guilds (RAV)||Uncommon|
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Target creature gets -1/-1 until end of turn.
Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)
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|Have (9)||brokendwarf , ToolmasterOfBrainerd , mlouden03 , TheRealPeaches , tragic_slip , twospires , dplerner , TheDuggernaught , aeonstoremyliver|
19 hours ago
thanks for the reply, I run my Haakon deck pretty similarly after seeing your list but can't find room for Inquisition with the dredge stuff I run. Opinions on dredge in this deck? Is there a reason you don't run Stinkweed Imp or something like Darkblast?
I've been running Catacomb Sifter with good success. I'd also consider Duskwatch Recruiter Flip and I think you may want to run Blood-Cursed Knight since you have so many Sanctities maybe run it over Bones.
3 days ago
2 months ago
Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?
I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.
~Draw Engines I'm already running:
Necropotence = Pay 7 life, draw 7 cards. Obviously the best.
~Draw Engines I've considered, but felt underwhelmed by:
Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.
Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.
Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.
Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.
Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.
Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.
Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.
Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.
Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.
Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.
Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.
3 months ago
MRDOOM3 I actually explained my reasoning for not including capsule. Its one of the comments, to save time I'll just copy paste it here.
Executioner's Capsule is a card i purposefully left out. it is a destroy target nonblack creature, which still seems good, but is slow, mana intensive, and limited. This card is great in a casual pod, but I'm trying to focus on competitive pods, where most creatures i want to hit are x/1. So Darkblast is the card i choose to act as a sudo Capsule. kills creatures to trigger glissa, puts artifacts in my graveyard to fuel glissa, and lets me pick another artifact that may help with whats on board, and not be stuck to returning a removal spell.
Hope that helps explain why I choose to use what I do
3 months ago
I'd say dedicated self-mill cards are kinda counter-productive. I'd say running Reanimate, Shallow Grave, Victimize, Exhume, Stitch Together, Dark Ritual, Simian Spirit Guide and Mulldrifter would increase the power level. Unfortunately, running super efficient graveyard hate like Grafdigger's Cage isn't an option in this deck, so Leyline of the Void and Nihil Spellbomb are your best options.
From what I can tell, you could use more interaction, as well. Damnation, Counterspell, Disallow, Toxic Deluge, Blasphemous Act, and Hero's Downfall are good adds. Phyrexian Arena, Dark Petition, Gray Merchant of Asphodel, and Sidisi, Undead Vizier are also musts in a black deck.
Hope this helps. Good luck.
3 months ago
First thing that comes to mind is dredge. Since both are replacement abilities for a draw, you can always dredge your Grave-Shell Scarab, or Greater Mossdog but your opponent could not. Sure, they could cast them, but as soon as it died, you'd dredge it, and it'll never be theirs again. Another card along the same lines, is Eternal Scourge; the opponent could play it, but it'll get exiled, and it'll become yours (style points for dredging Darkblast to remove it).
The Ahmonket block gave us some interesting options, with, for example, Adorned Pouncer and other Eternalize cards. The opponent could play it as a 1/1, but, once it dies you'll bring it back as a 4/4. There are also the Aftermath cards, where under the Shared Fate they'll be able to play the first half, but not the second. Sure, the opponent could Farm away one of your creatures, but in doing so, he gives you the option to Market, and make up some of the lost value. I'm not sure how many of those you'd be interested in, since the second effects are usually less spectacular.
Since you can't use the Suspend ability if the card isn't in your hand, those cards are also generally unavailable for use from under Shared Fate. Something like Ivory Giant would be so awful it would only be hardcast by a very desperate opponent, but could be ok if suspended. And, the suspend-only cards like Lotus Bloom, would be entirely unavailable to the opponent.
Then, there is the Origins cycle of planeswalkers, which return under your control once their condition is met. The opponent wouldn't ever use the ability of Jace, Vryn's Prodigy Flip to voluntarily meet the condition, thus making him more valuable for you. But you can force an opponent's Liliana, Heretical Healer Flip to flip by killing one of their creatures-they'll get a 2/2, but you'll get a planeswalker.
Maybe one of these will find a place in your deck?
3 months ago
Plague Wind costs way to much mana, Mutilate would be way more effective, same goes for Liliana Vess. Liliana of the Dark Realms has better effects in combo with your other cards. (Her Ult is great, and most ppl won't race to kill her.)
Bloodhunter Bat is also kinda meh, I'd swap it for some black 1 or 2 drop.
3 months ago
so far found
The Gitrog Monster normal/prerelease
sets, as in links