|Commander / EDH||Legal|
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|Time Spiral "Timeshifted" (TSB)||Rare|
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Prevent all combat damage that would be dealt this turn.
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|Have (7)||angesoir , TheRealPeaches , releasethedogs , elemental55 , Va1mar , mlouden03 , Mousemke|
|Want (6)||king0fclubs , mtgfortheboyz , kovellen , Ariumlegion , kodie53 , Nemesis|
1 month ago
1 month ago
Delta-117, your post is nothing but impressive. 75 minutes is alot of time to dedicate to a single post. Thank you.
Back in 2016, I wanted to acquire an Atraxa deck for myself, but unfortunately she was completely sold out everywhere. I had to settle for Breya, Etherium Shaper and Yidris, Maelstrom Weilder. Fast forward to 2018, and at a new LGS I spotted an Atraxa precon just sitting in the window. I asked if she was for sale, and ended up trading a Engineered Explosives and paying roughly 20ish bucks I think. I was lucky, because I wasn't the only person interested. I really wanted to build a deck surrounding the Praetors, because well...they're just really cool cards. I picked up a few at another LGS...but for this deck? I had plans.
Also, yes playing this deck is alot like archenemy. I am quickly voted Persona non grata, and the whole table quickly swoops in to destroy and dismantle all of my tools...while other less "scary" decks establish better boardstates, and eventually dominate the table into submission. Every game needs a villain, and I happily fill that role. And at the very least I have fun with it. I can't help but joke when I infect the whole table.
LANDS: The bond lands are cool and all, I just feel hesitant to include non-typed duals. Also the drawback is that those lands are duds if I ever play a 1v1 game. Admittedly it'd be rare when that happens, but it is definitely a possibility. Also,they can't be tutored. I'll admit the manabase is far from perfect, but i'll do some thinking (using your suggestions of course) and revise the list. What's funny is that I have a physical copy of Inkmoth Nexus in the deck already, but it's not on the digital list lol. Thanks for pointing that out.
Steady Progress is there primarily to keep tempo and increase poison counters on players, and drawing an extra card before the beginning of a turn is always a win. Now, Reliquary Tower is pretty niche. My deck doesn't get me a lot of draw unfortunately (something i'm working on), and the rare chance that Jin-Gitaxias, Core Augur stays on the board long enough to really make Tower relevant...would be a surprise to me. I have a 2019 Reliquary Tower promo of it in my trade binder, I think i'll hold onto it and maybe do some experimenting.
Gavony Township seems like a really cool include. Given that most infect creatures need an increase in power and toughness placing +1/+1 counters on all of them in one fell swoop could be just the solution i'm looking for. I'll find a way to include it in the list.
CREATURES: I have a Phyrexian Swarmlord, just been trying to figure out how to work it into the deck. Corpse Cur has definitely been something of a dud where there have been just so few valid targets to bring back from the grave. My only qualm is that the deck needs some form of recursion, but Phyrexian Swarmlord is the bomb that this deck definitely needs to have a strong board state in the late game. I'll go ahead with your suggestion of swapping out the Putrefy, and see what happens. As for Champion of Lambholt, given that +1/+1 counters will never take center stage i'm hesitant to include her despite the benefits of the evasion she provides. Blightsteel Colossus is cool. Really, really cool. On theme, and intimidating- however the high CMC (even for this deck) just makes it unappealing to me.
Your other suggestion of Conqueror's Flail offers good protection (at least on my turn) and can potentially pump my creature up to +4/+4. If I see one, i'll pick it up and experiment with it. Also, I took a look at both lists and both Become Immense, Vines of Vastwood, and Mutagenic Growth (the flavor!) all caught my eye. All cards are instant speed, and can definitely make a player who begrudgingly accepts 1 poison counter to get far more than they bargained for. I want to figure out what to cut in order to include these beauties. Now, for Spellskite I like it. Full of flavor, and would be potentially a great albeit temporary defense. I just don't know what to cut for it. But the suggestion of Hatred really gave me pause. That's cool. It's applicable both early and late game...and can potentially end a player immediately for a fee of 9 to 17 life. Nobody would see it coming and it would be brutal. I'll definitely see if I can pick one of those up.
So on the topic of planeswalkers...I briefly considered including a Karn of some sort...but they deviate too far from theme. Honestly, I'm not really much of a fan of the mechanic. I have a few decks that have some Planeswalkers in them...but i feel really meh towards them. Just meh. Doubling Season would be great if this were a superfriends deck, but that is definitely something I want to stay away from. I'm just not a fan of those builds. As to your question about that Elesh Norn, Grand Cenobite, the answer is yes. I have an actual copy of that card. Long story short I was at my LGS playing EDH with a friend and I mentioned that I wanted a copy of that card, but it was 1 - very difficult to find, and 2 - very expensive. Then he just casually mentions that he had one - for trade no less. For a moment I was dumbfounded, but then he reminded me that he was a judge. Funny I didn't pay attention to that. So, with not a moment to spare I whipped out my trade binder and said "do your worst". The follow list below is what he picked up (it's a long one):
- Dragonmaster Outcast
- Siege-Gang Commander
- Tomorrow, Azami's Familiar
- Wheel and Deal
- Voice of the Woods
- Nut Collector
- Pathbreaker Ibex
- Growing Rites of Itlimoc Flip
- Mayael's Aria
- Wild Pair
- Enchantress's Presence
- Huatli, Radiant Champion
- Rashmi, Eternities Crafter
- Ghirapur Orrery
- Sharuum the Hegemon
- Phyrexian Altar
- Sword of the Paruns
- Teferi's Puzzle Box
- Scroll Rack
- Graveborn Muse
- Endless Ranks of the Dead
- Army of the Damned
- Mad Auntie
- And last, but certainly not least - $80 cash
1 month ago
3 really good cheap casting cost vamps Duskborne Skymarcher , Guul Draz Assassin , Pulse Tracker i also like using Blood Seeker as well. for the most part almost everything i suggested are fairly cheap, Captivating Vamp, bloodline keeper are sorta kinda up there but not too bad and i wouldn't use more than two of the keepers.
for critters though i would try and keep their casting cost down to 3 and under. that way you are not sitting with a hand full of high casting cost critters and waiting on 1 or 2 more land to drop.
and just because i like to suggest these next two cards for decks that use black Darkness & Dash Hopes one is getting up there in price but the other not too much. Both are really good though and tends to throw people off when you play them and thats a good thing!!
1 month ago
1 month ago
1 month ago
well its not modern legal... believe me though.. i REALLY wish Dark Ritual was in modern, it would be so broken but man it would be fun!!!
you have a good start though!! very interesting. you could add in some Underworld Dreams to replace one of those non modern legal cards, its not discard though, but it is fun to play. maybe even some Dash Hopes and Darkness both also real good in mono black.
1 month ago
HillyerGames The point of a mill deck is not to try and control the game, the point is to try and dump all the opponent's cards in the graveyard as soon as possible. Cards like Emrakul, the Aeons Torn stop this plan because of their trigger, which means you need ways to exile him in order to stop this from happening. Extirpate and Surgical Extraction are two ways to do this, Tormod's Crypt and Relic of Progenitus are others. However, none of these are very maindeckable, as against a lot of decks, these cards will not do anything; nor will they buy you the time you need as a mill deck to finish milling the opponent. By contrast, Crypt Incursion will almost always gain you 10-20 life, which will buy at least one turn; and in a deck with powerful mill spells, that one turn is often the difference between a loss and a win.
I would also like to point out that I do not enjoy calling others stupid, but when that person is rude, arrogant and advocates a fragile 4 part combo involving Profane Memento that does not even win the game and that does not work against decks which do not have as many creatures, I really do not understand their motivations unless they either lack an understanding of what they are proposing, or unless they are deliberately trolling.
Re: Ensnaring Bridge - the idea is you will have zero cards in hand when you cast Bridge, so they cannot get through. If you can empty your hand as fast as possible - which I think you will often be able to do - then Bridge is a hard lock (after all, no decks plays zero power and pumps from zero to twenty, although I suppose it is possible in an infect deck with Noble Hierarch). Darkness is only temporary, Bridge is permanent; I think I would rather have Bridge in general, and sideboard in Darkness against decks with these massive pump effects. If the opponent goes Become Immense, Vines of Vastwood and tries to kill you, and you play Darkness then you've traded his two pump spells for your one mana instant, which is a very good trade. By contrast, if he has Thalia's Lieutenant and Champion of the Parish and Mantis Rider in play, then Darkness will mean you are still faced with the same situation next turn, which does not get you very far. Bloodghast, Goblin Bushwhacker, Gurmag Angler, Tarmogoyf and indeed I could go on, but the point is, far fewer decks try to pump in one shot and win rather than getting a bunch of creatures in play and hitting them with you repeatedly. So Bridge is a better answer against creatures in general, since mill usually is empty handed by turns 3-4.
1 month ago
sperrone1224 if you want to test on Cockatrice/xMage I'd be game!
I really do think Ensnaring Bridge might be a better answer for you than Darkness. Darkness saves you for one turn, Bridge shuts down entire strategies and means some decks simply become incapable of killing you.