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Indestructible (Effects that say "destroy" don't destroy this artifact.)
: Add one mana of any color to your mana pool.
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Darksteel Ingot Discussion
1 week ago
Hero's Blade is fantastic, since it'll re-equip when Sram inevitably gets removed by something.
Trailblazer's Boots are a better cheap equip than say Trusty Machete because even if it costs one more to drop, it'll consistently read as 'unblockable'. Prowler's Helm is a similar budget option but there are walls that get dropped more often:P.
Cultivator's Caravan is just wasteful budget when you can use Darksteel Ingot for an indestructible version, or Manalith for a way cheaper option(or, if you don't care about making white mana, Pristine Talisman will gain you life. Tooth of Ramos also gives you a pocket two mana)
Always good to see economical decks :D
2 weeks ago
I think you need to work on your mana base, ensure you have sufficient color generation, as you have a lot of lands that produce colorless (albeit have secondary effects), and you have a lot of lands that come into play tapped. This can cause you to be delayed in turns when you NEED to cast a creature or two for a winning swing.
As it stands, I would recommend removing Evolving Wilds, Myriad Landscape, and Terramorphic Expanse and replacing them for basic lands as you don't have sufficient basics to even be able to fully utilize them (I believe you needed more mountains when I thumbed through your deck, no? 20 White Mana Generation in Lands and 14 Red Mana Generation was what I counted, I believe). That being said, I'll recount it once you have your changes made, to ensure you have a stable mana base. You could remove Darksteel Citadel as well. I'm not sure about Haunted Fengraf nor Sunhome, Fortress of the Legion, as you already have multiple ways to provide double strike. There was a Red/White land from Aether Revolt, I believe, you can add it in.
Your deck seems to want to deal more damage via tokens and creatures with multiple combat steps than in other ways, so I would consider removing the direct damage spells for more utility. Shattering Spree will take care of a LOT of things that could hinder your deck, Pillage gives you a choice of busting a land as well as an artifact (and also stops them from regenerating). You could also run Incendiary Command for utility and draw.
I'm not sure Ajani Vengeant nor Nahiri, the Lithomancer are good in this deck, it can open up slots for other effects, like Wake of Destruction or Ruination. The former will single-handedly wreck decks in a muliplayer environment that run lands that are not of your colors, whereas the latter will wreck EVERY deck that is in play (including yours), unless you run more basics. You could also benefit from running Secure the Wastes or Martial Coup for token generation for both, plus creature removal on the latter.
In regards to creatures, you could also check about adding a Weathered Wayfarer, Knight of the White Orchid, and Serra Ascendant. The first two are good to net you lands while the other is an undisputed beater as a turn one drop in commander.
In your enchantments, you're already running a True Conviction, which is one more white mana intensive than Rage Reflection, but it provides you with an additional effect, which I consider is better than the Rage Reflection itself. You can open up a space for something else. Anointed Procession benefits greatly when you run Secure the Wastes and Martial Coup as well. I'm not sure that a single effect like Sphere of Safety will be necessary, and the Murder Investigation is cute, but not optimal.
For your Artifacts, I'd replace the Hammer of Purphoros. The haste effect is nice, but the secondary ability isn't worth it in my opinion. Try and get a Darksteel Ingot, Mana Vault, Seal of the Guildpact, and possibly a Gilded Lotus. A Boros Signet and a Boros Keyrune aren't a bad idea either.
2 weeks ago
Rhystic Study and Mystic Remora for cheap and efficient card-draw engines. They would draw less hate than Jace, Unraveler of Secrets, and since you only have two creatures in your deck, they would allow you to draw more cards than Skullclamp.
Mizzix's Mastery for graveyard recursion.
Do you have enough land to justify Doubling Cube?
Do you have enough card-draw to justify Thought Vessel?
With a counterspell to back it up, you can play Impending Disaster.
Ruination is a good way of getting rid of those annoying lands, and if your opponents are running four colors or more, it could potentially take out everything. It blows up annoying stuff like Boseiju, Who Shelters All, which could also be a great inclusion in your deck.
Land Equilibrium would be great, since your opponents will probably be playing more lands than you.
2 weeks ago
A few things, firstly Torrent Elemental is not allowed in this deck. Because it has black and green mana symbols in its effect text, it is considered to be a black/blue/green creature by commander color identity rules.
Next, this deck could due to be a bit more focused. I understand that its themes are spread out to showcase blues abilities, but I feel like your friend would be served if it showed what a concrete theme was. Also some of these card choices are just a bit too weak even for a budget build, namely Mana Leak, Card:Ceremonious Rejection, Dispel, Darksteel Ingot, Commander's Sphere, and Looter il-Kor. While some of these may be fine card, I don't think they are well suited to this format or just this deck.
Baral really wants to counter spells so you guys could try Guile and a budget friendly counter package that includes Remove Soul, Arcane Denial, Disdainful Stroke, Broken Concentration, and Counterspell.
2 weeks ago
Thanks for the comment!
2 weeks ago
This deck is beautiful! You could include Necrotic Ooze combo. Expensive additions: Sneak Attack, Yawgmoth's Will and Crucible of Worlds. Weathered Wayfarer can be cut in my eyes. Anguished Unmaking instead of Vindicate. Chainer's Edict, Past in Flames or maybe even Living Death... Get rid of See Beyond and Crippling Fatigue. Coalition Relic is better than Darksteel Ingot.
2 weeks ago
You have very few cards that cost 2 or less, in fact, almost half of your list costs 4 or more (counting lands!) That's an extremely high curve, and you will usually be glacially slow as a result.
Also, 26 planeswalkers seems slightly too many. I would cut down to 20 or so, and make room for some more cheap accelerators and tools to protect yourself. Your gameplan needs to be survival until the advantages gained by Atraxa and your Planeswalkers win you the game. So you need cards that help you cast your value engines quickly, and cards that protect them and you, then winning should be trivial.
That said, i would add: Fellwar Stone - since you are 4 colors, it will usually provide 2-4 of your colors. I like it more than Darksteel Ingot and other 3cmc rocks, since it ramps into your powerful 4cmc cards like Atraxa a turn early. Similar cards are Carpet of Flowers (It works almost all the time, and is just fantastic if it works. People play lots of islands!), Nature's Lore, Farseek, Chrome Mox and Signets.
Toxic Deluge, Snuff Out, Dismember, Moment's Peace, Swan Song, Stubborn Denial, Unexpectedly Absent - cheap interaction. The cheaper your interaction, the easier it is to cast it when you really need it to protect your planeswalkers from harm.
Vampiric Tutor, Wargate, Enlightened Tutor, Tezzeret the Seeker - a few more tutors to ensure you find the right tool exactly at the right time.
Blind Obedience, Meekstone, Maze of Ith - lockpieces that help defend you.
The cards i like the least and would therefore suggest to cut are Deploy the Gatewatch, AEtherize, Ob Nixilis of the Black Oath, Nahiri, the Lithomancer, Sorin, Lord of Innistrad, Lightmine Field, Tamiyo, Field Researcher, Dovin Baan.
2 weeks ago
Couple of thoughts:
the build is low on mana fixing/ramp and a bit low on lands as well. Command Tower makes all 3 colors and enters untapped, Chromatic Lantern allows all lands to make all 3, Commander's Sphere, Opulent Palace, Reflecting Pool, Darksteel Ingot, Sylvan Caryatid, Explosive Vegetation. Kruphix, God of Horizons over Omnath. Ideally at least 37 lands.
To remove: drop some creatures that require too much to be impactful. Like Omnath, who needs access to large amounts of mana. Stuff like that.
Just a few things that might help you execute your strategy more smoothly. Nice build, looks fun to play. +1