|Commander / EDH||Legal|
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|Commander Anthology (CMT)||Uncommon|
|Commander 2013 (C13)||Uncommon|
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Enchantment — Aura
Enchanted creature is a 0/1 Insect artifact creature with indestructible and loses all other abilities.
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Darksteel Mutation Discussion
11 hours ago
I'd try taking out Dawn's Reflection and Verdant Haven because they seem pretty slow. I understand you're running them because this is an enchantment deck, but that doesn't give you an excuse to run just any crappy enchantment in the game. I'd try and run more efficient ramp and maybe some creatures that untap lands like Voyaging Satyr or Kiora's Follower
Otherwise, try taking out a land or two. Your curve doesn't seem to be very high and you might be able to get away with it
1 week ago
With a heavy Equipment theme you aren't going to have much room for utility. A such, all non-card-draw utility cards should probably be removal. I would include at least two board wipes (more is often better, depends on your meta). Blasphemous Act and maybe Rout are good budget options. Vandalblast is sick. I'm super big on enchantment removal so Return to Dust is S-tier outstanding. Not super budget but not expensive either. I like Ray of Distortion a lot. It's very mana-intensive but the fact that you can do it twice is awesome in EDH. Dust to Dust will be handy. Lots of artifacts in EDH. I kind of like Revoke Existence since artifact recursion is common.
There is lots of random utility to find out there. Reconnaissance and Dolmen Gate are usually great for aggro decks but your commander makes it far less necessary. Perhaps Brave the Sands and Always Watching . Fervor and Hammer of Purphoros are sick too. Ogre Battledriver is nice but not a samurai.
1 week ago
Love this deck, especially for 1vs1's that my friends and I play for fun. Only suggestion I would make is replacing Faith's Fetters with Darksteel Mutation, reason being is it's cheaper, more effective and can be a great way to deal with annoying commanders.
3 weeks ago
geekmp3 ok thanks!
No, I didn't know that the one number of sentence's has an effect on the O-rings ability (now I'll probably have to take out Banisher Priest from my Alesha, Who Smiles at Death deck * sigh *), but did you know that if you sacrifice the Fiend Hunter before it's first ability resolves, it's second ability goes on the stack first, wiffs, and then you can exile something with no downside? Neato!
4 weeks ago
Perhaps have a separate section called the quest zone where the quest cards are placed face up whilst in play, and quests should not be considered permanents (or cards in the game for that matter), nor the quest deck be considered the library (for mill purposes).
Also, are quests played face down? if so then how are counters denoted without revealing the possibilities to the opponents?. I think certain quests that require counters are to be specifically denoted to be played face up. But then what that leads to is people learning your quest deck by heart and being able to determine what your quests are that are face down.
Ideas for the missing spots you have Show
Open quest cycle
Green Quest: play 2 creature spells in one turn. Reward: 2 1/1 tokens (of some sort). Abort: Each opponent gets a 0/2 plant token with defender
Black Quest: destroy a creature an opponent controls. Reward: That creatures controller loses 2 life. Abort: sacrifice a creature
Blue Quest: return a permanent to its owner's hand. Reward: flicker a creature. Abort: return a non-land permanent to your hand
White Quest: gain life. Reward: target creature gets indestructible until end of turn. Abort: Target creature you control loses all abilities and is a 0/1 (as if Darksteel Mutation)
Political traps cycle
Red Each player votes .......ETC......... If death blah blah, if life, each player adds 2 to their mana pool to spend only on instants/sorceries
White Whenever you would gain life so that your life total becomes equal to or greater than twice your starting life total you may complete the quest. Reward: Double your life total, then you may pay three times X life, if you do, each opponent loses X life. Abort: Your life total becomes half your starting life total, if your life total was less than half your starting already, you lose 5 life.
4 weeks ago
Balan, Wandering Knight would be better than the previously mentioned punisher.
I really like Hammer of Nazahn as a voltron equipment, as it gives both indestructiblity and makes equiping all ensuing equipment free. I believe Tragic Arrogance should be a consideration as well, your deck looks light board wipes.
I hope you realize enchantments don't trigger Sram's card draw, only auras do. Things such as Darksteel Mutation for controlling and Shielded by Faith for voltroning, and the like. You also may consider vehicles too, Conqueror's Galleon Flip could work well in this deck, among a small amount of others.
I like your deck a lot though, looks like a lot of fun to play. +1 from me :)
4 weeks ago
One of the best things I learned a long time ago is simply this: There are no wrong threats, only wrong answers. With that in mind, here are some additional thoughts on your deck.
Weaker Dragons to consider taking out. Keep in mind that this is based on my play style.
Hellkite Charger is a maybe. I like the extra combat phase, but it is dependant on being in play, attacking, and having 7 mana available. Not sure yet. Intet, the Dreamer has always been weak. You get to exile the top card of your library and hope that you can play it before the next Wrath of God or Path to Exile, after paying 3 mana to exile your own card. Spellbound Dragon might work in a deck built around draw-discard. But this deck isn't. You want the draw, but not the discard. Just doesn't seem to fit that well. Silumgar, the Drifting Death seems a bit on the weak side. But I could see him as a way to get rid of token armies. Not sure on this one either.
Now to take a look at the non-creature cards.
Ponder is a great card. In a 60 card deck with a full playset. In a Commander/EDH deck, not so much. Single use is a big drawback. I prefer repeatable effects in commander decks. Or consider Brainstorm instead. Dreamstone Hedron is nice. But as a 6 cast artifact that either adds 3 colorless or draws 3 cards I can't shake the feeling that it is a bit late to the party. Consider Hedron Archive. Same basic idea. It only adds 2 colorless or draws 2 cards. But it hit the field 2 turns earlier. That is 2 whole turns of having 2 more mana to help power out those Dragons. Relic of Progenitus is a great card in a lot of tournament decks. However, it also trashes your graveyard too. Depending on your Meta, maybe a simple Tormod's Crypt instead? Curse of Verbosity is a great way to pile on to the biggest threat player at the table. But you have no way to bounce it to change the target and once that play is out of the game, this becomes a dead card on the field. Also, you don't really want to give other players an option to draw cards. Darksteel Mutation is cute spot removal. But there are so many better options. Is spot removal really that important in your meta? If so, consider Swords to Plowshares, Anguished Unmaking, Unmake or even Curse of the Swine. All of which deal really well with any threat except a commander. You could use Declaration of Naught naming their Commander if you really want to get someone angry. Frontier Siege either adds 2 mana or causes your creatures to fight. I can think of so many better uses for that sleeve. More creatures. More mana ramp. More shenanigans. Monastery Siege first ability suffers the same problems that Mirror of the Forebears copies an existing creaturee in play. Not bad. I would put this in the maybe pile. Tough call on this one. I would keep it or cut it depending on what other choices get made. Lightning Greaves & Swiftfoot Boots are cards that I know you like and I do see their value. But to me there are so many better uses of those sleeves. These are probably the cards least likely to be swapped out of your deck, but I don't think that your deck really needs them. They don't protect from board wipe. You have other cards that give Dragons haste or you could even run Anger for the haste.
New dragons to consider:
Balefire Dragon and Deathbringer Regent are both Dragons and board wipes rolled into one sleeve. Destructor Dragon dies and takes another non-creature with it. Read that as destroy target planeswalker, artifact, enchantment or land. Dragonlord Atarka acts as a spot removal spell and a Dragon. Dragonlord Dromoka does a really good job of dealing with counterspells. Dragonlord Kolaghan gives your other creatures haste. Hoever, his second ability is kind of a waste in Commander. Karrthus, Tyrant of Jund needs no explanation. Keiga, the Tide Star gains control of an opponent creature until end of the game or you sacrifice it to the Altar. Kilnmouth Dragon we've already talked about. Nicol Bolas is a maybe. I know he is iconic and has a good ability, however, tying up 3 colored mana each turn isn't that great. Niv-Mizzet, the Firemind is a good card draw and ping engine. Jsut don't use the stupid Curiosity combo. That's so lame. Ruthless Deathfang works well with the Altar of Dementia and Scourge of Nel Toth. I sacrifice a creature, oh, and so should you. Scourge of Nel Toth not only comes back form the grave for cheap, but it also provides a sacrifice method for Jugan or Keiga. Scourge of the Throne is a great way to knock an opponent in the lead back down. Thunderbreak Regent punishes opponents for using spot removal. I would rather run this instead of the boots. This is a threat, the boots and greaves aren't. The equipment does protect against spot removal. Also watching an opponent getting a Lightning Bolt in the face for the effort of removing a Dragon is pretty funny.
Other cards to look at:
Eerie Interlude or Ghostway can do double duty of protecting your creatures and retrigger all of the enter-the-battlefield effects. If Scourge of Valkas or Warstorm Surge is on the field, then Eerie Interlude becomes a kill card. Shard Convergence helps make more mana available. Basilisk Collar gives lifelink and deathtouch. And putting deathtouch on Scourge of Kher Ridges provides another board wipe. Deathtouch on Niv-Mizzet, the Firemind adds another point of spot removal. Patriarch's Bidding has long been a staple of tribal decks. Thanks for that Wrath of God. I needed that. Now watch as I return all of my threats.
As always, temper these suggestions with your play style, collections, and budget. Let me know what you think.