Daxos's Torment

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Rules Q&A

Daxos's Torment

Enchantment

Constellation — Whenever Daxos's Torment or another enchantment enters the battlefield under your control, Daxos's Torment becomes a 5/5 Demon creature with flying and haste in addition to its other types until end of turn.

Simerix on Faerie Constellations

4 years ago

I would cut out one or more of the following as an emphasis: artifacts, enchantments, faeries, or tokens. Personally, I think artifacts is the weakest theme as of right now. Cards like Cranial Plating, Trading Post, Efficient Construction, and Witching Well don't do a whole lot (possibly Thopter Spy Network too). As a result of taking artifacts largely out, Emry, Luker of the Loch becomes pretty useless.

Your planeswalkers are interesting. They all play into the token theme very well.

Some cards I find are underwhelming: Daxos's Torment, Faerie Trickery, Whitewater Naiads, Harvestguard Alseids, Grim Guardian, Doomwake Giant, Agent of Erebos (I can see why you might play him), and Windfall.

There are some cards that are really good but could be easily cut such as Anointed Procession if you wanted to bring the price down.

mastermonorail on Daxos's spooky enchantments

5 years ago

Hello fredthecrazzyelf, I would like to help you with you Daxos the Returned deck. Myself I have a Daxos deck and I love him to the ground, enchantments and tokens are my two favoriet things in magic since I started playing and Daxos combines those perfectly. Maybe you could take a look at my Daxos list: Daxos the Returned I know my decklist is way over your buget of $20, though I might be able to help you find some valuable cards that aren't gonna break the bank.

First of all I would like to say that Daxos's Torment is a great card to run in the deck. For flavor reasons I have never cut it, but time and time again it has proven to be a ton of value in my games. For a Daxos deck the fact that a card is a enchantment is valuable enough, for that reason I understand you run these enchantment cards that can flikker themselves. (Personally I don't run most of them, but flikkering ward is my favorite) For the rest 'Ayish' has given you some very usefull advice, although I think Grim Guardian can work great in the deck, most of the cards he points out can be cut. The high mana-cost is why I would say.

The way my Daxos deck is build is focussed on the idea of disruption though enchantments or powerfull Aura's to boost one creature into a huge threat. For example a card like Ethereal Armor works great and is really cost efficient. Gift of Orzhova and Spirit Mantle are very good cards to due to the evasion they offer. And finally an all-star of the deck for me is Eidolon of Countless Battles which can fly under the radar and be a massive threat your opponents have to deal with later, twich!

My main advice would be to cut on CMC in your deck, you want to mana-cost of your spells to be rather low, so that you can pump as much mana into Daxos his pay-off ability, the Experience tokens. I would cut most of your 5+ mana cards and only leave in a couple of bombs, Daxos will do the rest. Furthermore, think about protection for Daxos, since a deck build around him needs him on the battlefield. (Alos don't forget your mana rocks

Good luck with your deck and I hope you may enjoy your Daxos deck for many years to come, he is a great general and can be very powerfull if played right.

Ayish on Daxos's spooky enchantments

5 years ago

Conviction isn't really that good imo, you can find better aura's for cheap. Cruel Reality while good later in the game you have no mana rocks that I saw meaning it won't come out soon enough to get really good usage. Dreadbringer Lampads kinda like with Nyx-Fleece Ram it isn't really serving a purpose other than to be an enchantment. Fall of the Thran You dislike when people target you, don't give them a reason. Archetype of Finality imo it's too slow for how weak the creature is. Crystal Chimes already messaged you. Daxos's Torment I'm not that sure but I feel like this again is only really there for it to be a creature that's an enchantment, not to be a valued card. Death Grasp again, not too sure but unless you have more mana ramp and sources not going to do too much. Grim Guardian Again feeling like it's only there to be both a creature and an enchantment, power isn't too strong. Mourning Not to strong, -2/-0 not going to do much in most cases imo Myth Realized Like the Daxos's Torment but slightly better imo, still feel it's only there to be both a creature and enchantment Nyx-Fleece Ram Just restating. Skybind Without more strong normal creatures not benefiting you, just maybe hurting opponents a little. Teysa, Envoy of Ghosts What's the purpose of them? They do nothing for the deck.

Boza on Dastardly Designs #3: Mechanicfest Destiny

5 years ago

While Conquest is a good idea, there are some issues with it:

1. Your templating

Ability words cannot have different templating. There is a reason why energy is not an ability word. I know this not super important (as per point 1 in the challenge), but it is for ability words - if it is not coherent throught it makes me think you have no idea what you want the ability to do.

For example, constellation on Doomwake Giant and Daxos's Torment are worded exactly the same. Constellation is just a shorthand of saying "When this or another enchantment ETBs". However, you expansion ability word can gain you a counter when you attack, on ETB, make an opponent lose one counter before you gain one, etc. It is far from consistent and not how an ability word should be, well, worded.

To fix this, remove the ability word. Use only expansion counters and/or rename them to conquest counters.

1a. Other stuff like "lose an expansion counter" that should be "pay an expansion counter" if part of a cost, if not part of the cost it should be "remove"; "If you control 3 or more expansion counters" should be "If you have"; etc.

2. Baggage

Even if you state it outright, it does not make it less true - this ability uses counters for players, which is something that WOTC has acknowledged is a bad idea in standard sets. They are notoriously difficult to interact with, have 0 downside to them and are parasitic. Additionally, this does not do things that energy or experience have not done already.

3. The overall design is a bit lacking

3a. Lack of flavor - The word conquest really implies something to do with lands, yet the actual ability word is a paltry player counter. Nor does it have anything to do with conquering. Energy worked thematically at least because it is energy used to power machines throughout the plane. Nor does it imply any struggle for control, normally associated with conquest.

3b. Lack of theme - the only thing tying this to your Norse mythology plane is a single common. None of the other cards can be pinpointed to any specific plane. I suggest to use some places in naming, quotes in flavor text to solidify your place. Why isn't Tide Turner an Ice Giant? Why is the mythic something as generic as Sporespread Elemental, instead of the Legendary Creature - Elder God named Freyja, Bestower of Life?

3c. I think you did not explore your design space enough - there are 3 types of player counters as of now (poison, experience and energy) and design space for that is abundant. However, I feel that this is not drastically different from what energy already achieved. You have a couple of cards that have expansion thresholds - caring if have X or more counters - but that reads a lot more like experience. I think that despite design space being hardly exhausted by these two, I think you did not do much to go beyond what experience or energy already did.

Favorite designs - I think the diplomat and the mythic are my favorite - you introduce a way to interact with an opponents counters (which exacerbates the parasitic problem), on a card that oozes with flavor; while the mythic wanders boldly into permanent land animation territory which is quite unique, I remember like two cards having it. First impressions were not positive, but the more I read the cards, the more I like them.

TLDR; I think this mechanic could use some more time in the oven - it has potential, but poor templating and inability to differentiate itself from predecessors hold it back for me. I am liking these designs a lot more than your previous two challenges, I think there is definite improvement.

RegenaldJes on The Commander Curse

6 years ago

This looks disgusting (as per your usual, i wouldn't enjoy going up against this beast).

That being said I think though you should add some ways of getting more enchantments back such as Starfield of Nyx and some other uses for your deck rather than just curses. Id add more creatures and items that play on your enchantments such as Myth Realized,Daxos's Torment,Whitewater Naiads, Skybind, and Plea for Guidance. Also probably remove the illegal cards from the deck and add in non basics, Nykthos, Shrine to Nyx.

Well have to play-test it when i get back (if you have the cards for it). -Jr

Aztraeuz on I'll try Daxos

6 years ago

Good Constellations you seem to be missing.

They all provide some benefit that is good. They're the best that you're missing.

FigLebowski on Hon Done

6 years ago

Hey Eilel I do like the draw that would come from Eidolon of Blossoms but Honden of Seeing Winds seems to get me all the draw I need. I do like Daxos's Torment as another finisher, as that is an area I am lacking currently

Eilel on Hon Done

7 years ago

Eidolon of Blossoms Can be a nice addition, gives you much more value for playing loads of enchantments and you can tutor for this with Enlightened Tutor.

Daxos's Torment can be a great finisher but it's all your opinion I find his cmc a bit to high

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