Each spell costs (3) more to play except during its controller's turn.
|Have (2)||, gildan_bladeborn|
|Want (4)||jakwok21 , Camypo , Supercomet , LordSelfish|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
|Eighth Edition (8ED)||Rare|
|Urza's Legacy (ULG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Defense Grid occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Defense Grid Discussion
1 week ago
You know I built this deck myself and had the exact same problem. The thing is with Korvold, you want to do two things. You want to sacrifice things so you can draw cards for advantage, and you want to, of course, win. The problem being the amount of pieces it takes to create tokens to sac is simply... Too much. By the time you have your draw engine in the deck you hardly have enough room for, yeknow, your win con that you need.
When the deck does go off, it gets to going pretty quick. The problem is, in that power level, by the time it does get to going off, or when it's getting close, all your opponents have already done went and finished the race. There's some weird aspect about Korvold that just makes him too slow. Believe you me, I had a hell of a time with this deck. Unless you go just straight combo win, it can be really difficult to get a deck build that's cohesive, just because, or at least I felt this way, it's hard to find good cards to create a sustainable amount of tokens for a sustainable amount of card draw quickly and easily.
So I think you have two options. Do what I failed to do and make this deck better, or consider some different avenues for Korvold. Jund Card Draw Advantage is... Well it's a thing that shouldn't exist. I mean it's JUND! Tokens toolbox win, right? Surely if someone tries hard enough they can make a viable deck. Maybe it's missing the Lurking Predators alongside your Aid from the Cowl. Perhaps some additional top deck cards would help. There are a few others that do this although none of them would probably fit the needs of this deck. Try some stax cards to slow the game down? Defense Grid is a bad example. If you can get to drawing enough cards, I'm sure you can get the value engine you need going. Necropotence could be good, help get that extra card draw in until your engine is up and running.
Other than that? Maybe consider a Landfall Deck. Korvold LOVES lands. Creating Jund Landfall could be an interesting spin, although it would play on a less loved playstyle in commander, big creature beatdown. Play lands, sac them, draw off of them, get two landfall triggers, create tokens, perhaps that you can sac on combat step if need be, sac some lands here and there with Korvold, create 5/3's off of Titania, Protector of Argoth and just go ham. Sorry, I know recommending an entirely different deck build is hardly a good recommendation but the trouble is...
The problem with Korvold is, he either wants to be a casual deck, and I mean SUPER casual, orrrrr infinite combo win turn 4, super competitive. He doesn't transition well in between those points in my experience, and it makes me very sad, as Jund Card Advantage just sounds like something that should be so good! But the package you have to include in the deck to take advantage of that card draw is just too large. I hope this helped :/ hopefully someone else will come along that has some ideas for this deck and can pull off the thing that I could not.
2 weeks ago
If you want to take this deck to the next level, you should consider the following cards:
- Sensei's Divining Top
- Deafening Silence/Eidolon of Rhetoric/Rule of Law and Defense Grid: to slow down storm- and spellslinger-decks, to deny cardadvantage/ramp and to protect yourself against control and combodecks
- Lapse of Certainty/Mana Tithe/Burnout nobody expects white counters
- Your deck is lacking carddraw! Wheel of Fortune, Painful Truths, Necropotence, Heartwarming Redemption, Phyrexian Arena, Night's Whisper, Azra Oddsmaker & Dark Confidant (/Sign in Blood/Dawn of Hope)
- Toxic Deluge/Fire Covenant/Darksteel Mutation/Vandalblast/Grasp of Fate/Fiery Confluence(/Austere Command/Crush Contraband/Forsake the Worldly) - these are really good removals
- All the Moxes like Mox Opal, Mox Diamond etc.
- Lotus Petal, Rite of Flame to play your commanders on Turn 2
- Play some of the good 2 mana rocks like Orzhov Signet or Talisman of Conviction
- Land Tax & Wayfarer's Bauble (if you run enough basic lands, like now)
- Smothering Tithe - THE white staple and especially good with Wheel effects
- Imperial Recruiter, Recruiter of the Guard, Gamble or Diabolic Intent
- Play Stax to keep your opponents in check! Rest in Peace, Aura of Silence, Trinisphere, Cursed Totem, Hushbringer/Torpor Orb & Stranglehold
3 weeks ago
Hi _Putrefax and thanks for your suggestions!
I see where you are going with your stax pieces, but it is not necessarily the direction that I want to take. Damping Sphere does not have that much of an impact in Commander, apart from hurting storm strategies. Thorn of Amethyst has a similar effect, but it hoses me even worse. I have very limited mana resources, and every single mana is extremely important for me. I like Defense Grid a little bit more because, as you said, it makes me much harder to interact with. However, I am not a huge fan of these symmetrical effects. I have many instants in this deck, and the grid neuters my ability to interact with my opponents.
I really like, however, Mana Web. It either slows my opponents' gameplans or limits their interaction. Most importantly, it's effect is asymmetrical. I don't get hurt by it, and I like it a lot. I will be considering the Web for sure.
I have never had a great experience with either Meekstone and Crawlspace. Every time I have played those cards, they have never had that much of an impact on the game in my favour. I have never thought about Ensnaring Bridge, but I guess it makes sense. I can control Lazav's power at will and I don't have too many cards in hand, so it's worth the try.
Null Rod is actually unplayable for us. With it on the board, if Lazav ever becomes an artifact creature (and he will, considering our wincon creatures are artifacts), we won't be able to activate his ability again as long as the Rod stays on the board.
Karn, the Great Creator's effect is, once again, asymmetrical and can be taken into consideration. I particularly like his -2 ability, which is probably our only way of getting back any of our win conditions if they ever get exiled. I don't have too many available slots, but I hope I can squeeze it in somewhere.
As for Mystic Sanctuary, I admit I had underestimated it. One of my friends actually won a few games thanks to it, although with a completely different deck (Yuriko, the Tiger's Shadow), where it makes even more sense. Still, I can't get around lands that have the chance to come into play tapped, and lands that must be considered more like a spell. To give you an example, I hate Bojuka Bog so much so that I don't play it in any of my decks. If I want graveyard hate stapled on a land I go for Scavenger Grounds, despite it being symmetrical. This is because Bojuka Bog, like Mystic Sanctuary, is more of a spell than a land. In the early game, I simply can't play them because it would be a waste. This means that, if in my first few turns of the game I have three lands in hand and one of them is a Bog or Sanctuary, then I have virtually just two lands. And if I am forced to play them immediately, it's a huge tempo loss since they come into play tapped. These kind of cards need to be drawn at the right time, otherwise they will be stuck in hand for an indefinite amount of time. Scavenger Grounds, on the contrary, can be played immediately with no downside and can be activated whenever we need. Of course I am not playing Scavenger Grounds in a Lazav deck, but this is just to explain you my line of thought. For these reasons, I would rather play Snapcaster Mage or Mission Briefing over Mystic Sanctuary.
I am really curious to see what Laboratory Maniac wincons you will be throwing in, because I kind of need an "I-Win-The-Game" emergency plan. Can you please link your build once it's ready?
Thanks again for your suggestions. Cheers!
4 weeks ago
You could go more all in on stax as a way to stop interaction. Since after you've got your commander on board and the ability to throw stuff in your yard, you don't really cast spells too much apart from protection.
As far as non-stax pieces go, Karn, the Great Creator can get back any of your ARTIFACT combo pieces that have been exiled. Nothing better than winning with your Dreadnought after someone has exiled your graveyard. Mystic Sanctuary is an island that can get you a counterspell/tutor back after you use it.
I'm tempted to build a deck similar to this, but with a couple sneaky Lab Man wincons just incase.
1 month ago
I know it has been a while since you got a reply.. so i'll give it a shot.
You have some good ideas about Dosan the Falling Leaf, City of Solitude and Defense Grid. But those cards can work in a way that lets opponents win. On top of that this deck does not need those kind of protection. Example: Someone tries to disrupt your dredge combo, then just toss another land (or sacrifice a land through Safekeeper or Squandered Resources) and get a draw trigger on the stack. Bottom line is that this deck has no need of such protection and can play other, more useful cards, instead.
Grafdigger's Cage Does not really stop Thassa's Oracle ETB ability. Players will hard cast Oracle in response to Cage being on the board instead of getting Oracle from Hulk. Although Torpor Orb does a better job than Grafdigger's Cage in stopping ETB triggers.
2 months ago
Hello, I've been running this deck for a few months now and wanted to share a some thoughts and hear from the other players.
I pretty much have the exact deck save for Imperial Seal - I'm running Imp's Mischief just as another pseudo counter or messing with certain cantrips / resurrections. Also, I don't have a Bazaar of Baghdad for obvious reasons.
Also, I found Null Rod & Collector Ouphe a bit redundant, and because Ouphe feeds Gaea's Cradle and is easier to fetch with the creature tutoring, I left him in and swapped the Rod for Torpor Orb - anyone share these sentiments?
Finally, I've been wondering about introducing either Dosan the Falling Leaf, City of Solitude or Defense Grid as a way to disrupt counter magic - I feel like either it eats up a counter or it resolves and we win. We do have a fair bit of protection with Autumn's Veil & Veil of Summer and the combo itself is insanely resilient, but having more in there seems helpful. Dosan and City have the downside of practically handing someone else the win if you don't go off though, while Grid is sort of like a constant [Spell Pierce]. For one of them I would swap out Grafdigger's Cage - while the card is amazing, I don't have anyone running the Fish Hulk build in my playgroup.
Anyway, if you read all that, I'm excited to hear input from people that have been running this deck a lot longer than me.
2 months ago
Understand that it takes 3 cards to set up. Meanwhile, you expose your landbase to be destroyed as well, unless you cast bell and wurm on the same turn. I would recommend whatever deck it is, to have lots of tutors and ramp to ensure you get where you want to go. Once people wise up to that combo, they will try to stop it, so adding an Imp's Mischief and Defense Grid would serve you well
3 months ago
GrizzlyAtom: Just wanted to say that I absolutely loved the list! Safe to say you hit the nail on the head on almost all of your choices. However, I do highly recommend you make a couple of changes for the general consistency of the deck.
Seeker of Skybreak : Same thing as before, though considerably weaker since you NEED the dork to be out, so this is a potential dead draw or another 2 drop 1 mana dork.
Krosan Restorer : I get the need to overload the deck with repetitive effects, but this can over saturate your deck with non impactful creatures.
Greenweaver Druid : This is just bad, even with the cost reduction.
Elvish Piper : With the lack of high cmc creatures, this is just a gimmicky card we wish can always run.
Elvish Harbinger : Though being a two thanks to Nylea, top of the deck tutors aren't too great.
Sword of the Paruns ; As you said, 7 mana is too much.
Elvish Guidance / Growing Rites of Itlimoc Flip: I get why you want to run this, but it ain't worth it to run both. I'd drop the Rites over the Guidance, since you can use Arbor Elf on a forest with guidance.
Leyline of Lifeforce : You have enough of this effect, even if this would be super awesome turn 0.
Once Upon a Time : Doesn't scale too well in EDH.
These won't be direct swaps to the cuts and more of a series of cards that you should highly consider as I don't want to cramp your style.
Emergence Zone : Adds the ability to set up OR win on someone elses' turn for a land swap.
Oakhame Adversary : Draw to get your combo pieces and an elf for your count. More often or not a 2 drop in most cEDH metas and a 1 drop in some cases for you.
Runic Armasaur : More draw, draw from fetches and creature based combos.
Seedborn Muse : I know what you're thinking, "I barely have instants". Your commander is an indestructible digger, every turn you'd get to refill your hand.
The Stax pieces: Go for them, you have the outlet in the command zone and you break parity with mana dorks and a cost reducer at the helm. Tangle Wire , Trinisphere . Root Maze , Manglehorn , Collector Ouphe , Null Rod , Winter Orb , Thorn of Amethyst , Sphere of Resistance and maybe Defense Grid are worth it. Hall of Gemstone :Not good because it can lock out interaction that could be needed to stop another player.
Great Oak Guardian : Recognize that your wins are generated by untaps, and an instant speed board untapper is a recipe for success. It can also save your field from damage wipes and goes infinite with Temur Sabertooth . Also makes Tooth and Nail better.
Carpet of Flowers : Ridiculous ramp, 100% must.
Beast Within : Catch-all removal in monogreen. Definitely a staple.
I hope this helps, I love the deck, will be keeping up with it. Final recommendation would be to use a similar categorization that I used in Yeva for your list as it helps you visualize your deck based off function and see where it is lacking.