|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions||Mythic Rare|
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Each spell costs (3) more to play except during its controller's turn.
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Defense Grid Discussion
2 weeks ago
Lode_Denolf: I tried Mana Echoes here and just couldn't get it to work (mostly because the deck is very hungry for red mana specifically). Swiftfoot Boots was in here and I'm not sure why I removed it. I try not to play MLD in general, so Ruination is out. And my Masterpiece Defense Grid hasn't shown up yet, alas.
Thanks for the comment! If you like the deck you're welcome to leave a +1 ;)
2 weeks ago
Okay, so I think you're having an identity crisis here?
I personally see a significant difference between enforcing the seven deadly sins, and punishing them. The latter of which is not strictly possible solely within Grixis colors without some seriously specific card effects (though I will thusly try to point them out in my suggestions).
In my mind for instance I see the punishing of each sin like this:
Lust: dealing with longing means they want for a specific card, so, simultaneously disallowing them that card and/or the ability to go get it would be how you punish this. ex=Praetor's Grasp or Mindlock Orb.
Gluttony: excessiveness being this sin's focus would mean any myriad effects that scale up in power when opponents have something in abundance. ex=Decree of Pain or Price of Progress, but this doesn't truly include cards that are just more effective when the opponent has a lot of it, like with Vandalblast
Avarice: aka greed aka want of everything. Punishing this sin is easy enough to do because you just punish people for essentially wanting at all. ex=Trespasser's Curse, Underworld Dreams, Erebos, God of the Dead (he stops the want for more life).
Sloth: simply put this is inaction or accepted laziness. Thus, simply hurting someone for not playing spells, or not attacking is the point here. Although that's not that easy to do unless you allow for effects that force the person to take action. ex=Citadel of Pain, War's Toll, Curse of the Nightly Hunt.
Wrath: While not strictly the opposite of sloth, anger/hate does often invoke aggressiveness and rash action. To punish such actions you simply need to have negative effects for doing so. ex=Blood Artist, Exquisite Blood, Kazuul, Tyrant of the Cliffs, Library of Leng (this makes forced discard pointless).
Envy: Similar as gluttony, lust, avarice, and this all seem, they have their differences. Envy for instance specifically wants what it doesn't have that someone else does, which is easily punished in the same way as the related sins. But Envy can also be said to want the same thing as everyone else, so they may want an abundance of the same thing, so you punish them for having same named cards I guess? ex for latter type=Illness in the Ranks, Evil Twin, Swiftfoot Boots (for stopping stealing spells?)
You could also say envy will want you to have nothing, so maybe just have cards that work when you have your cards countered/blown up or stop them from doing so? ex here=Price of Glory, Defense Grid, Gibbering Descent.
Pride: maybe better interpreted as arrogance you could say this is punishing people with hubris? As in taking something they have and punishing them with that thing? You could also punish them for thinking they're "above everyone else". Some overlap could be had with the other sins at this point. ex=Backlash, Repay in Kind, Soul Conduit, Mind Slaver .
Sorry that I can't say how to balance out your card choices to also be competitive, but this is a super thematic deck building idea you have here. Past this all I can say is good luck!
3 weeks ago
Descendants' Path is fun with dragons.
Ryusei, the Falling Star is another good dragon.
1 month ago
Aethaleon Alhammarret's Archive is good but has the same issue as Unwinding Clock it requires other cards to be a useful play/draw. Currently Mind's Eye, and Defense Grid are both good on there own without other cards. Unwinding Clock is solid if I have the cards on the field but if I don't it does nothing, and same goes for Alhammarret's Archive if I don't have ways to gain life on the field, or ways to draw on the field or however it does nothing. Currently I want to only add cards that do something on there own, and don't require other cards for it to be useful unless its more MLD.
1 month ago
Glad you sticked arround:)
Yes i whas having doubts about glissa and recsage, as i encouter allot of artifact decks at the moment glissa lookt a the better option..Natural order is definitely going to be added en i wil also replace nissa.
Im looking for some additional wincons, i tried Helix Pinnacle but it didint work for me.Now in trying aetherflux but still having my doubts about that.
The biggest problem i encouter is (yes offcourse) bord wipe.. I added Hall of Gemstone and i am thinking about adding a Winter Orb to slow down ny opponents.. I also played Defense Grid but that could backfire so i removed it.
Do you have any suggestions to counter or recover fast for bordwipes?
You are als right about Sylvan Messenger she whas already removed but forgot to update the deck list.
1 month ago
Aethaleon yeah. The problem I am finding with Unwinding Clock testing it with a friend as we speak is it only works well with a small handful of the 100 cards in this deck, and if I have a game with none of my tap artifacts it is a completely dead draw. That's my issue with cards like this. When they require more cards just to make things happen it's hard to add them. I rather add something like Defense Grid that just works without any other cards. Unwinding Clock is only good if I have other cards to support it. It works well when I have other cards to support it but without em it's completely useless so I am not sure it will make it. Actually Defense Grid is looking to be the star card (aside from Mind's Eye to be added) to make it into the deck. Good idea but requires to many cards to be useful.
1 month ago
I really like the Deck you came up with.
I have a few questions I'd like to ask you: What do you think of Boardwipes la Terminus?
I think Nevermore would also be a nice option in this deck.
1 month ago
As I said, the deck i think still stands without the combo, it was just something i wanted to let you know existed. I disagree with what you said about losing second round. Unless you're playing dredge, people only usually have a few cards they bring in, or else they risk diluting their deck. Even if they bring in a way to destroy panharmonicon and do so, your deck is still capable of winning and you have an eternal witness anyway. Also your argument can be used against any deck not just combo. Against an aggressive burn deck full of Lightning Bolts, you can bring in Leyline of Sanctity. Against a control deck full of counterspells, a Defense Grid slows them down significantly etc. There are some hate cards like Rest in Peace that shut down certain combo decks down entirely while in play, but I can't think of any commonly (or uncommonly) played ones that are impossible for you to win through other than Worship and a creature with hexproof but then i think you couldn't win that game easily anyways.
Again i think staying away from combo is a perfectly valid decision, as having combo pieces that don't do anything by themselves can lead to awkward hands, but people will likely have sideboard cards for you regardless.
Flickerwisp doesn't work in the infinite combo unfortunately as the exiled card comes back at the end of the turn instead of immediately.
As for cuts, between the angels and displacers giving you 8 ways to flicker, I think you can shave 1-2 cloudshifts (you could also try to find room for them in the sideboard and bring them in against decks playing a lot of removal but i don't think that's super necessary