|Commander / EDH||Legal|
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|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|
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Each spell costs (3) more to play except during its controller's turn.
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Defense Grid Discussion
5 days ago
Trinisphere sideboard? Bottled Cloister to stick bridge? Defense Grid to fight disruption? Storage Matrix can somtimes work, but its a meta call. Mirror of Fate and a doomsday wincon in your sideboard? Pithing Needle/Sorcerous Spyglass card blanking? Lots of fun stuff out there. I'm just trying to figure out a Possessed Portal/Goblin Rabblemaster deck.
6 days ago
SynergyBuild well, in general, the deck is pretty fast and stable, and due to the large number of nonland ramp it circumvents many stax effects, but like all the similar decks it is quickly run out of gas, and may become unable to recover after a few well timed counterspells. So I considering to add Defense Grid or/and Sylvan Safekeeper and maybe Yawgmoth's Will for more recursion and card advantage
6 days ago
Hi, SynergyBuild! Thank you for your help in explanation and for detailed description of Razaketh’s role in the deck. It is my fault that I didn’t devote enough time to a detailed description of the combo lines. One day I will find some free time for it.
Hi, mahdik! Let me thank you, for showing interest in the deck and for upvote! Honestly, most of the cards you mentioned were used in the original version of this deck, and I think they would shine in most midrange decks. First, I want to say that for now I'm trying to avoid cards that are useless outside of combos, or too slow for winning the game in the range from turn 3 to 5, as SynergyBuild quite correctly noted, this deck should win during these turns.
Basalt Monolith + Rings of Brighthearth – while Monolith was not bad in tests (but still I think it is slower than most green ramp spells), Rings of Brighthearth was often a dead draw.
Umbral Mantle is even more dead card outside of combo than Rings (Though I love using this card in my more midrange Rhonas deck). And It is usually requiring a numerous creature presence (at least 3 elves with Priest of Titania for example) and preferably with haste.
Doubling Season, Parallel Lives, Primal Vigor, Ashnod's Altar – in original, midrange version of this deck I used Parallel Lives + Ashnod's Altar + Slimefoot, the Stowaway combo to kill the table and I found it very slow. It requires for Parallel Lives + for Altar + for Slimefoot (it is already 10 mana) + it may require you to have additional to create 1 saproling with Slimefoot if you don’t have other creature in the moment you go off. The other two enchantments are even slower.
About sac outlets – as SynergyBuild is already said, most of the time, the only one needed sac outlet in this deck is Razaketh, the Foulblooded, I cut all the others for more consistency, I very rarely wanted to play Ashnod's Altar, much more often I needed a tutor, mana dork, or reanimation spell. We usually race for summoning Razaketh on turn 3 to 4 and then win, so spell with cmc 3 must be very useful for this pupose.
About protection against exile effects you mentioned (Swords for example) – for now for protection I use Contamination, Cabal Therapy, Collective Brutality, and considering adding things like Hope of Ghirapur and Defense Grid. Actually Razaketh can protect itself (for example by tutoring in response things like Culling the Weak, Tragic Slip or reanimation spells). I'am considering right now using Sylvan Safekeeper, he can be used for protection even from the library at instant speed with Chord of Calling, and it can be used by Ooze from GY to protect itself. And I really like Viscera Seer you mentioned, I will try it in tests, thanks!
With Razaketh the way to victory is limited only by our imagination, that’s why it is so interesting to play with it in the deck, here is just an example of one of many lines:
Start – 2 mana dorks and three lands, turn 3 (5 mana, we need only 4 to start)
Sacrifice tapped dork - > tutor for LED, play it
Crack LED in response to Raza’s ability, sacrifice the second tapped dork - > tutor for Life, floating -
Anyway mahdik, I was already looking for additional protection, to add in to the deck without losing the speed and consistency, so thanks! You convinced me of this even more!
1 week ago
1) I don't see the value in running Vault of Whispers and Great Furnace. They are vulnerable to Wasteland/artifact destruction and aren't fetchable. If you were running Tainted Pact as an extra dig spell they would make sense (so you have a lower chance of hitting a card with the same name; e.g., Swamp). However, with only 7 basic Swamps your Lake of the Dead is going to often whiff.
2) Unmask is loss of card advantage. If it acted as a discard outlet instead of exile it could be useful for pitching a combo piece out of your hand before casting Doomsday but, exiling a card as the cost just feels bad.
3) Cutting down the already limited pool of creatures from 12 to 10 makes using Diabolic Intent that much more difficult.
4) Are you using Ricochet Trap to target itself with a counter or using it to save an artifact/creature from destruction? Casting for 3 CMC seems heavy for this deck for a spell that isn't a board wipe. Using it as a counter spell target seems okay since it's just R to cast but, I would run Defense Grid over Ricochet Trap all day long. Defense Grid also has the added bonus of adding to Metalcraft for Mox Opal.
3 weeks ago
You're trying to do too much with this list - you've combined combo and beats with MLD and general stax, as wel las few "cute" combos which aren't bad but don't need to be here.
I'm not a fan of Teferi's Protection and Apocalypse, Apocalypse only really works with protection and you shouldn't generally need protection as you'll have some of the biggest stuff on board. Braid of Fire, Karmic Justice, Mana Barbs and Personal Sanctuary all feel lackluster as effects.
With all the "play only one spell" cards, I would drop Paradox Engine and Planar Portal - storm feels like the wrong route here. Vedalken Orrery is a wasted card slot. I don't like Staff of Domination here - again, you're trying to do too many things.
Silent Arbiter and Soulbright Flamekin, you don't need either. Kataki, War's Wage wrecks you, really badly. Endbringer feels really expensive. Etali, Primal Storm has a nonbo wit ha bunch of your cards, but is still decent. I'm on the fence about him. I'm not sure how I feel about Defense Grid.
You need a way to give your commander vigilance. It will help with beatdown and so you don't stax yourself out of the game.
3 weeks ago
You'll find some lists that you can draw inspiration from if you look up "hive mind modern deck" or something like that. That's the easiest way to tune your deck. Most lists I've seen run all 4 Lotus Bloom along with the 4 Pentad Prism, as you want to get to Hive Mind as soon as possible. From there you can make some sort of control shell (which seems to be what ur doing) to stall until turn 4-5 which is when you'll usually have enough mana to cast HM. Looking at your list, I'd say you need Tolaria West so you can tutor out your Pact, also you should play a Pact that you can cast without needing a target so you can guarantee that your opponent has to pay the next upkeep. Gigadrowse or Defense Grid in the sideboard are great against counters. You could also go for GUx to make use of the ramp.
I do suggest you stick to the pacts for your wincon tho, Glorious End gives your opponent too much time imo, plus you can't cast it the same turn you cast HM which makes it even slower. But if you really want to play it, you can turn your list into a Pact tribal/Hive Mind combo hybrid, which uses Gideon of the Trials and Angel's Grace to prevent you from losing the game after using pacts/Glorious End. Then you could essentially take extra turns and beat down with Pact of the Titan as your backup plan.
And for the record, you don't need to stick an infinite combo in the deck for it to work. There are plenty of decks that are pretty much on the same track that your list is on right now (ones that use Prisms and Blooms) that win games.
1 month ago
Are you sure about that? Defense Grid absolutely kills blue-counter players in early stages of a game (first 5-6 turns or so). It's cheap to cast for you, but forces blue reactionary decks to pay massive extra amounts of mana that they typically do not have in this stage. Sure, after the early phase of a game the value of this card diminishes somewhat as mana becomes more abundant but still, this card will be quite the nuisance. Furthermore, you will not experience any harm from it since your deck isn't reactionary at all.