Defense Grid

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Defense Grid

Artifact

Each spell costs more to cast except during its controller's turn.

darkemoji on Titan Frenzy

1 month ago

Profet93

A) Just another mana rock with sub-utility, acting as an equipment mid-to-late game.

B) Considered in the original decklist, however I've been favoring non-basic lands that offer side tech for the deck.

C) Not sure about this one. Nonbo with Abstruse Archaic and our own commander Kozilek, the Great Distortion.

D, E, F, G) Appreciate the thorough evaluation here of Chimil, the Inner Sun. Will play around your other suggestions against counterspells/interaction with Defense Grid and/or Cavern of Souls. For sure, I would consider these cards over Conqueror's Flail.

H) Noted! Might switch The Immortal Sun for Blinkmoth Urn.

I) Metalworker Very good card that ramps hard and can combo off with certain pieces in play. Current decklist runs pretty well without it due to the amount of fast mana, mana rocks, and cost reducers that are already in the deck.

Profet93 on Titan Frenzy

1 month ago

darkemoji

  1. Got you, wasn't sure of intended power level but I saw some combos and thought you might want more. I will say, most people who do play against stax would prefer for that user to have combos to end the game rather than suffer. Nevertheless, noted.
  2. As above
  3. Expedition map could find you blinkmoth well which is nice.
  4. Great
  5. The combo is fun but yes, niche. But Karn himself is great. In EDH, people are bound to have lots of mana rocks. But if it isn't for you, I understand.
  6. Perfect swap

A) What is the purpose of The Irencrag?

B) Darksteel Citadel - Artifact count increase

C) Cursed Totem - Only anti-synergy with one card in your deck and can stop mana dorks and other pesky abilities. Pairs well with torpor orb.

D) Regarding your question if Chimil, the Inner Sun, I suppose it would depend on your meta's amount of blue players. My issue with it is that it, itself can be countered. My other issue is that sometimes there is a card thats 6cmc+ and you lose it because of it. It can produce some value for sure. If you're really worried about blue, then perhaps add some of the following....

E) Cavern of Souls - Easiest solution

F) Conqueror's Flail - Might not be the best but forces interaction pre-combat. Not just anti-blue either.

G) Defense Grid - The least impactful but easiest to use. You only have one instant and you don't need to equip anything.

Do be aware that they can still activate abilities, just not cast spells. Cursed totem could fix that of course, just worth mentioning. I love your numbering system, great job.

Other cards in your maybeboard worth including are....

H) Blinkmoth Urn - Synergy with blinkmoth well and will always put you ahead of everyone else.

I) Metalworker - Assuming this is due to $ or power limiting reasons?

AudderPop on Dream Nauseam ($50⁰ ɕƐðɧ)

2 months ago

Snuff Out and Force of Despair unfortunately work the opposite way of how we want; although they're cheap to cast in reality, their CMC is high, so they hurt us a lot to draw off Ad Nauseam. Cavern of Souls and Cabal Ritual are both solid options to proxy in for the cEDH sideboard, as they're both useful but way outside of what I'd actually spend money on. Defense Grid is in the middle sweet spot where it's not a super expensive card and I can see how it improves our combo; it probably limits the number of counterspells our opponent can hit us with while we're comboing off to two max, which is nice :)

Thank you for the suggestions!

Profet93 on Dream Nauseam ($50⁰ ɕƐðɧ)

2 months ago

AudderPop +1

Defense Grid is also a potential consideration for combo protection.

Cavern of Souls for your commander. After you play this deck once, anyone worth their salt is gonna try to counter your glass cannon. This provides extra protection against blue.

Snuff Out Removal

Force of Despair can this work?

nbarry223 on Ways to STOP T0 GRIEF/FURY …

3 months ago

While not a t1 or t0 answer, I’ve always liked copy creatures like Phyrexian Metamorph to answer Fury, letting us 2 for 1 on the backend essentially.

As far as answers, the best I’ve got is Surge of Salvation or Sanctifier en-Vec/Defense Grid/Void Mirror/Elesh Norn, Mother of Machines if we can ignore the turn premises.

As far as other cards, there’s things like Silence that stops them from casting further spells if played before they resolve, otherwise the reanimate effects can just be used in response.

There’s also all the various 1 mana counters. I don’t really know of a good answer to the turn 1 double Grief - it is pretty suppressive honestly.

Azoth2099 on Narset's Work Out Plan

8 months ago

Bkotz

This version of Narset looks so fun, man!

One thing that I feel is fundamental when remembering Narset, Enlightened Exile's function as a Commander is that her ability gives you Graveyard hate as well as pseudo card draw by giving you access to your opponent's Graveyards as well as your own, meaning that you will always have card advantage as long as you protect your Commander.

That being said, I would definitely find room for Lightning Greaves, Swiftfoot Boots, Mother of Runes, Giver of Runes, & an abundance of Counterspells. Personally, I don't like spending more than 1 Mana for a Counterspell these days. Red Elemental Blast, Pyroblast, Dispel, Swan Song & An Offer You Can't Refuse provide a crazy ceiling of value for a single Mana. If you wanted to roll with 2-drops for budget reasons, though, Delay, Arcane Denial, Dovin's Veto & Negate are all easy to cast, & throw a wide net. Misdirection & Bolt Bend are also options here.

Secondly, Narset, Enlightened Exile can only trigger on your own turn, & you need to ensure that everything is going to go as planned. Grand Abolisher & Conqueror's Flail will lock your opponents out of your turn without giving your opponents the same utility like cards like Teferi, Time Raveler & Defense Grid notoriously do. Silence, Revel in Silence  Flip, Abeyance & Orim's Chant can do something similar for 1-2 Mana.

Speaking of Stax, there are a few concise, utilitarian pieces that you may want to consider. Drannith Magistrate, Sanctum Prelate, Archon of Emeria, Lavinia, Azorious Renegade, Boromir, Warden of the Tower, Aven Mindcensor & Containment Priest shut down a LOT of strategies. You'd be surprised how little most decks can do once you take away their ability to cheat stuff in, Tutor and/or cast things for free. Personally, every deck I have is heavily handicapped by all of those pieces. I wouldn't even be able to target them with removal if you played your cards right.

For noncreature Stax, you've got Chalice of the Void, Cursed Totem, Thorn of Amethyst, Deafening Silence, Grafdigger's Cage (which your Commander's ability gets around btw, very strong here), & Rule of Law as a few solid options.

You do need quite a bit more card draw, though. Scroll Rack & Sensei's Divining Top are obviously great, but the level of toolbox utility they actually give you in practice is even better than it seems! Archivist of Oghma, Faerie Mastermind & Ledger Shredder all give you card draw that scales with what your opponents are doing, which is fantastic. Other things like Deep Gnome Terramancer & Wandering Archaic  Flip do the same thing, though they technically aren't card draw. Hell, might as well throw Monologue Tax out there too since I'm talking about scaling.

There's also Careful Study, Frantic Search, Tolarian Winds, Faithless Looting, Cathartic Reunion, Burning Inquiry, Thrill of Possibility & Dragon's Rage Channeler, which are great synergy here!

Speaking of synergy, let's get into that! The foremost synergies for Narset, Enlightened Exile imho is Underworld Breach + Lion's Eye Diamond + Brain Freeze & Intuition, and much of the deck should be geared towards maximizing on that. They're all very easy to Tutor up via cards like Enlightened Tutor, Mystical Tutor, Idyllic Tutor, Solve the Equation, Fabricate, Reshape, Transmute Artifact, Reckless Handling, Goblin Engineer & Gamble, in addition to being easy to recur via your Commander's ability. It's actually absurd, truly busted. I wouldn't recommend throwing Wheels like Wheel of Fortune or Windfall into the mix, though. They're very overrated, & you can just run Brain Freeze for the combo instead. No need to give all of your opponents a bunch of cards for free if you don't have to! Queen Kayla bin-Kroog is for sure worth consideration, though, if you choose to run Artifact Stax.

Maximizing on Underworld Breach, however, means running Storm. I'd recommend Birgi, God of Storytelling  Flip, Storm-Kiln Artist, Urabrask  Flip, Desperate Ritual, Pyretic Ritual & Seething Song to keep your Storm engine from shutting off. I personally don't condone Runaway Steam-Kin, as it's just too freaking slow & conditional compared to other options.

Additional Combat Phases would also be of great use here as opposed to trigger doublers like Strionic Resonator or something. Aggravated Assault, Waves of Aggression, World at War & Seize the Day are the only ones I'd consider running, though. You don't wanna load up on too many synergy effects when you can just Tutor for the best of them when the time's right, ya know?

Since you're running Dockside Extortionist, I'd also consider Cloudstone Curio. With one other Creature (like Spellseeker for example), you can produce infinite Treasures & ETBs with little effort, which is usually more than enough to get you to the finish line.

Your ramp package is looking solid enough, but I'd include 2 more Rocks as well as the rituals I named previously. Fellwar Stone is, functionally, a 5-color Rock for 2 Mana, which is absurd. I tend to not condone 3-drop rocks, with the exception of Chromatic Lantern, which was just reprinted recently and is currently super cheap.

Oh man, now that I think of it Isochron Scepter + Dramatic Reversal gives your whole team infinite power and toughness via your Commander, as well as giving you infinite Mana if you have enough Rocks on the field. Maybe consider it lol.

Monastery Mentor seems to fit like glove here as well, offering some much needed redundancy and a surprising amount of board presence. It's kind of like Deep Gnome Terramancer or Wandering Archaic  Flip in the sense that it just provides waaaay more value while playtesting than you thought it was going to!

Also, consider giving yourself Hexproof with stuff like Witchbane Orb to protect your own Graveyard.

To summarize, I really think your best bet with this one is building a system that gets to either an Underworld Breach + Lion's Eye Diamond + Brain Freeze combo win or an Intuition win as quickly as possible, with other combos like Dramatic Reversal + Isochron Scepter being strong potentialities on the way.

Cheers!

Profet93 on Antivax Dragon

9 months ago

Bone saw is one option, Sword of the Chosen is another. Neither are impactful enough. A lot of your evasion equipment along with Phyrexian Crusader and Endless Scream aren't really needed. They can free up several slots for you to focus on your voltron strategy. Too much equipment IMO. If you're worried about opponents interacting with you, an equipment to consider is Conqueror's Flail or even Defense Grid

You cast your commander, hold mana to regen, equip, maybe haste and attack that turn. Or, cast, hope it survives when it comes back to you. And/or they can use removal in response to equip. Given you're playing infect, you don't like to have friends. I don't like friends either. To continue being lonely, may I recommend a Contamination or it's cousin Infernal Darkness. They each buy you a turn or 2, requires blue to utilize counterspell prior to anything else. Anyone without mana dorks or rocks will be left in the dark.

If your goal is to outspeed your opponents, I would swap out several equipment for more ramp. Commander's Sphere and Mind Stone are both useful for speeding up the deck.

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