|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.
Price & Acquistion Set Price Alerts
Defense Grid Discussion
6 days ago
- Leyline of the Void/Ground Seal
- Null Rod/Stony Silence
- Cursed Totem
- Tainted AEther
- Defense Grid
- or better yet Nether Void
- Spreading Plague instead of Lethal Vapors (a weak card imo, I ran it for a long time). There's also The Abyss.
- Be a real ass and run Living Plane with Elesh Norn, Grand Cenobite/Massacre Wurm.
- Cut Burning Earth, it's crap, use Ruination and change your land base into basics cause you're already running Back to Basics. Save a spot for Blinkmoth Well to tap your Winter Orb/Static Orb on the end step of the opponent before you so all your shit untaps.
- Mana Reflection and/or Mirari's Wake
- Chains of Mephistopheles and Necropotence to play around it.
- After you stall the game out, end it with Divine Intervention to make the entire game pointless. Vampire Hexmage or Hex Parasite would go well with that enchantment.
- Win the game with Decree of Annihilation + Barren Glory out of no where, this usually pisses everyone off. Especially if you could of done it 5 turns and 45 minutes ago.
I've got plenty more of ideas if ya want more, this kind of magic is my sort of thing :P Just don't forget to add draw into this deck. Phyrexian Arena, Rhystic Study and so on will keep you pissing people off with card advantage.
1 week ago
you have been on my decklist a few times, which can be found here.
I had two cards on my maybeboard, which I am curious about how they play for you.
Any last tips? Cause I wasn;t able to get the full stax potential on my opponents yet :/
2 weeks ago
- For more artifact hate: By Force, Shattering Spree
- For Defense of the Heart - Forbidden Orchard
- For protection - Conqueror's Flail, Defense Grid
- Worldly Tutor this card is must have in my opinion
- If You will decide to use more wheels, then I would suggest Magus of the Wheel instead of Reforge the Soul
2 weeks ago
Alright, I'm back! So obviously the trick with Werewolves is, you don't want to cast spells, nor do you want your opponent's to cast spells either. The best solutions for this are: cheating in your cards and inhibiting your opponents from theirs. R/G can do that first part fairly easily, but inhibiting is a little trickier since you don't get stuff like Silence. That in mind, cards I would include are as follow.
- Cryptic Gateway: Non-cast Creatures
- Lurking Predators: Non-cast Creatures (also an inhibitor)
- Aluren: Can hit most your creature base, but it IS a cast, so use it on an opponent's turn. Also they can use it too, so care.
- Quicksilver Amulet: Non-cast Creatures
- Summoning Trap: If your opponent went ham, might as well get a creature in too, or in the event of a counter
- Urza's Incubator: Cost reduction
- Veilstone Amulet: Decent counter measure in event of removal in your colors
- Damping Engine: Inhibitor
- Planar Chaos: Inhibitor
- Possibility Storm: Inhibitor
- Arboria: It's an odd card, but basically comes down to, you don't do anything, you don't get attacked.
- Defense Grid:Inhibitor
Werewolves are a tough, but fun creature type due to their odd flip mechanic. I would also recommend keeping in your anthem effects, but I'm personally not a fan of stuff that only beefs up one creature like Stoneforge Masterwork outside of Exalted style decks. I wanted to also remind you that you are running a green deck, so don't forget ramp cards like Kodama's Reach or Cultivate.
Also, mana dumps in this deck style will be huge for you. Any card that stays on the field but you can pour mana into on a whim will be huge if you want to do something, but also wanna flip your wolves. You already have Kessig Wolf Run which is a prime example or Druidic Satchel.
While not necessary, I would be interested to see you build a list up with only (Were)Wolf creature cards. It'll be much more difficult to build around, but I can attest that the satisfaction of beating face with it will be that much sweeter. I hope that some of this was helpful, and if so don't hesitate to message me with questions. Good luck!
4 weeks ago
So Ive refined this list with the help of others on tapped out and the harsh criticism of reddit.
I can also get artifacts off of Glint-Nest Crane. Too bad it doesnt say lands too..
Defense Grid never seemed to pan out.
Filigree Familiars have been great out of the side against goblins and little zoo, I dont know if I should move them to the main.. I like turn 3-4 dropping wurmcoils and tutoring/filtering them turn after turn.
4 weeks ago
This is really sweet. +1
Sunforger You can hit every instant in your deck with it and it gives +4/0 when equipped.
Blood Mist Another great enchantment for combat based decks.
Defense Grid Counter hate.
1 month ago
This looks really sweet! I've built a Marchesa stax deck using much the same strategy of directing people away from me, but with a much more oppressive spin and I've found it works fairly well.
Even if you don't want to go full on asshat with cards like Lethal Vapors/Possessed Portal/Smokestack, as I have in my deck, there are some cards you might want to take a look at if you're going more for a game where the other players kill each other rather than kill you. And I will most certainly take some inspiration from this deck and apply it to my own!
Island Sanctuary is a very powerful way to stop people getting at you when playing Marchesa since you're not as dependent on the draw step for getting your cards if you can hold on to being the monarch or just draw cards some other way. Windborn Muse is a slightly worse Ghostly Prison since it's a creature. Maze of Ith and Mystifying Maze are both good utility lands for disincentivising attacks against you and Glacial Chasm straight up makes it impossible. Also if you're going for a planeswalker sub-theme you might want to consider Chandra, Torch of Defiance since her two +1's offer both card draw and ramp that may be quite welcome.
Some borderline oppressive cards, or rather oppressive cards that are not insanely oppressive, might be worth a look as well. These cards may however be too much for your taste as they stop players from doing stuff all the time rather than only hurt them when they try to hurt you. Humility basically makes any good creatures non-existent without putting them back in hands or graveyards, a kind of semi-exile I guess. It also combos hilariously with Elesh Norn, Grand Cenobite or Night of Souls' Betrayal by making it impossible for your opponents to have any creatures. Torpor Orb and Hushwing Gryff stop very large amounts of edh decks from doing what they want to do. Grand Abolisher, Defense Grid and Price of Glory make it costly or impossible to do stuff on other people's turns.
If you want to explore the dark side of magic the gathering and want tips on really nasty stuff let me know, it takes its player and its play group but staxing out is really fun in the right setting!