|Commander / EDH||Legal|
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|Khans of Tarkir (KTK)||Rare|
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The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
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Deflecting Palm Discussion
4 days ago
5 days ago
lance4224130 Nice to hear it is working out! Maybe you could consider playing ore more land as your version is a bit more controlish than midrange, but it's something you have to decide after quite a few games I think. Anyway, I also recommend you Scroll Rack if you're running Land Tax. They synergize beautifully together.
For lands, good additions (as you play all the good fetchlands) would be Mistveil Plains for a plain (amazing card with the Sunforger here) and Madblind Mountain for a mountain. As they etb tapped, I don't know if it will slow too much your deck playing both of them, but it seems good. In my midrangy Boros EDH, also playing the Sunforger, I decided only to run the Mistveil, but in your version I kinda like the Madblind as well.Another crazy land for your deck strategy, a land that you will always love to have, is the Forbidden Orchard. It literally does insane things alongside your commander.
About the cards you changed now >> I wasn't a fan of all your enchantment removals, I think it's a bit too situational to run so many, the decklist feels a lot better in the actual statement. The infinite loop with the copy of the doll, the doll itself and the repercussion is quite crazy. I would have laughed so much. x)I think Repercussion is still a great card for this deck, I will keep it on the mainboard.
Some cards you could cut (that I personally don't like) are the Charmbreaker Devils (you pay 6 mana for a bad body with no immediate impact... meh, it's just too slow if you want to stay active >> I understand the argument that it could be good just after a board-clear when your opponents resources are diminishing, but it makes it just too situational and even in those rare situations he's far from being game-breaker), the Banefire (it only target one player - even if you duplicate it with the Mirari or something else, it's still meh.), the Incendiary Command (versatile but weak and slow, feels just bad), the Warleader's Helix (yeh, it can be good with the Sunforger, but otherwise it's a card I won't appreciate to see in my hand), the Mirari (it's slow and you already seem to have enough duplicating spells... not that I dislike it, it's a good card, but I think it's a bit overkill there seeing the rest of your decklist) and the Deflecting Palm (too situationnal in my opinion).
Here are a few suggestions :
A solid board-clear you could consider : Subterranean Tremors.
Nice control tool : Ghostly Prison
Kill option : Aetherflux Reservoir
Ramp tool (only if you make the choice to run more instants with X) : Braid of Fire
Mad token generator for even more targets and so even more healing : Genesis Chamber
Even madder chaotic token generator : Varchild's War-Riders
Cruel card : Burning Sands
Less cruel card but still cruel : Crusher Zendikon
6 days ago
Hidden Stockpile might be of use. It triggers Zulaport Cutthroat. I like a one of Anguished Unmaking for general removal. Deflecting Palm is a great SB card for big creature decks. Are you planning on going Young Pyromancer with this build?
2 weeks ago
Blade of the Bloodchief is an interesting card. I don't like it since I play on masses with class. And since I don't see a decent sac engine its too slow imo. But use it if you want. It can be quite good.
Quietus Spike is a bit odd here since you don't have decent ways to get creatures through like trample. Ok some have flying but your opponents can have flyers too. Focus more on brute strength.
And I would cut all mana artifacts. With a low curve you won't need them.
I see a lot of removal (wich is good). But there are 2 cards I disagree with:
Deflecting Palm: It might help you not loose a game but at such a point you might just loose the next turn. And this does not help you get out frontal pressure. Its too defensive to win you games in this deck.
Dark Ritual: It might sound like a good idea but imo its just bad unless you play a high curve or combo. Especially in low curve decks like Edgar. At the beginning it might be good but later on it will be just a wasted card to draw. Imagine drawing it turn 10. You will probably think "A Vampire would have been better" or "a removal would have been better".
I will not comment on the removals unless you want me to since you seem to run on a budget. They are ok but generally I don't like those that have restrictions like "nonblack". (Too much explanation for now)
1 month ago
I like the deck over all. I think it's pretty neat that your deck has an underlying "angel tribal" sub-theme to it. If you would like to expand that theme a bit then you could focus on more tribal synergies as well, like adding Bruna, the Fading Light and Herald of War. Also in your cat deck you have Herald's Horn and Urza's Incubator which I believe are better suited for this deck.
The big problem I am seeing with this deck overall is that your instants and sorcerys are a bit lacking, especially for red white, and your creature mana curve is really high. Some of the mana problems go away with the amount of rocks you run and if you switch to tribal angels you can use the artifacts and Herald of War to alleviate that a bit. Another problem is that most of your lands enter tapped.
To fix these things you could do as such (if you have the money or desire to):
-Desolation Giant (you're better off with a normal wrath)
-Jareth, Leonine Titan (doesn't have flying or reach which makes him worse)
-Kalemne's Captain (to much mana. If you have enough to monstrous, play an angel)
-Ancient Amphitheater (you wont be running enough giants for this to be worth it)
-Comeuppance (4 drop instant is a lot in this deck)
-Manabarbs (I like the idea, but you will need to tap many more lands than anyone else)
-Loxodon Warhammer (Great card, but not really useful in this high cost deck)
-Tamiyo's Journal (Too slow for this deck)
-Whispersilk Cloak (Most of your creatures already have flying)
+Seraph Sanctuary (life gain is nice & angel synergy)
+Defy Death (5 mana for an angel)
+Marshal's Anthem (anthems and brings back a bunch of creatures)
Other cards you might want to think about:There are plenty of other possible angels to add. The list is to big to add here, so look online if you are interested.
Path to Exile is great if you have a spare.
Wear is good, but it's a couple bucks.
Chaos Warp would be a must add if it wasn't $3.
Wraths are good at slowing down the game for you to catch up. Cards like Hour of Revelation, Day of Judgment, Blasphemous Act, Descend upon the Sinful, Rout, and Fumigate are all pretty good examples.
Vandalblast is a good artifact wrath.
Kindred Boon might be a sweet enchantment to check out.
Gratuitous Violence is right up this decks ally.
Berserkers' Onslaught is pretty cool as well.
Hope this helped.
1 month ago
cheesewizcheesewiz . Yes. My favorite combo is whenever an opponent is attacking me with a big creature. I'll play Deflecting Palm and activate Shu Yun, the Silent Tempest's ability to give that attacking creature double strike therefore doubling the damage dealt back at the opponent. It's also even better if i have another damage multiplier on the field for even more damage lol
1 month ago
Some other potentially fun inclusions:
- Oppressive Rays
- Kor Spiritdancer
- Spirit Mantle
- Fight to the Death
- Deflecting Palm
- Captain's Maneuver