|Commander / EDH||Legal|
Printings View all
|Khans of Tarkir||Rare|
Combos Browse all
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.
Price & Acquistion Set Price Alerts
|Have (9)||Riders_of_Brohan , bradyofportdetroit , Venser_the_Sojoner , Regulus1010 , mymanpotsandpans , the.beanpole , jparker-sartori21 , , gildan_bladeborn|
Deflecting Palm Discussion
17 hours ago
Ok, all. I am an idiot. I had a realization in play yesterday that should have been obvious, but I had missed it. Ayli, Eternal Pilgrim was meant to be both Rattle Snake and spot removal, but the deck was not built around it, so she never got going. I focused on the spot removal, and when she was removed from the deck, I replaced it with repeatable creature spot removal, thinking that would at least come close to replacing the value of Ayli, Eternal Pilgrim. What I didn't fully grasp was that the weakness of slow speed of the removal, along with the durability of the removal was the problem, and that Assassins would never be able to make up for this. I was sitting on one of the best removal spells that are available in Queen Marchesa's colors, and I recognized this at least enough to put it into a sideboard slot because I just couldn't cut it all the way. I think I should just put the good spot removal back in, and skip all this getting fancy with creatures for removal BS. Since my Rattle Snake and Pillow Fort defense is already very strong, I am not sure why I am worrying about it so much, especially since I keep strengthening it with the most subtle of subtle Pillow Fort cards like Duelist's Heritage, Slayers' Stronghold, and Key to the City.
Right now, I think I just need to consolidate what I think this deck does best, make sure that I bring enough of both the offense and defense that this deck works off of, ensure that I am optimally countering common deck archetypes in ways that are synergistic with the rest of the deck, and not get distracted with complicated additions.
With that said, I have a sideboard that I have constructed of cards that are meant for tuning this more specifically to different metas, and for including cards for combating common archetypes that my meta does not contain. Even if I don't use this as a common sideboard between games, this is my list of cards to adjust for changing metas as I go between them, likely usually between sessions.
Changes that I plan:
Main Deck changes should be to consolidate the theme of the deck, removing weakness in favor of the strengths.
Stronghold Discipline - Rakdos Charm is a huge part of my offense, and wins a ton of games. Stronghold Discipline is essentially another copy. Unconventional offensive plays are what this deck does best. Consolidate around the deck's strengths.
Utter End - One of the best spot removal spells available. Control is one of the things this deck does best, especially surgical removal. Consolidate around the deck's strengths.
Sideboard changes should compensate for different metas and allow me to combat the weaknesses in the deck with respect to commonly played archetypes that are just not that common in my usual meta. I am OK with unfairly destroying decks in metas that are not my usual meta.
Out: Utter End - Into the Main Deck!
In: Rest in Peace - The best at what it does, kills a lot of combo, storm, spellslinger, value engines, reanimator, etc...
So, what does that leave us with?
Ramp and Fixing: Lots of Ramp and Fixing that is tuned and synergistic with the rest of the deck, as well as a curve that allows us to bring out early big plays. Gift of Estates and Tithe double as card draw late game, and our unconventional manabase is highly synergistic with the rest of the deck.
Draw and Tutoring: Enough Draw and Tutoring to make the deck consistent and holding enough answers for every threat or weakness, without being obtrusive or conventional enough to be obvious about it. Three all star players in this list are Shred Memory, Key to the City, and Sea Gate Wreckage. Uncommon tutors and draw with huge impact in this deck without ringing any danger bells for most players. This suite makes my already versatile card list even more versatile.
Defense: A 25 card subtle and somewhat unconventional Pillow Fort and Rattle Snake defense with a low curve, the potential to be used offensively, and which is synergistic with itself as well as my offense. Back this up with a nice Fog suite, making my defensive wall extend into my hand so as to not have all of it sit on the battlefield to be effective, and bringing it's own offense in the right circumstances. Add to this a control package that is complete with a very strong and versatile spot removal suite, some reactive board wipes that have offensive uses, and multiple cards to allow us to protect our board state, including counterspells in Mardu colors!
Offense: The offense is structured to take advantage of typical board states and the strengths of my opponents with cards that have outsized effect for their costs. It is designed to be huge Aikido bombs against any Big Mana, Big Creature, Big Army, Big Hand, or Big Attack deck. It is structured in pairs of cards for each of these, including Acidic Soil/Price of Progress, Backlash/Delirium, Rakdos Charm/Stronghold Discipline, Sudden Impact/Toil / Trouble, Deflecting Palm/Comeuppance, with Arcbond, Batwing Brume, and Eye for an Eye all reinforcing this array of counterattacks. This reactive offense is backed up with a couple of big bomb offensive attacks in the form of Master of Cruelties and Hatred, a couple of midrange beaters in the form of Serra Ascendant, Gisela, the Broken Blade, and Kazuul, Tyrant of the Cliffs, and an army of smaller defensive and utility creatures. Bring in combat tricks and enablers like Duelist's Heritage, Slayers' Stronghold, Key to the City, and Rogue's Passage to act as later game silver bullets, and the offense is quite versatile.
Sideboard: Packed with Combo hate, a counterspell suite of my own for Counterspell and Blue Control hate, Graveyard Antics hate, and extra offense in the form of Dark Depths as an uncounterable big beater and Exsanguinate for big burn.
In all, I think I am pretty satisfied with where the deck now sits, and will likely consider this list to basically be the core deck. Testing will confirm, I think I have chased down all the areas that needed shored up, and I feel like this is, at the moment, a completed list.
1 day ago
With the current popularity of Death's Shadow, and other big creature decks.
Deflecting Palm is one of the best sideboard options avaible.
2 days ago
Revolt-At the end of your turn if a permanent you control left the battlefield this turn you may return target non-land card from your graveyard to your hand.
5 days ago
I think Deflecting Palm should definitely be dropped, as if you're playing rush, your own life total should not matter. Also, drop Smash to Smithereens. This card is far too specific, and can easily be replaced. Also, you're using the wrong Avacyn for a deck like this. Check out Archangel Avacyn Flip. She's far more powerful. Also, sack Earthquake as well. Whilst I did say your life total shouldn't matter, you don't want to drop your life the same amount as your opponent's. Maybe replace Earthquake with Banefire? Also, Shock is just taking up space. You should replace that with Vexing Devil, he's brilliant. Also consider Hell's Thunder, which is also very good for early damage.
Hope I helped!
1 week ago
1 week ago
If your deck is really this expensive why dont you have the Unhinged lands, they are by far the best basic lands, they come in foil. Also no Deflecting Palm when you have boros colors?!?!?!?
2 weeks ago
I think you have a couple of problems with this deck.
First: too many creatures.
Second: Too few equipment cards.
You want to draw cards of your equipment, chaining one into the next. But with 9 pieces of equipment, you'll on average draw equipment one out of every 6 cards. This also affects Militant Inquisitor - you don't get it to be huge creature, because you rarely have more than 2 or 3 equipments in play.
Jor Kadeen, the Prevailer seems to be a win-more card. More expensive to play than the rest of your creatures, only works if you already have a pile of both creatures AND artifacts in play.
Nykthos, Shrine to Nyx doesn't get to give you much more mana than another land would. Not much devotion to anything in a deck with small creatures and artifacts.
Mikaeus, the Lunarch, 3 of the Deflecting Palms and Thalia, Heretic Cathar doesn't really work with the rest of the deck. Consider exchanging them for 3 Sram, Senior Edificer, 1 Puresteel Paladin and some better equipment. I doubt you'll get to equip and unequip Sunforger more than a couple of times, and certainly not enough to justify 4 Deflecting Palm - which you also don't need 4 of, since you can tutor it with Sunforger. You could also consider Relic Seeker or Steelshaper's Gift for tutoring out the equipment you need.
You have a couple of things in your maybeboard, that look good... and a couple of things, that aren't in modern (Sol Ring, Umezawa's Jitte). Batterskull is fine and so is any and all Swords of X and Y.
2 weeks ago
Love Deflecting Palm. The card is so good in so many situations. Super good against infect. Won't redirect poison, but acts as a fog and a burn spell usually after they've Become Immense. can often come close to closing out a game. Check out my take on the palm.
170 VIEWS | IN 1 FOLDER