|Commander / EDH||Legal|
Printings View all
Combos Browse all
Destined / Lead
Target creature gets +1/+0 and gains indestructible until end of turn.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
All creatures able to block target creature this turn do so.
Destined / Lead Discussion
4 months ago
Deathtouch works wonderfully together with trample (you only need to asign 1 point of damage to the defender and trample the rest), so cards like Overrun would be a nice finisher in the deck. Revenge of the Hunted is a nice alternative/redundancy to Destined / Lead
Frist strike and deathtouch is also a broken combination: Glissa, the Traitor is absolutely badass because he already has the combo on herself and her triggered will help you retrieve some of your important artifacts. Equipments that give you first strike are also a good choice Chariot of Victory , Bladed Pinions , Sword of Vengeance ...
Hapatra, Vizier of Poisons and Pharika, God of Affliction create more deathtouchers. Hapatra may need some help to get through, but Pharika is pretty good on her own, your deck already has a lot of creatures, and it can be used also as graveyard hate if needed.
9 months ago
The Commander Tax is an additional cost, defined by rule 903.8. Additional costs do not change a card's converted mana cost.
In fact, there are only a very, very limited number of situations where a card's converted mana cost can change.
Spells with X in their cost (such as Fireball) will treat X as 0 for the purpose of calculating CMC in all zones, except when on the stack. On the stack, X is whichever value was picked when you cast the spell. So, for Fireball, its CMC is 1 when in your hand, library, graveyard, exile, or ante zone; while on the stack, it can change (ex. if X = 5, the CMC would be 6).
Split spells, such as spells with Aftermath, Fuse, or vanilla split spells will have a CMC equal to their total casting cost when in any zone other than the stack. While on the stack, their CMC is equal to whichever side(s) of the card are being cast. So, for Destined / Lead, the CMC is 6 in most zones, and either 2 or 4 on the stack. Catch / Release is 9 in most zones, and can be 3, 6, or 9 when on the stack.
Your friend is missing a key combo piece - you need to get infinite mana before you start messing around recasting Tazri.
One way to do this is by having a creature you can cast from exile, such as Misthollow Griffin . You exile Griffin with Food Chain, netting you 5 mana. You recast Griffin from exile, and now have one floating mana. Repeate ad nausium, until you have an infinite amount of mana.
You can then exile Trazi with Food Chain and recast over and over again using the infinite mana you have already amassed. Each time, Trazi will trigger the ally's ability, burning for the win.
11 months ago
thats an interesting idea. since i'm building a golgari deck, I might consider it. Or splashing red, though I might end up with a similar problem to when I had blue. The only reason I prefered the green is because of Destined / Lead and Vraska the Unseen, which creates another win condition and helps keep the field clear if I use a creature with death touch, or better still target agent of the fates with both halves of it and attack.
1 year ago
Boza is correct, though, there are two additional exceptions I figured I'd mention.
In most zones, Fuse cards like Breaking / Entering have a CMC equal to their total cost. When on the stack, their CMC is equal to whatever you cast. So, Breaking / Entering has a CMC of 8 when not on the stack, and can have either a CMC of 2 (Breaking only), 6 (Entering only), or 8 (both) when on the stack.
Cards like Destined / Lead follow the same rules as Fuse--in most zones, they are equal to their total CMC, and when on the stack only equal to the part that is cast. The only difference is the two halves can't be cast together, so there are only two different possible CMCs when on the stack.
1 year ago
The theme is strong is this one. Awesome deck!
Maybe add a Lure to scrimp on those green babies for SoSD (or something else to let her get through). Although you're kind of already doing the same with Gift of the Deity and Destined / Lead. Alternatively, you could strengthen your game on the other side with Echo Circlet or Vanguard's Shield.
1 year ago
I like Destined / Lead in combination with your servos, the lure can make your big beefy boys get by unblocked and/or Torment of Hailfire to utilize all the extra mana you're making with Rishkar, Peema Renegade to blow your opponent up without even touching them.
1 year ago
First to say, I really like the idea of getting infinite Dinos and finishing your opponent with them.
But, like already stated, infinite is not possible without giving your Forerunner of the Empire indestructible, because it will kill itself once the third Dinosaur entered the battlefield.
Cards that make at least one creature indestructible (in Standard):
Destined / Lead: would need black mana to cast
Heroic Intervention: one of the better iptions, I think, because it is an instant and green.
Sheltering Light: same as above, but with white mana.
Also, I'm missing the option to finish off your opponent the turn you'd go infinite.
anything that gives your bunch of Polyraptor haste.
Bellowing Aegisaur: Prevents your first polyraptor from dying, so it can attack; but need a second Aegisaur to survive more than four damage.
Snapping Sailback: Gets bigger on himself while taking damage; would need to be on the board the turn you go infinite.
Sun-Crowned Hunters: Combine it with the two Aegisaurs and you have the MG that kills off your opponent.
Like I see this, you either have to splash white (for the bellowing ones) or find something that gives all your creatures indestructible.
1 year ago
Liliana planeswalker would be good here. Merfolk Branchwalker seems like it'll go with the theme over Dusk Legion Zealot. As far as reanimating there only 2x cards that do that here. Beyond Liliana and the new enchantment I'm not familiar of any reanimating stuff in standard worth looking at.
I'd also suggest just a few dual-lands. Even evolving wilds if anything.
No data for this card yet.