|Commander / EDH||Legal|
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At the beginning of each player's upkeep, that player sacrifices a nonbasic land.
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Destructive Flow Discussion
1 week ago
SteelSentry I actually drafted a land destruction based Lord Windgrace deck not very long ago. I run mostly basics in it so I can get full value out of Destructive Flow. It can be clunkly but it's a lot of fun. Here's the deck if you're interested. https://www.mtggoldfish.com/deck/1245575#online
1 week ago
Land destruction is a touchy subject for a lot of people, but would you consider Keldon Firebombers or any of the Wildfire type effects? Destructive Flow is also another one you can easily break the symmetry of if you don't have any mono-colored decks at your LGS.
3 weeks ago
Hi_diddly_ho_neighbor oooh I really like Destructive Flow and Wildfire, I really considered Zo-Zu the Punisher but I feel like he'd burn me more than other people haha. Custody Battle is hilarious and I might very well add it in. Thanks for the suggestions, I'm going to add in Destructive Flow and Wildfire right now
3 weeks ago
Sorry for the double post, but some not-so-good-but-funny options are cards like Akki Blizzard-Herder, Custody Battle, Hurloon Shaman, and Shivan Wumpus. That way you can say to your opponents: "well you chose to destroy your own lands".
1 year ago
Well, for non-creature recursion there's mostly singleton effects like that of Treasured Find, or Nyx Weaver and Deadbridge Chant if you don't mind heavy self milling. The other thing is that there are a lot of useful enchantments that you could abuse that recur themselves.
There is another thing that I would feel is missing from your deck and that is land stax effects and hand disruption. It would be a difficult thing to work with in regards to keeping the deck moderately fun to play against, but the deck itself would be much stronger if you had ways to stall your opponents lands/hands along with any other permanents you're already destroying. Just a few good ones can really slow down the opponents game. I mean, you're in Jund, so why not use Destructive Flow? Wait a week or two and you'll have Crucible of Worlds on a stick to play around with. Or just run Groundskeeper.
1 year ago
Fun looking variation on the enchantress theme, I love it. I was thinking maybe some enchantment based Mana sources would be good because you plan on blowing up everything but enchantments. Cards like Elemental Resonance, Frontier Siege, Overlaid Terrain, Mana Reflection, Zendikar Resurgent, Druids' Repository, and Mana Bloom. And there are also a few more good Mana denial enchantments out there like Root Maze, Desolation, Kudzu, Destructive Flow. Into the Wilds, Rowen, Abundance, Elfhame Sanctuary, Khalni Heart Expedition, could help you recover from Mass Land destruction faster. As usual I'm likely suggesting way more cards than need to be changed or then I could even recommend what to swap in and out for. Happy Gathering!
1 year ago
i like your curve
i like tana plus edric
as you play intuition i recommend Coastal Piracy. you could search it, bident and edric to always find the effect.
as this tana stax variant lacks white's MLD i like your take on punishing atleast the nonbasics. in this vein i recommend Destructive Flow.
now Teferi, Temporal Archmage dodges the nonbasichate completely and also the stasis tap route if he is on the battlefield.
i see how you want the signets and talismen as they fix the mana with all those basics but i cant recommend running all elves and moxen for speed enough.
worldly tutor seems weak as leovold is banned now
Seedborn Muse seems weak as she is only able to break parity on the orbs. compared to sword of F&F it doesnt discard and the pump on tana pumps out more tokens. compared to nature's will it doesnt tap down opponents lands.
Shaman of Forgotten Ways seems weak as it only is a wincon. as mana accelerant it really is slow. way too slow.
bitterblossom is another card only breaking parity. and tana can do it too so why waste a slot.
gamble should be Imperial Seal
toxic deluge should be Fire Covenant
Frozen AEther is a good card to complement the tap cards and the sac cards.
i wonder why you do not play Smokestack as tana can ride it easy.
Words of Wind would be butal with tana and edric draw engine.
what is your reason not to include Rising Waters?
i did not test your manabase yet but maybe Tsunami is worth a look.
regrowth is slow and does nothing if you didnt lose something good. could be another cut.
Copperhorn Scout seems weak too. is it worth the cardslot?
all in all i want to say again i really like your deck. the idea of the deck. i think though it could be stronger. yes i did not test your deck yet but i am biased as i play tana+tymna stax.
1 year ago
Glad to see that you liked the suggestions. I see why you like the Paradox Haze, but keep in mind that you'll have to be carefull with that card. You don't want to see things like Destructive Flow, Blood Clock (which I use in one of my decks), Necrogen Mists, or Primal Order hitting the table as they would hit you during each of your upkeeps.
I agree with keeping the counterspells. As for disrupting the opponents turn, I think there are better cards than AEther Barrier, Counterbalance, War's Toll. In my experience, the Sensei's Divining Top / Counterbalance combo works much better in a 60 card deck than in Commander, especially multi-player commander where there are simply too many different casting costs for the Counterbalance to be effective. Just for the sake of discussion, consider the following changes. Drop Sensei's Divining Top, Counterbalance, War's Toll. Add in the Mind's Dilation, Pithing Needle, Djinn Illuminatus from your maybe board.
Maybe it would help if explained a bit better. With a War's Toll in play, I would have to attack with all of my creatures. In that case, I would just attack you since you're the one causing me to attack with all of my dudes. Or I don't attack at all and I get longer to build up my stategies and find a Disenchant or Naturalize. So it really isn't that much of a defense and really doesn't alter my strategies enough to make it much of a threat. Look at Circle of Flame instead.
Going back over the list, I noticed that you have a few 'destroy all lands' cards, Obliterate and Sunder. Depending on your usual play group and local meta, those are cards you might want to eventually swap out. Not because they are bad cards, but because they paint the biggest 'kick me, I'm a threat' target sign on your back. In my meta game, we would usually play 1 or 2 games where people would run those cards and then we either stopped playing with that person or would would move to other tables when that guy brought out the land destruction deck. There are ways that players don't mind having the game blown up and there are ways that just annoy people too much. If you're going to go down the path of suspend and land destruction, then consider embracing that more. Otherwise, consider dropping those one-off strategies for cards that help your main goals. Maybe a couple more counterspells?
Let me know what you think of these ideas. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.