|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Common|
|Iconic Masters (IMA)||Common|
|Conspiracy: Take the Crown (CN2)||Common|
|Tempest Remastered (TPR)||Common|
|Coldsnap Theme Deck (CTD)||Common|
|Masters Edition III (ME3)||Common|
|Masters Edition II (ME2)||Common|
|Time Spiral "Timeshifted" (TSB)||Rare|
|Seventh Edition (7ED)||Common|
|Starter 2000 (S00)||Common|
|Battle Royale Box Set (BRB)||Common|
|Mercadian Masques (MMQ)||Common|
|Classic Sixth Edition (6ED)||Common|
|Urza's Saga (USG)||Common|
|Fifth Edition (5ED)||Common|
|Ice Age (ICE)||Common|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
|Promo Set (000)||Rare|
|Promo set for Gatherer (PSG)||Rare|
|Magic Online Promo Cards (MOP)||Rare|
Combos Browse all
Destroy target artifact or enchantment.
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1 day ago
The first suggestion I will make is to add Zur the Enchanter and bout a half dozen tutors to help get him out faster. He will help get your pillowfort built faster. If you do wind up running him I will suggest zuring out your greater auramancy first, then copy enchantment cloning the auramancy thus preventing any of your enchantments from being targeted. One enchantment I would definitely add to help build your pillowfort is Enchanted Evening. You combine this with the auramancy/copy combo from earlier and opponents can’t target squat...of yours anyhow. Another worthy addition would be Rest in Peace to combo with your Energy Field. If nothing goes to the graveyard the field stays in play indefinitely. Another amazing card to have in here that’s already on your maybe board is Solemnity. Stops a lot of things opponents can possibly do plus combos beautifully with the next 2 cards I am suggesting. Glen Elendra Archmage and Kithkin Spellduster. With solemnity Glen becomes an infinite Negate on a stick and the Spellduster becomes half an infinite Disenchant on a stick. Coupled with the enchanted evening you can blow up any card you don’t like with the spellduster and Glen will protect your boardstate from the only thing that can hurt you...bardwipes. That my friend isn’t really a pillowfort, that’s a damn military base lol.
Kinge on Spirit Spam
4 days ago
HoboKinToken I would keep Immolating Glare as having removal is good and Hindering Light I have never liked as it just feels limited and in my playtesting with it feels like it ends up as a dead card in hand more than you would think.
I would also suggest some artifact/enchantment removal might be good so something like Disenchant in your sideboard
1 week ago
I really like the concept of the deck, however I think that you have a lot of cards which don't add much value to the strategy.
For cards you could easily cut:
Iona, Shield of Emeria, Cloudshift, Essence Flux, Graceful Adept, Sen Triplets, Greed, Leyline of Anticipation, Near-Death Experience, Paradox Haze, Bond of Agony, Enduring Ideal, Sanguimancy, Temporal Extortion, Conjurer's Closet, Phyrexian Processor, Spellbook, Vedalken Orrery and Carrion Howler. You also have too many lands, you could easily go down to 36 and be fine.
As for cards I would add to the deck:
Unspeakable Symbol is an amazing card, it provides the deck with instant speed life loss, but also provides you a win condition in the form of commander damage from Zur. On top of this it can be tutored by him.
Spirit Mantle lets Zur connect, allowing you those sweet tutors.
Soul Channeling is another effect that lets you pay life that is tutorable by Zur. It's not great but it's still ebtter than some of the life loss effect you're running.
Counterspells! the best way to protect your stuff (since you have to go a round once you've tutored your combo), you need much more in the way of counterspells to protect your pieces. Counterspell, Swan Song, Mana Drain (if it's in your price range), Delay, Negate, Arcane Denial, Pact of Negation, these are all good examples of counterspells you should be running. On top of this you should run removal, especially stuff like Swords to Plowshares, Anguished Unmaking, Disenchant, etc. as well as Grasp of Fate and Detention Sphere. There's also Seal of Cleansing and Aura of Silence.
Ramp! You don't have very much in the way of ramp/fixing. I would recommend finding space for Dimir Signet, Talisman of Dominance, Azorius Signet, Talisman of Progress, Orzhov Signet, and depending on your budget, Mana Crypt and Mox Diamond. Dark Ritual is another good burst of mana as well.
Savor the Moment is a card you could use to get to your next turn (to jumpstart your combo) if you wanted to.
And if you're concerned about discarding to handsize, Reliquary Tower and Library of Leng between the two should be enough. But for the most part you don't really card, just sculpt your best 7 and go from there.
Hopefully this'll help streamline the deck.
1 week ago
While your deck is turned in hyper drive with ramp to get the combo out as fast as possible, 1 counter spell or 1 removal is all it takes to stop this deck.
in Cedh there are a a LOT of those.
I used to run a similar sisay deck with 40 lands, 45 ramp and the rest combo cards (I ran the saffi/yomi combo) and while it worked amazing vs casual groups, when going against Cedh players it got destroyed more then I liked.
I cut a bit of the mana ramp and added protection like:
Dosan the Falling Leaf
Rebuff the Wicked
Lapse of Certainty
Brave the Elements
Now the deck is still super fast, turn 2 sisay still happens but now I also win more.
Your opponents know they need to stop sisay or paradox engine and one of them will have the card to stop you, or worse they have a faster combo then you (flash hulk for instance).
I know it looks super cool beeing able to combo of super fast BUT in Cedh forget it, it aint happening unless you get super lucky that all 3 opponents have a bad opening hand
1 week ago
Awesome! Thanks a lot bro! I don't know why WOG was still in, thought I had removed it..lol. The Disenchant is for my buddy that I playtest with. He always puts some stupid enchantment on my commander that makes them useless, so yeah, disenchant. The Boros Charm I just thought would be nice if I had some artifacts or mana dorks out at wrath time that I wanted to save.
Other than that, I scrounged up a Progenitor Mimic and a Stolen Identity. I will keep my eyes out for the rest of the stuff you suggested, I'll have to use whats I gots for now though. I appreciate the help buddy, thanks!
Side note, do you now much about how to best use Kruphix, God of Horizons mana storing ability? Can I just tap any unused lands I have each turn and store the mana on him with a dice, than use it any time I want? Cause that would be awesome.
1 week ago
1 week ago
I think Wall of Omens would be very fitting to slow down aggro and get the ETB triggers with some draw power... otherwise perhaps Rest for the Weary/Pulse of the Fields, Pride Guardian/Ghost-Lit Redeemer could be some neat tools to consider for the main board..... then there is the obligatory mono-white SB tech including but not limited to Disenchant, Leyline of Sanctity, Pithing Needle, Rest in Peace. cool deck +1
2 weeks ago
Hello, I saw your deck and I was intrigued by it. I particularly make removal a big focus of my main commander deck and I might be able to help you with that as well as other suggestions if you don't mind.
First off I think there are some easy duplicate effects you could be running in this deck. I notice you are running Spore Frog, but have you ever considered running Kami of False Hope as well? It's essentially the same card and another fog effect can help out quite a bit. Another other card you can run is Day of Judgment. I run it along side Wrath of God and the downside of allowing creatures to regenerate is so negligible that it's practically one and the same.
If you are ever in need of another decent board-wipe I'd recommend Slaughter the Strong. I feel a lot of commander players underrate this card, but it does the two things every boardwipe should do and that's stop go-wide strategies and go-big strategies. Sure allowing your opponents to leave up to 4 power on the board doesn't remove everything, but it sure as heck keeps you from dying due to combat any time soon. Also never underestimate the usefulness of boardwipes that cause creatures to be sacrificed as they remove indestructible creatures unlike your traditional Wrath of God. Citywide Bust is another honorable mention and though my biggest gripe is it doesn't stop a lot of token decks it can remove a lot of key commanders that the other wipe might fail to like Brago, King Eternal, Doran, the Siege Tower, Nekusar, the Mindrazer, and Zur the Enchanter. I'd give both those wipes some consideration based on your meta, but Day of Judgment definitely deserves a slot if you find Wrath of God useful.
While wipes are good I find they work best if you can throw in effects that practically turn off big creatures. If I'm playing a deck that doesn't care much for my combat step Ensnaring Bridge and Divine Presence are miracle workers. Before them I'd always feel inclined to slap down a board-wipe if ever my opponent played a big enough creature that could take me out in one swing. These cards let you hold onto prime removal longer so that you can use them at a time that might be much more dearly needed.
Lastly, before I move on I do want to say Authority of the Consuls is a very superb card. The two abilities together for just one mana allow you an extra turn to answer all hasty-threats, provides an effective edge against creature spam decks, but most importantly this card has easily shut down more than half of the infinite combo decks that I usually come into contact with. Goblin Bombardment, Blood Artist, Kiki-Jiki, Mirror Breaker, Prossh, Skyraider of Kher, and plenty of other lesser known yet still as deadly synergies all tend to badly need an answer for this card which has helped me overtake games I would have otherwise failed to win without its inclusion. This card is definitely a swiss army knife when it comes to keeping yourself in the game longer as it practically counters a sizeable variety of explosive plays.
As for creature spot-removal you're a bit limited due to your colors as Path to Exile and Swords to Plowshares make any recommendation vastly inferior in comparison. That said being less than a very powerful effect doesn't mean your options are bad on their own. Darksteel Mutation is a particularly evil card in this format, while you can use it to answer any creature you don't like, if you place it on someone else's commander they effectively lose it forever if they don't have enchantment hate or a sacrifice effect. Most cases removal leads to your opponent putting their commander back in the command zone, but this by-passes that and unlike Pacifism/Temporal Isolation they can't rely on a boardwipe to fix the problem either. Also if needed you can enchant one of your own creatures to have it double as an all-star chump-blocker if needed. Another option is Declaration in Stone and while sorcery speed and costing one more mana than a Path to Exile definitely doesn't sound too good in comparison, it is still an unconditional exile effect that can also be used to hose a token army if needed. Lastly there's Soul Snare while most people may prefer Condemn which is another useful card to consider, Soul Snare is useful in the fact that all your opponents see and know about its existence in advance. Let me clarify why that's beneficial. If the game is steady with no one in the lead and everyone's got their big stompy creatures out it's pretty hard to attack someone if they know you can remove it. With most cases your opponent's usually wager an attack on the factor of if you have removal. I have had games with the Soul Snare out where none of my opponents wanted to be the person to willingly throw a valuable creature away, and because of this I had effectively kept the entire table in check with a single spot removal spell, which is kind of funny really. That said it is still conditional removal which doesn't hold up well against creature-based infinite combos or Lightning Greaves or politics like when the group decides to team up against you, but for one mana you're still setting quite an impact on the board even if it never ends up being used. In conclusion these spot removal spells do have their flaws so don't take them as auto-includes but rather as cards to consider based on their merits.
Lastly there's artifact and enchantment removal. Before I start I think and feel that the Qasali Pridemage makes for a much better inclusion than the Caustic Caterpillar. While they cost the same amount of mana to generate the same effect the Pridemage only requires you to hold one mana up to use it whereas the Caterpillar requires two mana which is a bit clunkier to hold up if you ever need instant speed removal. Also you can Skullclamp the Pridemage for extra effect whereas the Catapillar does not grant you both options at the same time. I'd only run the Caterpillar if you have inconsistencies getting white mana in your deck and even then I think I'd rather run cards like Sylvok Replica and Thrashing Brontodon just because of their cheaper activation cost and also because of their synergy with Skullclamp. While I feel the Pridemage should definitely be looked at again I feel that any deck that has the colors to run Seal of Cleansing and Seal of Primordium should absolutely run these cards. If you're ever against a blue deck that runs counter-spells you can play these cards in advance preferably at a time when those kinds of decks don't have a need to hold up counter-spell mana. If these seals successfully resolve your opponents counter-spells can no longer touch them. I can say with confidence that the blue combo decks I run these against hate these cards with an absolute passion and just like the Soul Snare effect one seal can potentially keep the entire table at check, but unlike the Soul Snare the seals work far better because their targets are unconditional and you can sacrifice them for free which means you can feel a lot safer if you need to spend a turn tapped out on mana. They are a near equivalent to a zero mana uncounterable Naturalize or Disenchant when used preemptively, and best of all I use them effectively as counter-spell bait on turns I plan to combo-out on, because they are so cheap to cast and can be very necessary to counter due to their impact. (Do keep in mind you don't even need to target anything when casting them, so your opponent always has to presume the worst.) And if you ever run against a deck that runs Contamination you'll be more than glad you have these cards if you're able to play one before hand. I can not overstate the usefulness of these cards.
That's it for removal, but I definitely relate with you on how there can be a lot of inconsistencies with running just white and green. There's two draw engines however that I run in my deck, and I think they could be quite strong in your deck as well. The first one is Land Tax + Scroll Rack. The point of this synergy is with Land Tax you put three basic lands from your library into your hand and then with Scroll Rack you exchange those basic lands and whatever dead cards that are in your hand for new cards off the top of your library. Then when your next turn rolls around Land Tax can put those three lands back in your hand so you don't end up top-decking them. Think of it like playing an Ancestral Recall every turn. Even if you run out of basic lands Land Tax let's you still shuffle your deck every turn so you never have to top-deck anything you Scroll Rack away which is helpful and both cards are particularly strong by themselves, especially Scroll Rack since you run quite a number of fetch-lands to shuffle your library with. (You could replace Tectonic Edge with Ghost Quarter if you'd like to run another land that can shuffle your deck.)
The other draw engine uses Blinkmoth Nexus and Mask of Memory. This is fairly straightforward as you animate the land, equip it and easily connect to gain some card advantage. It's not impressive, but over a span of turns it can help out a lot and using a man-land means you don't have to worry about it getting removed by sorcery speed boardwipes either. I also run Inkmoth Nexus just out of consistency and if you throw in a Smuggler's Copter you can effectively max out the number of cards you draw per turn though the initial draw engine should work fine as it is. (Also both Nexus cards work as good chump blockers if you ever desperately need a chump blocker. Also they work really well if you have both Skullclamp and Crucible of Worlds in play.)
Lastly while it's not a draw engine you may want to include Mirri's Guile as it can also improve deck's consistency, and if you pair it with any effects that shuffle your deck you can effectively remove dead-draws as well. This card along with your Sylvan Library would probably pair excellently with shuffle engines such as Land Tax as well as your Crucible of Worlds which can recur your fetchlands.
I hope my suggestions were of use to you, and I apologize if this came out as a word wall. Also if you don't mind me asking I'd like to know your thoughts on Maze of Ith? I run it in my deck along with Deserted Temple for added effect, but often I switch back and forth on whether to cut it or not. That said running a Maze of Ith with Urban Burgeoning seems particularly good especially if you ever run Open the Armory which can fetch the aura. I'd like to hear your thoughts on it though.