Destroy target artifact or enchantment.
|Have (3)||gildan_bladeborn , TheAnnihilator , Smokingclays|
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|Commander / EDH||Legal|
Disenchant occurrence in decks from the last year
All decks: 0.0%
All decks: 0.03%
Commander / EDH:
All decks: 0.03%
2 days ago
Return to Dust is more expensive but work better than Disenchant in some cases. Any white deck which is not green might want to play Land Tax or Smothering Tithe Some good card draw card which you are missing out on is Phyrexian Arena
And that's just me, but i like to throw in a Mana Tithe just to catch some people of gurad, they dont expect a counterspell from a white/black deck.
3 days ago
It seems like you're running burn as your wincon.
Here are some cards that might help.
Since these are symmetrical burn, you could also run Glacial Chasm and stall it out. This is also the most important land card to run with these mono red sorcery finishers. Your Pariah is also a god level card with this setup. You might also consider Heartless Hidetsugu as a combo with these 2 cards.
For more drastic changes, you can fix around your landbase to cut a lot of nonbasics and add basics with a load of fetchlands, such as Fabled Passage, Prismatic Vista, , Ash Barrens, Terramorphic Expanse, Evolving Wilds, Myriad Landscape, Warped Landscape, some Panorama fetches, and keeping Flooded Strand + Scalding Tarn + Arid Mesa. I have this landbase in another of my burn decks and its fully sufficient for tri-colour commanders. In white, you get access to Land Tax as well so it helps further fix your mana - although in my experience with this landbase I would say its not even necessary.
With a basic land landbase, it opens you up to more burn, such as Price of Progress, Burning Earth. It also opens you up to hard stax cards if you have a vendetta against someone: Magus of the Moon, Blood Moon, Back to Basics.
An alternative package you can consider with your wheels is Narset, Parter of Veils and Alms Collector to discard their entire hand. You already have Smothering Tithe as well. Psychic Possession is also insane with wheels as it lets you draw 14 off a single wheel.
I would also just add Underworld Breach because its straight up insane.
You can also try Mana Geyser for a super explosive turn by recasting it from the graveyard again.
Dack Fayden is both a ramp card and a way to dump cards into your graveyard.
Some cards I see that you could also try cutting/changing are:
Land Tax - you can run ramp artifacts instead, such as Surveyor's Scope. Surveyor's Scope is an excellent card with many fetchlands as you can tap them to sac as a cost, then activate Surveyor's Scope for up to 3 basics untapped since your fetchland is no longer on the field. Or basically any other 2 mana rock will do.
I would consider Ral, Izzet Viceroy a bit too slow.
Long live our Overlord Sevinne
1 week ago
I would cut 3 Plains and the Disenchant for Tocatli Honor Guard. Enlightened Tutor seems like it would be great in this deck being able to tutor for Phyrexian Dreadnought. You could also cut the 4 permanents with converted mana cost 3+ and put a Lurrus of the Dream-Den on the sideboard.
Cool deck idea! +1
2 weeks ago
Do you have a sideboard planned? They are a big part of lists like this- knowing what you have answers to in the side helps a lot. Knowing you are siding in Triplicate Spirits, Ratchet Bomb or six Disenchant variants. Field of Ruin and Blast Zone are good, but with the colour count, you will probably only have room for one or two.
3 weeks ago
StefanKaminski: Please excuse the essay XD
My main gripe with equipment is that they tend to be a lot more mana intensive than auras and you have to run extra pieces, like Sigarda's Aid or Stoneforge Mystic, to cheat those high costs, which takes away valuable spots that could be dedicated to better cards. I chose auras over equipment after extensive play-testing and although auras are more brittle than equipment, being able to attach them early and generate huge advantage is very powerful.
I do really like Umezawa's Jitte seeing as it pumps up Ojutai and can effectively eliminate opposing mana dorks and hate-bears, I'll test it out and see how it plays. This deck is shooting for optimization, while equipment like Sword of Feast and Famine are very solid pieces in high or mid-powered metas, in competitive games they take too long to set up or are disrupted before you can generate any value from them. Voltron is just one way to win with this deck, mostly Ojutai serves as a massive distraction piece who also generates card advantage.
Muddle the Mixture is very spicy, thanks for the suggestion! As far as specific stax pieces go, I really like Deafening Silence style effects their only downside is that they are a non-bo with combos I play like Dramatic Reversal + Isochron Scepter + Blind Obedience. I can run Disenchant effects to break parity with my own stax pieces, I just worry that I'll lock myself out of potential wins. You are right though, one spell per turn effects really hose quick combo decks and I should include one, it's just tough to identify exactly what I could swap for it.
Winter Orb and Back to Basics have been great "no untapping allowed" pieces so I haven't felt the need to have another. I'd like to play-test Static Orb and see if I prefer it over any of my other pieces.
I have play-tested both Sphere of Resistance and Thalia, Guardian of Thraben and didn't like how either performed. Usually they slowed me down as much as my opponents and didn't cause enough disruption to warrant including in the main board.
In this particular list, Cursed Totem functions as a better version of Linvala, Keeper of Silence and is easier to tutor up in Azorius colors. The Tabernacle at Pendrell Vale is similar to Timetwister, great cards and I'd run them if I had several thousand dollars to spend on them, unfortunately I don't have that kind of cash lying around.
I love Approach of the Second Sun and if I was ever powering down this list it would go right back in right alongside a ton of crazy equipment. Trying to optimize things though makes keeping a seven mana spell that doesn't win the game on the spot tough.
I imagine you already know but just in case, Helm of Obedience is meant to pair with Rest in Peace to kill off one person at a time, it isn't the most streamlined combo but Azorius in general suffers from a lack of ultra-efficient game winning combos. The best way to navigate it is to play Rest in Peace early on, then use something like Whir of Invention to put Helm of Obedience into play on the end-step before my turn begins, kill a player, start my next turn, untap and kill another player. I go back and forth a lot on whether or not to remove Helm and add effects like Luminarch Ascension (which can also win with Dramatic Scepter combo), extra mana rocks or hate pieces. It's a never ending tinkering process.
Scroll Rack pairs incredibly well with Land Tax and is a solid way to get out of dead hands. I can also use it to put two or three dead cards on top of my library, deal damage with Ojutai, filter the top three and set myself up for fresh draws. It might not be an optimal card choice but it always performs well when I need it too and is a versatile tool to have at my disposal.
And yes Blind Obedience does need a white or black producing mana rock in order to stack infinite extort triggers. Six out of my ten mana rocks can produce white mana, seven if you count Copy Artifact. It's not perfect but sometimes when you're trying to make a fringe strategy work you've got to bank on a bit of luck.
Thank you for all your feedback, I appreciate it!
1 month ago
LOL. Yeah, this deck is gonna deserve the hate it gets. ;-) On thing though. Maybe I'm missing something, but won't Humility hose your Marit Lage tokens from Dark Depths too? Might need Disenchant to get rid of it when it's time.
1 month ago
You have a pretty good base already. A couple of things I notice-
One is your lack of removal. I would suggest 3-5 board wipes (Depending on your meta and how many creatures are played. My meta is high power, combo heavy so I only run 2-3 wipes in most of my decks, but if you play in a creature heavy meta I would suggest running 5)Austere Command, Day of Judgment, and Settle the Wreckage are all good ones, but there are plenty of others out there in white. If you ever get a Cyclonic Rift it is one of the best ones out there. Next I would suggest adding some more single target removal. Around 5-6 single target removal pieces is a good place to be. Beast Within, Krosan Grip, Disenchant, an Return to Dust are all great options. While the enchantment route is not a bad way to go for removal and provides good synergy with your commander, most of them are easily removed, and when they leave the battlefield whatever was exiled comes back. With that said I have found effects like Imprisoned in the Moon and Frogify work well to shut down troublesome creatures/ permanents and usually stick around for awhile for some reason. EDH is a very interactive game and being able to remove threats, or stop someone from going off is pretty big and when you face stronger decks the instant speed removal will be much more valuable than using enchantments to remove threats.
Next I would suggest pumping your ramp up a bit. Looks like you are running around 4 or so ramp pieces, so maybe add about 3-4 more pieces. Kodama's Reach, Cultivate, Dawn's Reflection and Fertile Ground are all good calls. Adding more ramp will improve the consistency of the deck and help speed it up as well as make sure you have your colors. Consistency and speed are big factors in making a deck stronger as well as just making sure you enjoy the deck because it does not shit out on you as often (Being mana screwed/flooded or not getting your colors. This will happen sometimes no matter what you do, just the nature of the game but you want to try to do as much as possible to smooth things out to have it happen as little as possible)
Finally just a few cards I would suggest removing since they add little to the synergy of the deck and or the cmc is just a bit to high for what the card does and what the deck wants.
Thorn Mammoth- It has a high CMC, double green cost and the state based effect is not enough to justify taking up a slot.
Ephara, God of the Polis- High CMC, requirements to get it online, and the card draw aspect is just redundancy the deck does not really need.
Banishing Light- Not a bad card but I would switch out for instant speed removal
Cast Out- same as Banishing
Oblivion Ring- Same as above
Sandwurm Convergence- High CMC, and just does not add enough value to justify a slot. Sure it is an enchantment but for it's cost and what it provides it is really a win more card.
Last few thoughts. Do your best to keep your curve low to help speed the deck up, when you can replace the lands that come on tapped. This helps speed and consistency and honestly the longer you play (And the stronger power levels you get to if you choose to do so) you will learn to say fuck tap lands. I have 9 decks running from super weak to CEDH (I like to be able to play at any power level when I sit down at a table if I am not playing with my main playgroup) and the only tapped lands I run in any of them are lands that provide a huge upside to coming in tapped Mosswort Bridge and Path of Ancestry for example, otherwise tapped lands just slow your deck down and there are better options. Pain lands and check lands are great cheapish alternatives, then of course there are the fetches and shocks and duals and the like but they are not cheap sadly.
Overall your deck is fairly solid and looks good. A few tweaks and changes and it will be even stronger. Here is my Tuvasa list - Little Nicky it is a very strong deck and has been highly optimized to play in high power meta. I run multiple combos, but usually I just load up Tuvasa with a few auras and swing her out. It gets rather dumb quick and I only run a small handful of combat auras, everything else is synergy, protection, and degenerate shit. Feel free to take a look and pull some ideas. Also feel free to let me know if you have any questions on anything I have suggested, or my deck, or just deck building in general. Always happy to help newer players since commander can get complicated and confusing stupid quick. LOL
1 month ago
So, suppose an artifact and an enchantment infinite combo together, and someone Disenchant's one of them- I was thinking, theoretically, that the disenchant could just get buried in the stack, under the infinite combo's triggers, and never resolve, and I know it doesn't work like that, but my question is: why not?