Goad all creatures you don't control. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.)
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Disrupt Decorum Discussion
3 days ago
Very nice political deck!
I use Mathas as an optional commander in my Queen Marchesa deck:
Commander / EDH
SCORE: 34 | 6 COMMENTS | 3948 VIEWS | IN 19 FOLDERS
While Chromatic Lantern doesn't fit perfectly on your curve with your cmdr having a CMC of 3, I'd still run it for fixing colors. It's only like 70 cents now and def. worth buying.
Disrupt Decorum should be a true gem here, too! It can easily give you a huge advantage after spreading bounty counters.
1 week ago
I would suggest Disrupt Decorum to ensure you can get in to attack while also protecting yourself.
2 weeks ago
I'd put a couple of sac outlets and borrow effects in. Things like Molten Primordial, Mass Mutiny, Insurrection, Goblin Bombardment, Phyrexian Altar, Krark-Clan Ironworks, Trading Post and Grinding Station. Maybe a few things like Disrupt Decorum as well, that way you win with your opponents creatures and don't have to worry about diluting the chaos/group hug effects too much
3 weeks ago
I love it!! Im working on a Yidris, Maelstrom Wielder deck that is quite similar to yours. My local meta plays some annoying combos so I plan on disrupting that bullshit. I can't wait to fuck with people's boardstate. One card I'd recommend is Disrupt Decorum. Other than that I really like what you've put together here and wish you the best of luck angering your opponents.
1 month ago
I forgot to mention earlier that a political card can also be cards that give a backhanded gift (ie Nin, the Pain Artist). Also, not listing every curse in Magic's history.
RoarMaster on Melek
1 month ago
R/U always has issues with enchantments, thats just a handicap that those colors have, and you dont have much in the way of answers honestly. Aside from Chaos Warp, you are basically relying on blues ability to counterspell/bounce for these things. Yes its rough, but hey, you wanted a challenge, right? ;)
There are ways to dissuade people from attacking you, although if you are wanting to stick to inst/sorc, its pretty limited. Illusionist's Gambit, Disrupt Decorum, and weird stuffs like that can offer temporary protection while being instants. Otherwise, you are looking at adding more artifacts and enchantments that will protect and dissuade attacks. Collective Restraint is a shitty propaganda here, Meekstone can slow things down but doesnt solve token threats well, and Dissipation Field taxes pretty good but can allow your opponents to re-use ETB creatures n stuff. Bonfire of the Damned could be added to your burn list, since it shouldnt be hard to get it on the top of your deck when you need it. Volcanic Vision is also a good add.
As far as ramping goes, there is a lot of static ramp effects for inst/sorc. You have quite a few in your SB already, and Id suggest adding a few if you are intending on doing a lot of spellcasting each turn. I would not suggest arcane melee however, its symmetrical effect can be rough I have found.
If you are wanting to keep all of that artifact ramp in there though, I would suggest switching some around for draw effects, such as Commander's Sphere, Mind Stone, ect, as they can be very useful drawing past non-inst/sorc when needed.
Its hard to get any decent lifegain in these colors and without much in the way of creatures. I mean, Basilisk Collar is probably your best bet...? haha
Random secret tech, Bosium Strip.
Final advice, run more topdeck manipulation. If you want to be all tricksy, run a bunch of the instant ones to make some super convoluted stacks with Melek out. It can get pretty nutso.
Impulse, Spy Network, Trickery Charm, and Telling Time are probably the go-to cards for that. Otherwise theres a bunch of sorcery ones, must haves being Ponder, Preordain, and the MVP Mystic Speculation. Portent and Index also pull their weight here. But if you want to be more proactive with your topdeck manipulation, theres stuff like Discombobulate, Condescend, and Fated Conflagration.
1 month ago
TheCrimsonKing101 In order of a large impact to less of an impact I would say...
2.Rings of Brighthearth: Copies a LOT of the best activated abilities in the deck. Look at the spoiler under the "Hit Me Baby, One More Time" section of the main deck for a list. ~$33
3.Magus of the Moon/Blood Moon: Both would be good, but even the Magus is an improvement. About the only way we have of slowing the whole table down that doesn't get us immediately focused to death. ~$6/~$19
4.Shared Animosity: This really cuts down the number of attack phases you need to kill a whole table. $7
5.Disrupt Decorum/Mogg Infestation/Moggcatcher: All 3 of these provide a different benefit depending on your playstyle and meta. If you play against a lot of other creature based decks, Disrupt Decorum is great. If you play against a lot of token decks Mogg Infestation is bad to cast on anyone but yourself most of the time because you double the number of creatures they had. If there are fewer, bigger creatures it is fantastic because it doesn't target and gets rid of everything and leaves them with only a few Goblins. If you like to go for a certain line most games, or there are a lot of counterspells in your meta, Moggcatcher is great because the creature is put into play not cast, so only things like Disallow can prevent the tutored creature from entering.$5-$9 ea.
Crucible of Worlds (~$15) is in there somewhere around #4 or #5. In a deck that runs fetches, Strip Mine effects, or other utility lands that die, it would easily be #2, but that is a much more expensive deck. For this one you end up getting more lands back from Surveyor's Scope than you do a Crucible in most games. If your playgroup is more battlecruiser Magic that goes into the 10-20+ turn range, Crucible gets better because of the increased number of chances you have to use it.
To get the widest benefits out of $75 I think I would go..
Purphoros + Blood Moon + Magus of the Moon + Shared Animosity + Disrupt Decorum + Mogg Infestation + Moggcatcher
That would get you to roughly $72, and provide the largest range of improvements. I still think Rings is one of the strongest upgrades, but it at least has a backup effect already in the deck through Illusionist's Bracers.
Thanks for commenting!
1 month ago
I said to use Comet Storm because it wins the game for you once you get infinite mana. It is redundant because you can win by any infinite-mana combo plus one burn-x spell, but since there are TONS of burn-x cards, you can put in multiple copies to have effectively 4-6 redundant combo pieces. Normal burn like Lightning Bolt is useless in cEDH, but infinite burn wins. For a "one combo, multiple paths", look at any cEDH Doomsday decks.
That is the only type of combo that matters in cEDH -- either completely lock out opponents for the rest of the game, or win the game immediately. To use a counterexample, your Personal Sanctuary + Wily Goblin + Pyrohemia combo is what's referred to as a "cute" combo: it's neat on paper and in casual, but in cEDH games it stinks because it doesn't win; all it does is kill weak creatures that true cEDH decks don't need by turn 5 (which is when you'd untap after casting Pyrohemia). You should be WINNING by turn 5 in cEDH, not just killing utility creatures.
Here's why the Lantern and its friends are bad: it costs 1 card (itself) and 5+ mana to use. Its benefit is putting a card into your library. That's pretty okay if you're going to do Sunforger shenanigans, but it's TERRIBLE for anything that's not an instant (such as the Gamble "combo"), because at that point there's no upside. Are you seriously hoping to shuffle your library and maybe draw the card you put onto the bottom of your library? That might work in casual, but it's a much weaker game plan in cEDH, when you could be spending that card and that mana on something like Vandalblast, which costs the same mana to overload, but I'd argue it is a much better use of mana. And that's just the first example I could think of. The Plains is good because it takes a land slot, not a spell slot, and can net-GAIN you mana as its worst case.
All the Fork things are bad, since they're only good if you have a good target and extra mana, at which point you should be winning already. Disrupt Decorum is fine, but is bad against combo decks (like most cEDH decks).
Void Winnower only affects your opponents.
You don't need anything to pull from exile. Why waste a card and a mana on re-buying a win condition when you could just play a second win condition? Also, there's no such thing as good lifegain in EDH unless it's part of an infinite combo -- as you said yourself, plain burn is bad in cEDH, and none of your opponents care about your life total when they're just going to win with Laboratory Maniac.