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|Duel Decks: Izzet vs. Golgari||Uncommon|
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Counter target spell. If that spell is countered this way, remove it from the game instead of putting it into its owner's graveyard.
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3 days ago
Manabase is too slow with 6 tap land, early turn mana is very important.
Browbeat Is just bad all decks can take that 5 damage at least once and 3 mana sorcery speed spell which rarely does anything viable is not good.
No Mana Leak seems bit weird.
Grixis Charm Could be one off, it does everything you need.
And why you have 4x Cruel Edict in sideboard, but no gravehate at all?
And you have only 2 boardwipes which makes you very vulnerable to all aggro decks like Affinity, Elves, different Coco decks.
So changes i would make:
-2x Wurmcoil Engine
And maybe some amounts of Lightning Bolts out.
And if you ever want to cast Keranos, God of Storms i think that 21 lands is way too low amount of lands, usually Control decks plays around 25-26 lands anyway.
1 week ago
punkrawkmonkey: Thank you for your comment! Although your observation is valid, fortunately my group does not play with Dissipate at all. The answer in my deck for similar cards/counters is the Daddy in Yellow Dress. ;-) Dosan the Falling Leaf kills counters, it can be searched out easily from the deck since it is a creature, and since it is a permanent it does not ruin the base combo as Autumn's Veil would do. Regarding Boseiju, Who Shelters All, it is a very useful suggestion, thank you for it, I am trying to gather one and put it into the deck.
1 week ago
From what I can tell, a simple Dissipate ruins your entire plan. Have you thought of any answers to cards such as these? I would definitely recommend Boseiju, Who Shelters All for those pesky counter spells. Autumn's Veil could also be quite good when you're ready to cast Primal Surge. I know it's an instant but counters are so prevalent in EDH that I feel like you need it. Maybe not! Just a suggestion!
1 week ago
Take these over the guildgates
And you need these
These are good too. You want as few come into play tapped lands as possible, but the scry lands are always good.
Venser's Journal is a tossup if you want it or not
1 week ago
Consecrated Sphinx (draw engine that hits things)
Decree of Pain (Draw engine board whipe OR uncounterable board wipe with a draw)
Fierce Empath (Creature tutor that tutors creatures)
Forbid (With damia, the buyback isnt even that big of a drawback)
Green Sun's Zenith (ALL THE TUTORS!)
Increasing Ambition (MOAR TUTORS!)
Mystical Teachings (tutors!)
Phyrexian Delver (high value creature; only life point that matters is your last)
Protean Hulk (Stupidly high value creature they unbanned)
Putrefy (more removal because the deck needs it)
Sakura-Tribe Elder (Ramp and a blocker... just good)
Solemn Simulacrum (Ramp and draw... just good value)
Spell Crumple (Get tucked nerd)
Sylvan Tutor (Tutors = consistency = win)
Swan Song (Cheaper counters)
Tooth and Nail (Blightsteel Colossus + Torrential Gearhulk = crazy value; so many options)
Toxic Deluge (Awesome removal spell)
Venser, Shaper Savant (removal/counterspell on a creature)
Volrath's Stronghold (recur creatures with a land. Nuff said)
Vraska the Unseen (removal and a walker)
Worldly Tutor (Tutors = consistency = wins)
Asceticism (just counter stuff)
Collective Voyage (Symetrical, therefore not helpful)
Coiling Oracle (not strong enough)
Consuming Aberration (just a big fatty... but rarely game swinging)
Darksteel Citadel (I have no clue why you would need an indestructible artifact land)
Devastation Tide (Sorcery therefore too slow & you'll have better options)
Dissipate (You only need about 10 counterspells; this one is just a cut to make room for better cards since you had 11 counters)
Dissolve (getting replaced by Forbid)
Evacuation (better options available)
Far Wanderings (Slow ramp)
Horizon Chimera (I'm not sure you need the life gain so badly that he has to stay, and he's not here for any other purpose. I think you have enough gain with Scooze and Obnoxious)
Isochron Scepter (too likely to get you 2-for-1'd)
Kydele, Chosen of Kruphix (not good on its own)
Leyline of Anticipation (Your deck already has a good half of its castable cards at instant speed)
Naturalize (you are adding enough artifact/enchant removal... should be ok to cut)
Neurok Stealthsuit (just counter stuff)
Rewind (Expensive, and that untapped mana is so rarely relevant in my experience)
Rupture Spire (bad land, and your deck is stable enough with land)
Thing in the Ice Flip (too slow/not good on its own)
Thrasios, Triton Hero (you have tasigur and a ton of ways to tutor him up... probably dont need the "2nd copy" of tasigur)
Time Stop (it's just so expensive)
Exploration (to ramp up to Damia and then let her refill your hand letting you play tons of lands all the time)
Exsanguinate (This provides a wincon or a source of lifegain in a pinch... but I'm not sure you need lifegain that badly, and no good deck will let you kill them with a massive exsanguinate... so if you don't need it for lifegain, you just don't need it).
Courser of Kruphix (same lifegain boat... requires testing to see if he might be needed, although at that point it would be worth looking into boarding Horizon Chimera back in, or maybe running a Wurmcoil Engine).
Fierce Empath allows for a lot of stability with fetching, which is where I am trying to cut off some of the lower curve of your creature base when you have more powerful options available at higher costs, and can spend the first turns of the game trying to keep opponents off of pulling too far ahead of any one other player. Early turns can also be spend casting any of your many tutors to set yourself up.
Similarly I am trying to develop the deck with a lot of cards which have high power and also provide a high level of consistency by tutoring in one way or another, examples being Increasing Ambition, Protean Hulk, Mystical Teachings (which can fetch Torrential Gearhulk, Venser, Shaper Savant, Snapcaster Mage, and Teferi, Mage of Zalfir).
So these suggestions are supposed to bring about consistency in the deck and therefore achieve power by method of consistency. It makes the deck very slow and you'll have to get really good at shuffling and making snap decisions for finding cards from teh deck when you tutor, but from my experience playing control sharuum, consistency is king for control decks, and having just a few high power creatures should be enough to win you games.
2 weeks ago
2 weeks ago
2 weeks ago
I haven't seen this grixis commander yet but I kind of like it. May make one myself. I have a couple of suggestions you may like
With sedris's cheap reanimation, you seem pretty quick to throw in high cost creatures. I think the issue isn't necessarily too many creatures (like you mentioned in your article) but it's that you can't pay for them. Also, despite your commander's ability, I think you could focus more on a spell-based reanimation package. I have a couple of suggestions you might like
Entomb and Buried Alive are great ways to get your beaters into the graveyard early. To get them back, you have a number of options. Reanimate is a classic and so it Animate Dead. Necromancy, Dread Return, Diabolic Servitude, and even Sheoldred, Whispering One are more options for you. Having these cards will allow you to keep the creatures you get back.
I'm not going to type out all the mana rocks you could have, but rocks are important in a grixis deck with such a high average CMC (converted mana cost). Here's a link to a discussion about mana rocks that you can gather ideas from. Most are pretty budget. Moxen and their ilk are very expensive and not worth it unless you're getting competitive. Anyway, the link: http://www.mtgsalvation.com/forums/the-game/commander-edh/197500-best-mana-rocks-for-edh There's also Dark Ritual and Cabal Ritual you could use.
I'm sure there's more but I'm working from NY head at the moment. Good luck and I hope you like these suggestions!