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Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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2 weeks ago
Izzet Charm, Remand, Snapcaster Mage, Scalding Tarn + Steam Vents, Think Twice, Blood Moon, Burst Lightning over Wild Slash, Roast or Flame Slash. All cards you should consider adding. Also, Academy Ruins to go with Wurmcoil (and maybe Vedalken Shackles?). You may also play Bonfire of the Damned.
2 weeks 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.
xyr0s on Faerie Deck
2 weeks ago
I think Oona, Queen of the Fae is somewhat too manaexpensive compared to the rest of this deck - also, 26 lands is probably a bit high. 23 should do it, without Oona. Instead you could play Mistbind Clique. There are also those, who would add Ninja of the Deep Hours, since you have piles of flying attackers, and something's gotta go through unblocked.
Play Remand instead of Dissolve - first, because this is modern, and 3 cmc counterspells aren't good enough. Second, because you really want the cantrip effect (this deck should be so aggressive, that a spell countered-to-hand is just as lost as a spell countered-to-graveyard). If you have space left over, Vapor Snag is pretty good.
2 weeks ago
You've got a lot of 3 CMC cards, especially your counterspells. I'd split the Dissolves to have two each of Negate and Essence Scatter / Remove Soul. Maybe even Mana Leak You can then sideboard whichever ones depending on the deck you're up against.
If you're looking to splash just a little bit of black, you can get some really powerful cards like Mind Funeral and Consuming Aberration. Perhaps even Glimpse the Unthinkable if you've got the budget. And if you're keeping with the defender theme, Phenax, God of Deception works wonders.
3 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!
3 weeks ago
Mana Leak has been underperforming. It's useful the first few turns, but it is useless for protecting a lead late game. Maybe replace with some combination of Essence Scatter, Dissolve, and Deprive or Familiar's Ruse
Pyroclasm is terrible against burn, (Monastery Swiftspear, Keldon Marauders, Thermo-Alchemist) and bad against Black Devotion (Vampire Nighthawk, Gifted Aetherborn, Gray Merchant of Asphodel). Maybe some sort of split with Firespout?
3 weeks ago
N4kk1 no worries your not out of line or mean at all i get where you are coming from. there are some brutal decks in the format. Ive been playing on and off for many years and have fallen into the trap of being/building competitive before to a point where i almost forgot how to have fun and enjoy the game. even with the budget aside; This deck (for me anyway) is kinda going back to my roots of playing with "style" and actually having fun and an interactive experience again.
and that DS with feel the WRATH of my Voyage's End/Dissolve!!! :p in situational/most cases Mana Leak is a superior counter but most times just paying on condescend is enough for a successful counter and i have the "option" to dump more mana into it for the late game and the scry 2 is always welcomed... if i was running Stymied Hopes i would take Mana Leak tho.
3 weeks ago
Well, you want to protect your combo at all costs
I would just run 2-3x Negate
Mana Leak is meh because
you're playing a longer game.
Dissolve gives you a scry
Void Shatter exiles the spell.
Both are better than Convulute