|Commander / EDH||Legal|
Printings View all
|Explorers of Ixalan (EO2)||None|
|Iconic Masters (IMA)||Uncommon|
|Archenemy: Nicol Bolas (E01)||Uncommon|
|Duel Decks: Nissa vs. Ob Nixilis (DDR)||Uncommon|
|Magic 2014 (M14)||Uncommon|
|2012 Core Set (M12)||Common|
|MTG: Commander (CMD)||Common|
|2011 Core Set (M11)||Common|
|2010 Core Set (M10)||Common|
|Promo Set (000)||Uncommon|
Combos Browse all
Destroy target nonblack creature.
|Have (3)||orzhov_is_relatively_okay819 , , simicstudent|
|Want (4)||G-shack , AlyOfArendelle , metalmustaine , Elynia|
Doom Blade Discussion
1 day ago
Cutting lands is good and fun until you get your expectations subverted and got stuck with 3 lands the whole game. My opinion is a deck has to have around half its card dedicated to mana producing (lands, rocks, etc). As it is you are sitting at 43(35 lands and 8 mana rocks) and I'd strongly suggest you don't cut more. Keep in mind that Jhoira is relatively high-priority commander for Doom Blade and yolo casting her on turn 3 and expecting nothing happens to her so you can double suspend is either a pipe dream or an indication you are playing against beginners.
Also I think you could use a bit more card draw in the deck as I counted 5 or so spells. Maybe add Combustible Gearhulk in the place of that 8/8 Theros kraken.
Otherwise good deck. Cheers!
1 week ago
Damping Sphere imposes a cost increase on your spells, which will apply even if you pay an alternative cost (such as with Bolas's Citadel . You can still cast spells from the top of your library with the Citadel; you'll just have to pay extra mana on top of the life cost depending on how many spells you've already cast that turn.
For instance, if you cast Bone Splinters from your hand and then want to cast Doom Blade from the top of your library using the Citadel, you would pay 2 life plus mana. If you follow that up with a Murder off of your library, it costs 3 life plus mana.
2 weeks ago
Seems not bad. If you're trying to play a control deck, I'd recommend tuning your counter suite. Instead of playing Hostage Taker , play Oblivion Ring . The Wanderer seems like a less good idea because it's really slow for its effect. I'd recommend finding some other hard removal spells ( Mortify , Doom Blade , etc.) and trying to play more Jaces to help with card draw to access your control spells. I would also recommend looking into other dual lands and fetch lands. To top things off, you can play Rule of Law or Eidolon of Rhetoric paired with Knowledge Pool to stalemate the game. If you're looking for alternate win conditions/combos, just let me know.
3 weeks ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.
1 month ago
Demonic Tutor Diabolic Tutor Muddle the Mixture Dimir House Guard Shred Memory Faithless Looting Final Parting Sulfuric Vortex Prince of Thralls Counterspell Countersquall Mana Leak Essence Scatter Mystic Retrieval Doom Blade Terminate Dreadbore Hero's Downfall Go for the Throat Chromatic Lantern Vapor Snag
1 month ago
Hi! First of all, I like the concept of the deck, it seems pretty cool. However at first sight I can see two issues that you might have with this deck. The first is that you have way too much land! Having 47 lands in a Commander deck is a ton, even with a 8-drop Commander, specially considering that you have quite some ramp.
That takes me to the second issue. You barely have any removal. I would cut about 10 lands and add more removal such as Hero's Downfall , Malicious Affliction , Go for the Throat or Doom Blade . Maybe even some board wipes, Black Sun's Zenith is a pretty cool and mosty unexpensive in black! Finally, you could add some counterspells if that's your jam, if only to protect yourself. Swan Song and Pact of Negation are specially useful in commander. Oh! Also Throne of the God-Pharaoh doesn't seem that useful, in that, you don't have too many creatures, and almost any of them have tap abilities.
As a final note, I like a lot this type of deck, and yours doesn't seem that bad (in spite of the length of my comment haha). Have fun brewing! :D
1 month ago
This looks a bit like my first draft. Here are few comments.
I would run more 0-1 drops because you really want to be dropping Infiltrator or Deep Hours on turn 2. You want to get the card advantage going early otherwise you risk falling behind as the game progresses. After all, Ninja have smaller bodies, no natural evasion and are costly if not supported by cheap enablers. You can consider Tormented Soul or maxing out thopter.
I REALLY like your idea of pushing Naga and Tetsuko. I would probably run the full set of Mist-Syndicate Naga and replace Cunning Evasion with a full set of either Distortion Strike or Shadow Rift so you can keep connecting with Naga and making clones. Cover of Darkness would be even better if this is just for casual kitchen table magic.
The Naga/Tetsuko synergy would be my prinary focus in this build and I might be dropping Fallen and Moonblade for Skullsnatcher and an extra Mistblade Shinobi since they are both cheap and ca potentially wreck opposing strategies by exiling cards from the yard and clearing the way your clone army. Both also benefit greatly from Tetsuko.
Overall it is very inspiring!
1 month ago
More ideas: Psychotic Haze seems very lackluster. The Madness mechanic is the only thing that fits here, and just 1 damage doesn't seem like enough to be worth including. Another spot removal card like Bedevil , Doom Blade , the new Shenanigans , or a wipe like In Garruk's Wake , Plague Wind , or Blasphemous Act .
Doom Blade occurrence in decks from the last year
All decks: 0.06%
Commander / EDH:
All decks: 0.03%