Enchantment Creature — Giant
Constellation — Whenever Doomwake Giant or another enchantment enters the battlefield under your control, creatures your opponents control get -1/-1 until end of turn.
Printings View all
|Commander 2015 (C15)||Rare|
|Journey into Nyx (JOU)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Quest Magic RPG||Legal|
|Commander / EDH||Legal|
Latest Decks as Commander
Doomwake Giant Discussion
2 months ago
Doomwake Giant seems like a must!
Nylea's Colossus could do some considerable work as well
what cards do you usually find seal the win for you?
5 months ago
You might like these: Spark Double, Sakashima the Impostor, Curator's Ward, Coalition Flag, Unquestioned Authority, Flickerform, Archon of Sun's Grace, Doomwake Giant, Thoughtrender Lamia, Sovereigns of Lost Alara, Grasp of Fate, Lunar Force, All That Glitters, Nevermore, Retether, Open the Vaults
7 months ago
Looks great so far. These might interest you: Spark Double, Flickering Ward, Blightcaster, Doomwake Giant, Thoughtrender Lamia, Distant Melody, Viridian Longbow, Hermetic Study, Psionic Gift, Ethereal Armor, Skullclamp, Vampiric Rites, Phyrexian Arena, Kindred Discovery, Fanatical Devotion, Divine Visitation
8 months ago
I would cut out one or more of the following as an emphasis: artifacts, enchantments, faeries, or tokens. Personally, I think artifacts is the weakest theme as of right now. Cards like Cranial Plating, Trading Post, Efficient Construction, and Witching Well don't do a whole lot (possibly Thopter Spy Network too). As a result of taking artifacts largely out, Emry, Luker of the Loch becomes pretty useless.
Your planeswalkers are interesting. They all play into the token theme very well.
Some cards I find are underwhelming: Daxos's Torment, Faerie Trickery, Whitewater Naiads, Harvestguard Alseids, Grim Guardian, Doomwake Giant, Agent of Erebos (I can see why you might play him), and Windfall.
There are some cards that are really good but could be easily cut such as Anointed Procession if you wanted to bring the price down.
10 months ago
I tested this against a Burn deck, as I thought that would be the most challenging for it.
I think 21 lands is too few. I know you have Enchantments that let you get two for the price of one, but these don't hit the field until Turn 3.
Many times I was waiting for one more land to drop, and getting a good opening hand without having to Mulligan was impossible.
Super Aggro decks go with 21 lands. This is a mid to late range deck, as its core mechanic takes time to build up. I would run 23 lands at least, but if this were my deck I would run 24.
If Nyx-Fleece Ram doesn't hit the field by Turn 2, this has no early game.
A bunch of 2/2s (that you don't really want to chump block with) can't hold off 2/3s for very long.
In a Burn deck the problem becomes worse, as spells that can kill a Creature by spending one are plentiful.
That's if you can even cast any Creatures by Turn 2, once again lack of land means you often can't.
Something like Sylvan Advocate may help to stall a little, and gets a boost later in the game.
Yes, it comes down one turn later, but the effect of preventing the Opponent from casting the same spell again is more than worth it.
This would have been especially good against Burn, as few of your Creatures stayed on the field.
That would save some of your Creatures, give the opportunity to get rid of big Opponent threats, and also pump for lethal.
Declaration in Stone is also good. You'll have to play around to see what works the best.
As far as which cards you might cut - you have way too many 4 ofs. I see this in a lot of decks. Although it might seem to make a deck more consistent, it actually has the opposite effect. Due to all cards wanting prime place at the table, none of them have it.
In my opinion, these could be cut back to 3:
That's my take on things. Be aware that sometimes decks play differently on paper than in the TappedOut playtester.
This is particularly pertinent for lands, which often show up with more regularity.
Hope that helps.
1 year ago
You might like these: Lunar Force , Seal of Cleansing , Seal of Doom , Seal of Removal , Sun Titan , Diplomatic Immunity , Shielded by Faith , Ethereal Armor , Doomwake Giant , Hall of Heliod's Generosity , Sigil of the Empty Throne , Mark of Eviction , Mesa Enchantress , Grim Guardian , Thoughtrender Lamia
1 year ago
You might like these cards: Cloud Cover , Flickering Ward , Mark of Eviction , Conviction , Lunar Force , Seal of Cleansing , Zur the Enchanter , Spark Double , Animate Dead , Doomwake Giant , Thoughtrender Lamia , Coastal Piracy , Distant Melody , Cultural Exchange
1 year ago
I have a five-colour Witchcraft deck, so I know the temptation of making a five-colour Curse deck. I love this deck to pieces, so perhaps I may offer some advice. Why don't you play more Enchantment Creatures? Aegis of the Gods gives one hexproof, which can be irritating for Burn decks and targeted removal. Agent of Erebos has to go into this deck, no question. Withe every single Enchantment you play, you may exile someone's graveyard. If your opponent has a pesky graveyard deck ... you ruin his or her entire game plan. Archetype of Finality is immensely useful. Doomwake Giant slows aggro decks down a little. Dreadbringer Lampads and Grim Guardian would also be useful in this deck.
I hope this essay helps!