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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.
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Doomwake Giant Discussion
2 months ago
If you're going for a single-out-a-player-hunt-them-down theme:
I think the curses are pretty funny:
Also, since you're removal heavy:
Going to need some card draw:
Recur some of your curses and other combo cards with:
Some other dick cards include:
Plow Under - Nothing says "Screw you" like setting them back 2 mana and 2 draw steps.
Kamahl, Fist of Krosa - Another way for you to animate lands.
Nature's Revolt - Another way for you to animate lands.
Some generally good cards:
Toxic Deluge - a scale-able board-wipe that can kill indestructible things
Maelstrom Pulse - Another removal spell that can hit walkers (as well as anything else)
Abrupt Decay - Another removal spell that can hit a ton of non-creature threats
Bane of Progress - too many artifacts and enchantments to run this guy
Burnished Hart - more for non-green decks that need ramp. The stuff you have in here is already way better.
Butcher of Malakir - Never a big fan of this guy, especially if you don't have ways to control when his trigger happens (with ways to sac guys whenever you want)
Creakwood Liege - Not a lot of 2-color creatures to take advantage of his buffs
Jarad, Golgari Lich Lord - Works best when you use dredge mechanics to fill up your Graveyard. He doesn't look at opponent's graveyards, where - hopefully - most of the creatures will be.
Necroskitter - Only have 1 other card to enable the -1/-1 counters, so this guy won't be doing much.
Pathbreaker Ibex - Is generally considered a weaker Craterhoof Behemoth, but attacking in waves will be less frequent considering you'll be spending a good amount of the game using your mana to kill things.
Seedborn Muse - Not a lot of instants or other effects to use on other people's turns to run this guy.
Explosive Vegetation - You should be good with what you have ramp-wise
See the Unwritten - Not enough 4+ power creatures to use this. I'd be totally onboard if Garruk made 4/4s instead of 3/3s
Golgari Signet - You should be good with what you have ramp-wise
Ruinous Path - Might have too much removal, considering your PW is removal as well.
Thornbite Staff - Best coupled with Deathtouch, which I'm not seeing any of in here
Attrition - The non-black clause is pretty touch to swallow, and you have better removal already
Food Chain - You have better ramp
Palace Siege - Not feeling either mode.
3 months ago
Well, Open the Vaults won't trigger Daxos the Returned because it brings the enchantments into play, not casts them. But that's not really what you were asking. The four cards you asked about all care about enchantment artifacts and enchantement creatures. Note the Constellation ability even appears on enchantment creatures like Doomwake Giant. Both Daxos's Torment and Sphere of Safety even care about enchantment planeswalkers and enchantment lands which will exist when Enchanted Evening is in play. Daxos the Returned will not because they won't be enchantments on the stack and Open the Vaults won't because they aren't enchantments in the graveyard.
3 months ago
im not sold on Silent Sentinel unless you go harder into an enchantment subtheme. the gods being indestuctible wont die. they may get exiled but are less likely to end up in the graveyard. if you added in more stuff like Seal of Doom\Seal of Cleansing or Khalni Heart Expedition you could get use out of recurring them. plus more enchantments mean you could justify cards like Mesa Enchantress and Verduran Enchantress to supplement the eidolon.
more enchatments make Doomwake Giant insane. wipe your opponents board and draw a bunch of cards just for playing enchantment spells
3 months ago
And don't forget Doomwake Giant!
4 months ago
Doomwake Giant would be great for an orzhov enchantment deck. Extinguish All Hope board wipe that will keep your enchantments. Erebos, God of the Dead and Phyrexian Arena for card draw, Sun Titan gets back enchantments that have been killed and has good value. Academy Rector cheap creature to get out and kill and tutors for an enchantment and puts it directly into play. Return to Dust great enchant/ artifact removal. Replenish is an open the vaults just for you. Luminarch Ascension can make you a target but if you are pillowforting you can make alot of angels quick. Greater Auramancy gives your enchants shroud so they cant be killed by targeted removal.Land Tax probably the best white psuedo mana ramp. and if you really want to be degenerate you could always play the instant win combo of Sanguine Bond + Exquisite Blood
4 months ago
4 months ago
5 months ago
Hum... have you done any playtesting? It seems very very slow... For spiders, I highly recommand Assault Formation! also I would add some Swarmyard. With all the webs coming in, maybe you should focus not only around spiders, but also around enchantments, such as Oath of the Ancient Wood, and Renowned Weaver, Eidolon of Blossoms for draw, Strength from the Fallen for buff and maybe a Doomwake Giant for constant removal/debuff.