|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Rare|
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Creature — Human Wizard
MenaceWhen Dreamstealer deals combat damage to a player, that player discards that many cards.Eternalize 4BB (4BB, Exile this card from your graveyard: Create a token that's a copy of it, except it's 4/4 black Zombie Human Wizard with no mana cost. Eternalize only as a sorcery.)
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14 minutes ago
10 hours ago
Nice idea you have forming but I would cut Raiders' Wake for copies of primal amulet . I know you don't need to get the raid trigger for wake to be useful, but it is overall slow and has no immediate impact on the game when played. While Amulet falls into a similar category of no immediate impact; it does make it so your Torment of Hailfire becomes lethal almost as soon as you can cast it from the flip in a lot of cases. The Amulets reduction to costs is also very helpful in most ways for your deck.
I would also suggest removing a few of the bounce cards to allow for some more counter magic: Disallow. This way you can have a more permanent solution to threats being cast and can stop someone from using Field of Ruin on your flipped Amulet.
1 day ago
These are all the cards that immediately come to mind: Enchantments (what I think would work best in the deck) :Cruel Reality Raiders' Wake Torment of Scarabs Sorceries: Torment of Hailfire (my preference in your type of deck) Harsh Scrutiny Lay Bare the Heart Creature: Dreamstealer
1 week ago
Cut down on the Torment of Hailfire to maybe 1 or 2 copies. 3 is too consistent. It is the last thing you wan to see in the early game. Slither Blade is a strictly better Mist-cloaked. You want Duress somewhere in the 75. I have been messing with this idea for the longest time. My original deck with this concept is here: U/B mix. If you want to see the others, I'd just say check my page. I have about 3-4 different variations of it. Add another 2 Torment of Scarabs. have a few copies of Dreamstealer in the deck. Maybe splash red for Angrath, the Flame-Chained. Another version I have is here: U/B Mix (Alternative). If you haven't bought it already, I wouldn't recommend The Scarab God only because this seems like a deck you're trying to make budget.
1 week ago
Thanks xhuggels, they are good suggestions. Ive been playing with Angrath and Chandra in another deck and they are both awesome secondary win conditions. I dont like Dreamstealer either. Will make the changes to the instants and see how it goes
3 weeks ago
4 weeks ago
Very cool idea. Feels a bit Jundy.
Standard is not my area of strength, but I will hazard a few suggestions.
I might cut a land or two, as well as a Sweltering Suns, to play a few Torment of Scarabs.
I might also go to 3 and 3 of Harsh Scrutiny and Lay Bare the Heart to play 2 Fatal Push in the main.
I would sideboard some number of Scarab Feast so you can exile an opponent's The Scarab God before its end of turn trigger or exile its targets when it's on the battlefield. I would also sideboard 2 or 3 Lost Legacy to hit your opponent's win cons in games 2 and 3. I would also sideboard 1-2 Hour of Glory against The Scarab God, and 1 more Vraska's Contempt for R.
You might even run 1 Mastermind's Acquisition in the main so you can tutor or go to your sideboard to get Scarab Feast or Lost Legacy in game 1, and then just swap it out for one of those cards in games 2 and 3.
I think you should find room for a Torment of Hailfire as a closer.
I also wonder if Reaver Ambush and Moment of Craving might be good sideboard cards for the former's exile effect against The Scarab God and the latter's life-gain against R.
Finally, I would test a few games with Kitesail Freebooter instead of Dreamstealer. The Eternalize effect is not a bad mana sink, but if you had to choose between that and 3-4 cheap discard or exile effects, I'd go with the discard or exile.
Have fun testing!
4 weeks ago
TappedOut won't let me leave comments on decks at the moment, so I'm leaving this here.
I think Merfolk are going to be more viable this season, making Walk the Plank less useful. You can put a couple of copies in the Sideboard.
With a Control deck you NEED to have ways to draw cards. An empty hand will mean that Opponents can get the drop on you.
12 Creatures are too many for a Control deck. You'd want 5 or 6 at most.
The idea is that you Control everything your Opponent does until you have depleted their resources. Only then do you unleash your Creatures.
That means you don't need very many as they will eventually come to hand, and won't have any opposition.
I would start with something like this, and hone the numbers after rigorous playtesting:
I feel like it would be useful for you to have a Sideboard that looks something like this:
3x Fatal Push - lets you kill early threats
3x Walk the Plank - good against Dinosaur decks
2x Vraska's Contempt - brilliant against Planeswalkers and Gods
To stop threats recurring from the Graveyard I would run 3-4 Scavenger Grounds. You sac it in response to something like God-Pharaoh's Gift being returned to hand. Having that many lands that don't produce your colours won't hurt you.
You might also consider running 2-3 Ifnir Deadlands. They are an excellent way of nerfing Gods, and keep you on colour.
You also might want to raise your land count to at least 25. Most Control decks run 26, because you just can't afford to be mana-screwed when you are playing Control.
If you make some changes and want me to take another look, after you done some substantial playtesting, tag me again in these Comments.
PS. I generally consider it poor form to put a Comment on someone else's deck that asks them to take a look at yours, without you first leaving some feedback for them.
Try not to do that in future.