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No more than one creature can attack each turn.
No more than one creature can block each turn.
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Dueling Grounds Discussion
23 hours ago
Commander / EDH*
SCORE: 1 | 47 COMMENTS | 638 VIEWS | IN 1 FOLDER
Firstly, I'd like to apologize to DrkNinja for stating Rowan Kenrith is good in Superfriends. I do, however want to pursue some legitimate combos in Superfriends that work for Rowan. I'll post them occasionally overtime. That Said, I do want the Deck to focus on Planeswalkers as the primary strategy. Any advice to do this is needed; such as for some of these...
Elspeth Tirel (Gains life, makes tokens & Wraths all but lands & tokens. Get a defense ready!)
Daretti, Ingenious Iconoclast (Creates Tokens & replicates Artifacts, even from the grave.)
Jace, Memory Adept (Can draw, Mill, & draw a lot.)
Kaya, Ghost Assassin (Is hard to kill, forces discards & Life Loss while you do the opposite.)
Nissa, Vital Force (Turns a land into a 5/5, recurs permanents, & even has card draw.)
Nissa, Voice of Zendikar (Creates Tokens, Buffs them, & allows mass Life Gain & Card Draw equal to the number of lands you control.
Saheeli Rai (Scrys 1 while burning all other opponents, creates a copy that is an artifact, & can net you 3 artifacts at once.)
Sarkhan Unbroken (Draws while giving you mana, & can give you a Dragon Token.
Phyrexian Arena (Superfriends staple. No other reason to put it in needed.)
Counterflux (Can't be Countered, & can be Overloaded for an additional generous colorless mana.)
Cryptic Command (Multi Mode Counterspell that Multi Taps, does Card Draw & can even bounce an opponent to its owners hand.
There are several others, but they have yet to get past TappedOut's security or whatnot.
Jace, Architect of Thought's +1 + Rowan Kenrith's +2 + Humility + Rings of Brighthearth + Oath of Teferi = "An Opponents Creatures die via forced attacking. Anyone want to put Jace, Architect of Thought in in exchange for a cut please?"
Add basic lands to counter land destruction.
Wait For Core 2019's Pre Orders
Get enough combos to encourage Rowan in Superfriends (5 thus far...)
I hope these ideas are of some help for what I want to see for my deck, as I'm revising it. Any suggestions I missed out? What to replace for even some of these? Let me know, as I am taking this deck to a new direction; using walkers as the base strategy. Hope this helps! ^-^
Stuff yet to get past the radar:
Nicol Bolas, the Ravager // Nicol Bolas, the Arisen (Card Draw, 10 shots a creature or Walker, Recursion, destroying libraries? There is no reason not to run him.)
Maybe you guys have ideas? Thanks so much for this. 0-^
5 days ago
So I have a Uril deck that I have been working on for a while so I am going to make some suggestions to take out, the reason why, and then will give some cards I feel you should use if you can get ahold of them. So some general suggestions is to avoid fieldwipes that also hurt you a lot, secondly run very few creatures. Honestly mana dorks and the enchantress' are all that I really run so the major suggestion I would say is to cut down on the creatures and mostly leave dorks/enchantress' like Mesa Enchantress or things like Herald of the Pantheon which make auras cheaper. Another thing are instants and sorceries, the majority of those should be targeted removal and mass removal or land grab spells like Swords to Plowshares, Day of Judgment, or Rampant Growth. Some specifics on those are Titanic Ultimatum isn't awesome if you only have one creature, which is all you generally need to win. (Uril, the Miststalker) Including the other pump spells i would say aren't great with Uril because he pumps so much anyways. Predator's Rapport isn't a terrible one as it can get you some life if you need but their might be a better option if you really want to keep that in. Alright, on to the enchantments. I would say that out of auras, Ancestral Mask and Bear Umbra are your best two, the others I like are Dryad's Favor and Indestructibility and finally Rancor. Other than those three I would say most of your aura's are just a tad weak. Out of normal enchantments I would almost avoid these with a fiery passion, other than protection of course. I would say Oblivion Ring is the only one I for sure would say to keep in (yes I know it's an aura but you don't target uril with it.). Other than those I would say that you mostly want auras, other than removal or extremely powerful cards. Alright, on to suggestions: The major suggestions I would make for auras would be these Armadillo Cloak, Ethereal Armor, Flickerform, Runes of the Deus, Scourge of the Nobilis, Shield of the Oversoul, Spectra Ward, Spirit Mantle, Unquestioned Authority, and finally Vow of Wildness along with any of the umbras. (boar, spider, and hyena for example.) Some normal enchantments I like are: Burgeoning for ramp, Dueling Grounds and Ghostly Prison for protection. Also, Mayael's Aria and Sigil of the Empty Throne for alternate win cons and finally Sterling Grove for search and protection. The artifacts should be general ramp or mana fixing with maybe a Helm of the Gods for boosting. The wipes I use are Austere Command for when you really run into crap and Winds of Rath and Divine Reckoning because they don't normally hit uril so he doesn't die. I use Retether and Open the Vaults for recursion and Enlightened Tutor and Three Dreams for tutor and my two targeted removal is just Swords to Plowshares and Path to Exile. Those are just my general suggestions. If you want to look at my deck you can go to Uril the miststalker
3 weeks ago
I definitely use that strategy. I have many, many creature tutors, which I use to pull Mirri, Weatherlight Duelist. Because enchantments are harder to tutor for me, and I always tutor Sylvan Library or Duelist's Heritage or Greater Good (unless situation calls for Aura Shards or Rancor), Dueling Grounds wouldn't get tutored. Mirri, Weatherlight Duelist does the same thing (and better, doesn't restrict my attack), so if I have a Rhonas the Indomitable or an enabler like Silverblade Paladin I'm still free to attack with everyone.
I really need Sterling Grove back in for an additional Sylvan Library tutor. I only played 3 cat games this past FNM/Weekend, and didn't find I needed the Mirri, Weatherlight Duelist in any of those. So I think it can be situational. For example, vs. Kess, Dissident Mage or Mizzix of the Izmagus it's actually going to hurt me. There was a Gisela, Blade of Goldnight but was able to take that down with infect/doublestrike before it would get aggressive. If I do (rarely) get some cat tokens going, they wouldn't be effective either.
I'm adding to my maybeboard for now, have to think about it more. Initially I don't need the duplication of Mirri, Weatherlight Duelist ability, whose killing a 6/5 first strike attacking cat. At CMC3 it is quite viable though. Hmm. Great suggestion, under consideration. Still feel more creature tutors is still better as it gives Modularity to pull different solutions/offense (like an Eldritch Evolution or something)
3 weeks ago
Would most definitely recommend a Dueling Grounds.
1 month ago
Im counting 85 cards listed so far. Of this only 10 are lands and if you divert all open 15 slots to lands then youll sit at 25 lands which is not enough.
You are also missing mana rocks better suited to ramping like the Signets. Golgari Signet, Orzhov Signet, Selesnya Signet are a must. Druidic Satchel, commanders sphere, sarpadian empires, vol. vii are all cards Id consider cutting for the signets.
Also, Id consider adding Life and Limb and Terra Eternal. This will secure mana, and an indestructible army on the cheap. Mirari's Wake also will aid you in mana ramp and enhancing your creatures. Goes well with the above mentioned.Land Tax could help at the beginning and also at late game if Terra is destroyed and you lands are board wiped. There are plenty of grave recursion options to belting back lands if this is a worry.
Doubling Season is greatly needed for this deck.
Aura Shards is a must.
Craterhoof Behemoth is an amazing finisher for this deck.
There is a lot more Id do to this design but Ill stop here for now.
1 month ago
So, I'm not going to critique the deck. It just seems like there are too many things going on. In singleton, instead of getting one or two great combos set up, I just feel like you're going to get parts of some.
However, I have some pillow card suggestions that might help you.
Collective Restraint based on basic lands. Will give you another 4 buffer per creature.
War Tax lets you pay to add buffer per creature. Great in early and late game.
Overwhelming Splendor expensive but devastating.
Norn's Annex. If they don't have white, they have to pay life.
1 month ago
First up, to let you know, your Chasm Skulker link is to someone's deck, not the creature.
This is a pretty neat deck, I like your theme. I think Zur the Enchanter is somewhat of an excess in this, since you don't have a lot of 3< cost enchantments. Definitely include Primal Vigor though, since it's got both of your elements in it and is cheaper than Doubling Season. Also, check out Second Harvest, because it's dope.
You definitely don't want to pillow fort if you're doing tokens. Those are opposite strategies which will just defeat each other. For example, Doubling Season and Dueling Grounds are terrible together. Instead, double down on your doubling effects.
3 months ago
I run Nazhan as my voltron commander as well. I have been experimenting with all kinds of different spells in my deck. It is currently disassembled because I rebuilt it when I was drunk and only put in 33 lands (Surprisingly still ran ok, though not as well as it could) Here are some ideas for you from things I have found that work well in the deck-Ghalta, Primal Hunger Works great in this deck since you'll be able to cast it for 2 mana almost always. This forces your opponents to choose between Ghalta or your commander when they have to block, or gives you a good blocker until Nazhan gains vigilance.
Sigarda, Host of Herons- This will protect your board from sac effects. I have found this to do a lot of work when it comes to people going after my equipment (might just be my meta though)
Serra Ascendant- This guy does so much work it is unreal. He has won me games if I can get him out turn one. 6/6 flying early lets you soften up your opponents while your waiting to get Nazahn out.
Dueling Grounds- forces everyone to play your game. You benefit massively while everyone else just durdles.
Eldrazi Conscription- This is just stupid. Attach to commander and watch the scoops.
Overall I like what you have going. I have found 35 lands to be the sweet spot but nothing wrong with running 36. Ramp is a good thing when playing Selesnya and especially with playing voltron since your on a clock (You will be targeted because you get stupid fast) You have a lot of tap land which I would get rid of and just throw in basics. Your only running 2 colors so mana fixing won't be that big of a problem. I run 11 basic lands of each type and the rest utility/dual lands. I was running 7 like you but found I would run out of basics to go get when I was ramping (I have not thrown in pain/shock or fetch lands yet since I am not done experimenting but if you have em I would suggest those over the tapped lands) Also I would pull out paradox engine. It does not look like your running enough mana rocks to really maximize it. Lastly I would suggest a few more mana rocks. Usually want an avg of 4-6 of them to really help with your ramp.
Just my .2 cents if you have any questions feel free to ask.