|Commander / EDH||Legal|
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|Planar Chaos (PLC)||Rare|
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Creature — Elemental
Flash (You may play this spell any time you could play an instant.)
When Dust Elemental enters the battlefield, return three creatures you control to their owner's hand.
Dust Elemental Discussion
1 month ago
I'm digging the invincible and destroy all mashed together. Creates strong board control and allows you to swing uncontested.
Fist, I've noticed you're running 46 lands, which is quite a few. I think you could cut down to 38 very easily, especially if you cut a few of the larger CMC spells in favor of cheaper alternatives.
So what would I spend those 8 land slots on? Tutors and ramp.
Serenity could be a hot include too for more control. Porphyry Nodes works in a similar vein for creatures and probably combos better with your deck. Planar Collapse is another cheap wiper that can clear the board for you.
Knight of the Holy Nimbus works surprisingly well here too.
I don't think you actually want All Is Dust for this deck! Your commander flipped is a white permanent, and sacrifice goes through indestructible! One of the lower cost mass destruction ( Porphyry Nodes / Planar Collapse ) could easily fit this slot if you didn't use it to replace some plains. Fiend Hunter is also an excellent choice, as it lets you reuse ETB effects by wiping the board, or gives you spot removal on an opponents problem creature.
Not a fan of Omen Machine here either. Pretty expensive for a stax type piece, would much rather see Aven Mindcensor for flash blowouts + beats or more wipes or Spirit of the Labyrinth to keep draw-hate in your list.
Emeria Shepherd Adarkar Valkyrie and Palisade Giant could all be lower CMC creatures to smooth over your early game. Soltari Visionary could give some extra control elements, while Samurai of the Pale Curtain could help against graveyard strategies. Dust Elemental lets you reset your ETB creatures or can be flashed in at EOT before yours to prepare for a board wipe. Even Serene Master could be good for early game to help you get more to mid game!
4 months ago
@osbert: Yeah someone made me discard my hand with Experiment Kraj in it and I was like WELP. Definitely need recursion.
It's a fun deck but I wonder if Kraj just shouldn't be my Commander. Probably need a Worldly Tutor at any rate.
I took Bred for the Hunt out because it seemed to conditional. I've got 11 cards with some sort of card draw. Maybe I need better options. Guardian Project , Lifecrafter's Bestiary and Beast Whisperer seem like a good ones. Maybe for Bramblewood Paragon and Tempest Caller and Chromatic Lantern .
7 months ago
so i officially cut my mana doublers, and put in all my bouncers, i get hated out far less, and it's a lot easier to survive wipe, and spot removal now. Dust Elemental is totally my new favorite card, slightly less efficient than Temur, but WAAAAAAAY more flexible, i dodged sooo many removals in my games with it, and in times of desparation, when i have really nothing to work with DE + Wood Elves/Eternal Witness let me have a mana sink to somewhat advance my board state/protect my stuff, until i had enough lands to win on the spot with zacama.
how does Primal Command get Zacama back from thievery effects? bounce the enchantment? what happens when it's not an enchantment effect?
7 months ago
nice, i'm thinking of just taking out all of my doublers in my deck, except maybe Mana Reflection. in my play group mana doublers get hated out so much that's it's almost never worth the mana cost, what i cast for 5-7 mana gets easily killed/countered by much cheaper spells usually making them not worth it, i'd rather have cards that are lower threat, but sticks around for more value.
Tooth and Nail is a good tutor for sure. but Chord of Calling is just insane, you can cheat out all sorts of shenanigans with that card for cheap cast at instant speed. and i would say Green Sun's Zenith is also a strong contender, over Primal Command (unless money is an issue)
lastly, i was digging really deep in the mtg database last night for Zacama, i think i found my new favorite pet card for the deck Dust Elemental 4 mana cost, flash, and return 3 creatures including himself. lets you go infinite with zacama if you have 14+ land base mana, and even better if you run more ETB creatures like Eternal Witness, Wood Elves, Acidic Slime (just destroy everyone's lands if you can't win with damage). Or just even simple stuff like Impact Tremors can win with the recasting loop. But in case of board wipes you can just save 2 of your creatures for 4 mana, and for how ever much mana you have open you can repeat that.
8 months ago
Well, first off, let me make the disclaimer that I am an amateur deck builder and have a lot to learn myself when it comes to building decks. But I can spot quite a few issues with the deck, both from looking it over and playtesting it, and honestly, I don't know if the deck can be made to unsuck without completely revamping it or building a new deck. But I'll give it a shot and offer some advice.
First off, I don't know why Armageddon is in there; it doesn't seem to offer any advantage to the deck, and the deck doesn't have any way to build back its own land base more quickly than an average opponent could manage to do. Second, Iroas, God of Victory is fine, if you want to have that in the deck, but there are cards that work against it. The enchantment is nice, but you're not utilizing it to its fullest potential if it's not a creature, which requires devotion, which other cards in this deck work against. Vedalken Orrery, for example, I don't see why the deck needs that; it already has many cards with Flash, and none of the others I can see a need for being able to cast at instant speed. It also doesn't contribute to devotion or field presence. Dust Elemental as well, works against devotion by returning three of your creatures back to your hand, removing both devotion and field presence. And this deck struggles already with acquiring and maintaining field presence. I'd remove both of those cards and look for other white or red cards that pack a little more punch offensively, or noncreature spells that grant trample + power boost, or double strike.
The land base is too large. You have no cards in this deck that cost over 4, and even in a normal deck 26 lands is too much, and there's absolutely no way in this deck to thin those lands out of the deck. You need some major deck thinning (land fetch), or just cut the amount of lands down. I'd say anywhere from 20-22 lands would be fine, and replace a few of the basics with maybe 2 - 4 Evolving Wilds, an inexpensive way to thin the deck a bit. Also, look at your one drop creatures: Anointer of Champions and Boros Recruit. Those are both white creatures, and your only cheap drop creatures, but Sulfur Elemental will immediately destroy both if it ever hits the field, unless you plan on using Anointer of Champions to bolster Boros Recruit until end of turn, and plan on losing the Elemental. But you still also lose the Champion in that.
I would say pull some lands out, bring it down to 20-22, add some spells and creatures in to replace those extra lands, and some of the cards that just don't synergize well in the deck, some cheap white or red creatures with haste, maybe a few more powerful creatures at CMC 4, if need be. You could even replace Balduvian Rage with some cards that might be better suited to an early game offensive, with effects like haste and trample. Some good ones I found on a cursory search are Crash Through if you really need Balduvian's draw, or Brute Strength, Built to Smash, Invigorated Rampage, Ride Down, Run Amok, Rush of Adrenaline and Temur Battle Rage are all fairly inexpensive (both in terms of CMC and market price on the cards) spells that will give your creatures a boost, destroy blocking creatures (with regard to Ride Down), and give trample.
Not trying to be mean, just trying my best, despite my admitted inexperience, to offer constructive criticism.
11 months ago
I feel ya--it can be easy to go off the rails with deck building. You've got some good stuff to work with here, though, so if you don't mind some less-than-expert ideas, I'll throw a bunch of ideas your way.
I like your big finishers: Phyrexian Processor, Desolation Twin, the wurms (including Sandwurm Convergence), Giant Adephage, Trostani's Summoner. You're packing pretty much all the Populate spells--that's good. Let's protect that stuff with Heroic Intervention, Eerie Interlude, Cloudshift and--if you can justify the price tag--Teferi's Protection.
Hoofprints of the Stag works a little differently from Angelic Accord, but the result is functionally the same. Spawning Grounds is similar to Sandwurm Convergence, but let's you create the token before the end step (but also any end step) which will trigger Accord. Land aura, though, so you have to weigh that. But multiples of your tokens is always better than one, so if doublers are not too hard on your budget, you can't go wrong with those, either.
Eerie Interlude and Cloudshift can also be token doublers by giving you multiple ETBs from each Armada Wurm-style creature. If you go this route, Flickerwisp, Whitemane Lion, Jeskai Barricade, Eldrazi Displacer, Dust Elemental, even Roaring Primadox or Invasive Species will all help you get multiple ETBs. Other creatures that will benefit from this strategy include Hornet Queen, Regal Caracal, and Avenger of Zendikar. I've even used Fiend Hunter to "hide away" one of these (Trostani's Summoner is best) as wrath protection.
Herald of the Host and Nacatl War-Pride are both excellent Populate targets. Timing is everything, so you have to have mana and your Populater ready before the original tokens disappear. Loads of fun when you Second Harvest a board full of NWP tokens. :D
A couple wraths are good to have despite being a creature strategy: Martial Coup has the benefit of wrathing or not and creating some soldiers, while Phyrexian Rebirth gives you a huge threat that's definitely worth populating.
Best of luck!
1 year ago
Well of Knowledge if you pay a fee we will grant you a bonus card for your draw step
Avenger en-Dal once per turn and only during combat but we got a machine gun of exile attackers
Spiritual Asylum let's buy some time to get ready for battle shall we
Kill Switch holy crud the breya ramp is getting to fast ...HIT THE EMEGENCY STOP QUICK!!!
Detritivore delicious nonbasic land removal that's untouchable and the chances of targets being on the field same odds of finding a cow on a field near a farm
Mana Maze oh that's evil star especially since I'm using it in eldrazi decks with devoid cards wich is a loop hole around this.
Hammer Mage a driver for the street sweeper of artifact cards in play
Volcanic Wind hmmmm only six to do easily atleast 20+ damage to creatures and sweep...amazing
Once a upon a time someone just cast Wrath of God esc card then all the sudden I play Natural Affinity then after resolve I cast Eerie Interlude or Teferi's Protection and either resolve every one surrenders and possible a table flip happens because now it sweeps the lands and creatures excepts mine the end.
Soulquake a board sweep and group hug at the same time sweet
Sages of the Anima and this isn't a Animar staple because?
Fight to the Death hey I also played a all creatures are forced to block a particular creature escape card earlier board sweep for one player
Balancing Act is that what I... IT IS!!!
A LOOP HOLE OF PLAYING Balance !!!
Teferi's Protection your board then they have to sacrifice all the permanents
Well hope you like my stuff might have more in the future
1 year ago
This list is very interesting! There are a lot of cards here that I've never seen before. Do you own these cards or is this a list of things you are planning on using?
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