|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Rare|
|Commander Anthology (CMT)||Rare|
|Commander 2015 (C15)||Rare|
|MTG: Commander (CMD)||Rare|
|2010 Core Set (M10)||Rare|
|Seventh Edition (7ED)||Rare|
|Classic Sixth Edition (6ED)||Rare|
|Portal Second Age (P02)||Rare|
|Fifth Edition (5ED)||Rare|
|Fourth Edition (4ED)||Rare|
|Revised Edition (3ED)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
Earthquake deals X damage to each creature without flying and each player.
Price & Acquistion Set Price Alerts
|Have (22)||geazykagar , Dr_Jay , Nemesis , dplerner , mziter501 , Venser_the_Sojoner , shinobigarth , MattN7498 , orzhov_is_relatively_okay819 , Wolfebladeelite , Ashy , acbooster , sonnet666 , bakeraj4 , ironax , Splashy , miracle , gosora , pskinn01 , Swamy , golgarigirl , rockleemyhero|
2 days ago
Hey I've been playing Kess, Dissident Mage since she was released and I love her. Some simple changes you could make to your deck are as follows-
- Kess, Dissident Mage loves instants and sorceries more than creatures, she especially loves Tutors and "cantrip's" (spells that do an effect and then replace themselves) since she can cast them twice they become card advantage. You have many cheap options I would add Gitaxian Probe, Ponder, Preordain, Impulse, Opt and maybe Serum Visions and Brainstorm for cantrips and Gamble, Dark Petition possibly Merchant Scroll, Beseech the Queen and Mystical Tutor for tutors. The cantrips will also help you hit early land drops.
- Your mana curve is pretty scary for a deck with only 29 lands you need to take that down a bit or add more lands probably do both. Decks with 29 lands run all the cantrips and have a average CMC of around 2 not 3.5
- You have Windfall how about a Notion Thief? Its quite powerful when flashed in in response to someones draw spell.
- The dragon theme doesnt make any sense and is very counter intuitive to what your deck is trying to do. You should probably cut all the dragons and dragon related spells.
- My favorite win condition for Kess, Dissident Mage is using Aetherflux Reservoir and Isochron Scepter with Dramatic Reversal to cast infinite spells and gain infinite life. If you went that rout adding Fabricate, Muddle the Mixture maybe Shred Memory and Whir of Invention would probably be a good idea.
- I think you could also probably cut The Locust God, Skullclamp and Unstable Obelisk instead of those add Dimir Signet and hopefully Talisman of Indulgence, Talisman of Dominance and for draw add cards like Fact or Fiction, Manifold Insights or Dig Through Time and Treasure Cruise. You can add Faithless Looting and Frantic Search to preload the graveyard to pay for the last two spells.
- Dark Petition, Dark Ritual and Cabal Ritual are great mana producing spells for Kess, Dissident Mage
your counter magic suite is a little weak you probably want Chain of Vapor, Swan Song, Counterspell, Delay and Dispel along with Negate. take out any counterspell that cost more than 2 mana.
- Baral, Chief of Compliance is super good at reducing the cost of your spells as well. With him add Red Elemental Blast and Pyroblast depending on meta.
- These changes will make you weaker to creatures run Reality Shift, Snap, Rapid Hybridization, Fire Covenant and Earthquake
4 days ago
Hey, this looks like a great deck! I really like Neheb, the Eternal as a commander. +1!
The combo-potential between Neheb, the Eternal and cards like Fury of the Horde is just over 9000!!! The mana you generate with him stacks up with every extra combat step. So why don't you also play Relentless Assault and Seize the Day? World at War does only work in the first postcombat mainphase but would still be nice. Savage Beating can only be cast in the combat phase, so you cannot use the mana from Neheb, the Eternal to cast it. Maybe it should leave therefore.
Another idea would be to include cards that give your commander flying, so that he won't get killed by cards like Molten Disaster anymore. You could include Fleetfeather Sandals or Akroma's Memorial. This way you could also play Earthquake in your deck. If you manage to give him horsemanship, you could also include Rolling Earthquake ;).
1 week ago
I would invest in better dragon creatures if possible. You have some good ones but others can be replaced with just better dragons. I would take out Territorial Hellkite, Ryusei, the Falling Star, Dromoka, the Eternal, Scion of the Ur-Dragonand Broodmate Dragon to start. I would also keep Savage Ventmaw his mana ramp is crazy strong and worth it based on my results with the deck.
As far as board clears you only really need 1 or 2 spells then I use creatures to board whip for me repeatedly like Silumgar, the Drifting Death, Siege Dragon, Scourge of Kher Ridges, and Balefire Dragon. so you wouldnt really need Earthquake.
you can use enchantments to help your creatures attack more then giving them haste with like Bower Passage or protect you if you are playing too slow. All you are using your enchantments for are buffing, haste, draw, and to act as a kill spell. they can do so much more then that and some can be replaced with another card that does the same thing. I would take out Fervor, Fires of Yavimaya and Monastery Siege
Also you dont really need to pay mana to cheat dragons into play because most of the time they cost less or equal to the cards that cheat them in like Fist of Suns and Quicksilver Amulet, so adding Urza's Incubator would help reduce the cost of your dragons. Plus there are some enchantments and creatures that can sheat dragons into play for free. invest in those
I would run about 36 lands 33 just seems to little especially with how few ramp cards you are playing (if you cannot draw the mana how can you play your mana fixing cards, ramp spells are generally cheap to play and help a lot).
The Ur dragon is amazing you can put any permanent onto the battlefield that includes planeswalker. At the very least Sarkhan Unbroken is a must have. The other sarkhan's are good and same with nicol bolas, but you can run any planeswaker to do whatever you need it to do.
you have a solid base but it just needs a bit of work
1 week ago
Also, you could upgrade your x-burn spells with Comet Storm and Fall of the Titans and trade Inferno/Fire Tempest for something likeRolling Earthquake/Earthquake/Fault Line/Molten Disaster ect. (does that same thing but better/more flexible)
If you are looking for stuff to take out I would start with Sun Droplet (seems real slow and super bad at what it does) Bosium Strip (would rather just draw cards instead of taxing myself 3 mana, this deck probably won't be casting more than 1 spell of the strip per turn at best) Lightning Bolt/Lightning Strike/Volt Charge (not a lot of impact in EDH, 3 damage just isn't that much) Searing Flesh (for similar reasons just put in another x-burn spell) Spellbook (you don't seem to be drawing that many cards) Mind's Desire (storm count would be really low most of the time since copying doesn't count towards storm count)
1 week ago
I would cut the dino cards that dont have enrage and focus on the ones that do. The only dino's without enrage that are worth running are the 3 other avatars (Wakening Sun's Avatar, Verdant Sun's Avatar, Burning Sun's Avatar they are all good in their own right), Deathgorge Scavenger for grave hate, Drover of the Mighty because mana dork, Goring Ceratops he can be a win con due to double strike, Kinjalli's Caller for mana reduction same with Otepec Huntmaster, Raging Swordtooth to trigger enrage, Priest of the Wakening Sun for a tutor, regisaur alpha for haste and it is just a good card, Thundering Spineback anthem and token generator, and Kinjalli's Sunwing for suppressing the opponents. outside of that you just need cards to trigger enrage so cards that deal 1 damage to everything (Earthquake, Magmaquake, Pyrohemia, and Subterranean Spirit just to name a few).
Outside of trigger enrage with AOE damage cards there are other ways to do it like Pit Fight like cards that have your stuff fight other creatures. This also helps with the lack in flying (because you fight the fliers and destroy them). So that way you don't need cards like Cobbled Wings.
Then the deck needs ramp spells, mana rocks, and card draw along with other ways to cheat your dino's into play like Sunbird's Invocation, Kindred Summons, Selvala's Stampede, Quicksilver Amulet, etc.
Do not forget your EDH staples.
Lastly a win condition card that you can just play it and either defeat a player or win the whole game. Because the deck is naturally a creature based one and using green i would use cards like Overwhelming Stampede and Titanic Ultimatum where you mass buff and swing big.
edhrec helps when deck building hope this helps. Feel free to look at mine for any ideas (even though mine is already outdated compared to the edits I made physically).
Note: some old cards got relabeled as dino's
2 weeks ago
I think your overall card choices here are pretty good, but I see a few major issues that you're likely to encounter with the overall strategy, even against other casual decks.
- This deck likely cannot beat a bunch of small creatures. An aggro deck could easily have 2-4 creatures down before you have a chance to cast your first land destruction spell, and if you're going 1 for 1 on lands, they're going to have no problem running you over with the 2 lands they get to keep. Things like Pyroclasm, Anger of the Gods or Earthquake could make a big difference.
- You're also going to have a big problem against ramp. Mana dorks, Cultivate/Rampant Growth and the like completely nullify your land destruction effects. Meanwhile, a green deck can easily play Leatherback Baloth on turn 2 which beats everything in your deck. A couple removals like Roast might help, but even that's unlikely to give you time to win.
- This may not be a concern in your playgroup, but any sort of combo deck with a couple counterspells to blank your land destruction is going to win every time. If your turn 3 Stone Rain gets hit by Mana Leak, you have no other way to stop them.
- You're running -way- too light on lands. You need to hit double red by turn 3 or you're going to lose to the first thing your opponent plays. You should probably be running at least 23 lands. So few lands is also bad for your Hedron crabs. With so few, you'll be getting almost no landfall triggers. Terramorphic Expanse / Evolving Wilds would both give you color fixing and extra crab triggers.
Realistically, mill and land destruction are just not game plans that mesh well. Land destruction can be really powerful if you can use it to color screw your opponent or create resource asymmetry since that means you're just playing way bigger stuff during the mid game. But since you have basically no defense and a wincon that does almost nothing on the board, even if you don't lose on board before you can start destroying lands, the second you take a turn off of blowing up lands to play a mill card, you're dead.
You might consider breaking this up in to two separate decks. In the land destruction side, focus on sweepers, ramp and a strong top-end (maybe going RG instead of UR). In the mill deck, focus on disruption and control. That could be in the form of counters, discard spells, turbofog, there are lots of choices. Also consider something like Sphinx's Tutelage, which synergizes well with the card drawing that you'd likely be doing in a control shell.
3 weeks ago
3 weeks ago
Before anything thanks for taking time to post a reply!
This deck is not built to be played as a Blood Moon list with Madcap Experiment - if that was the goal, i would ditch Platinum Angel without a second thought, to play Platinum Emperion.
The deck is a combo/prison deck built to abuse Platinum Angel
So lets take pros, and cons compared to the emperion:
- if the creature leaves the battlefield there is a big chance of game loss on the spot.
- it dies to Dismember
- deals less damage when it gets in
+ has flying to prevent getting chumped
+ prevents game loss to infect counters (that is relevant due to Inkmoth Nexus)
+ can win by "milling", after the enemy gained infinite life
+ Pact of Negation becomes a free counter
+ Glorious End - "the jank" - becomes Time Walk / exile the stack if i have angel in play by next end step.
+ Earthquake becomes Bonfire of the Damned when the angel is in play
Otherwise Earthquake is just a boardwipe, that costs me life, and one that can be redirected to planeswalkers, but i would not call it bad due the combination of being able to cripple decks that go all out on the board early, and being a late game win condition.
I agree that Abrade looks as questionable as a card can get - if we are talking about modern.
However its a must have for me to have ways to deal with Grafdigger's Cage & Aether Vial. The problems caused by the former are pretty obvious, the latter creates enormous problem by putting in play stuff like Flickerwisp or Harbinger of the Tides.
I play abrade because its the cheapest creature removal that doubles as artifact destruction in colors of the deck.
There may be an argument to replace some of them with Kolaghan's Command - but i fail to see how Lightning Bolt could fill the same role.
I am also really curious what is behind your judgement regarding Pieces of the Puzzle - in my opinion its one of the best cards that have been printed lately. And its exactly what i want to do on turn 3.
Drawing my counterspells, or madcap experiments, to cast when i get to 4 mana on the next turn. And it can be recast with our good old friend Snapcaster Mage for 5 mana.
So Glorious End...
Time Walk, or countering Emrakul, the Aeons Torn, Supreme Verdict, or all copies of Grapeshot from the stack, or the Liliana of the Veil's -6 when the opponent cashes in, is not something i would call "jank", or unplayable.
Of course that is only my humble opinion.