|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Rare|
|Duel Decks: Blessed vs. Cursed (DDQ)||Rare|
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Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
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Eerie Interlude Discussion
4 days ago
@Megalomania I originally wanted to to veer away from blink effects that couldn't be repeated, but now that i think about it, Ghostway and Eerie Interlude both synergize fantastically with animatou's ultimate. thanks for the recommendation. i'm going to try to find a place for them
4 days ago
4 days ago
Hello everyone, :)
I thought this would be a nice topic to discuss and just waste time with. It'd be nice to throw around ideas and opinions, as well as help introduce newer players to terms and mechanics they may be unfamiliar with.
What are your favorite Shards, Wedges, and Guilds and what about them appeals the most to you, and why?
Each of these terms refers to multicolored pairings. The difference is how many colors are paired.
Shards, referring to Shards of Alara, are a three-color pairing of either of the following five combinations:
- Bant ()
- Esper ()
- Grixis ()
- Jund ()
- Naya ()
The unique aspect of Shards is that it is a single color paired with BOTH of it's Allied Colors. This tends to make Shards uniquely powerful in respect to their ability to play off of one-another's strengths. Such is the case with Esper, having the controlling aspects of white, blue, and black all at it's disposal. Or for another example, Naya which plays off being able to create vast tokens and make them huge, quickly.
Wedges, named after the clans of Tarkir, are the following:
- Abzan ()
- Jeskai ()
- Sultai )
- Mardu )
- Temur ).
What makes Wedges powerful is that by aligning with BOTH of it's Enemy Colors, it is able to become far more flexible in it's assault. You can do multiple things, easier, with Wedges. For example, in Temur you can have the benefit of big creatures / ramp while still maintaining a decent pool of counter spells or burn spells as you see fit. Abzan is known for making huge creatures with +1/+1 counters, but what's nice is that while you strengthen your boardstate, you can also create a large divide between life totals with white and black pulling each other apart.
Guilds, named after the Guilds of Ravnica, are uniquely powerful in their own right. There are ten of them in total, which means there are five that are Allied Colors and five that are Enemy Colors. These play into the same benefits, and therefore weakness, as the Shards and Wedges from prior - Just to a somewhat lesser degree in terms of their overall flexibility. But what they lack in flexibility, they make up for in their potential. The less colors you have, the more honed your deck can become toward a singular (or duality, in some cases) goal.
The Allied Guilds are the following:
- Azorius Senate ()
- House Dimir ()
- Cult of Rakdos ()
- Gruul Clans ()
- Selesnya Conclave ()
The Allied Guilds are powerful in their respect that their two colors benefit from the same strategy. Both white and blue love to control, so Azorius is a powerhouse in control. Both black and red love to destroy, so Rakdos is a slaughterhouse in mayhem.
On the other side of the coin are the Enemy Guilds.
The Enemy Guilds are the following:
- Orzhov Syndicate ()
- Izzet League ()
- Golgari Swarm ()
- Simic Combine ()
- Boros Legion ()
What makes the Enemy Guilds powerful is actually their seemingly contradictory ideologies. For example, if black loves to kill, but green loves to grow... Then how in the heck can the Golgari Swarm even function?? Simple. You sling big creatures into your graveyard, and resurrect them for a lot less. Likewise, if red wants to burn but white wants to control and spread, How can Boros work?? Well, if you play cheap white control cards and bide your time to heavy burn spells, you can spread life totals and board advantage farther in your favor with each passing turn.
Every one of these, be it a Shard, a Wedge, or a Guild has a unique purpose that can be built around. It's up to us, the players, to find those purposes and build upon each of their individually unique abilities.
So with that being said, I'm curious: What are your favorite Shards, Wedges, and Guilds and why?
I personally love big, flashy cards. For me, winning is a lot more enjoyable if I can do so by bringing some kind of unique flare to the game. For example, Reverberating a See the Unwritten to free-cast four of my most powerful creatures from the top 16 cards of my library is totally awesome and fun. Likewise, nuking the board with Bontu's Last Reckoning and dropping in an Eerie Interlude on top of it is just painfully hilarious.
I absolutely adore Gruul for it's fast-paced, huge beatsticks that only serve to die in glorious combat.
But I also love the divide Orzhov creates, where I can just sit back and let life totals aggro out of control.
For Wedges and Shards, I like to go more broad rather than narrow. For this, Jund, Esper, and Naya are my go-to combinations.
Jund, essentially the love-child of Gruul and Rakdos, gives me my stupidly big creatures with my sociopathic onslaught.
What I love about Esper though is it's ability to hit multiple angles at once. Do I want to mill? I can. Do I want to raise some tokens? I can. Do I want to counter your spells? I can. Do I want to stop you from even playing the game?? ... Yeah, I can. Esper is like a blank canvas. I could build three Esper decks in the same format, and all three do something totally different. And I love that.
And with Naya, well... If you're a self-proclaimed Timmy and you DON'T love Naya, then you're not a Timmy, now are you? ;)
Woah. I literally just noticed that all three of my favorite three-colored combinations are actually Shards. See, already learning stuff about ourselves :D And that's exactly why I wanted to make this thread :3
5 days ago
I’m not very good with budget decks but I think the following cards would be great here:
Manifest - Mastery of the Unseen
I’m also building a similar deck. Maybe you can take a look at it so we can exchange ideas.
1 week ago
It's on my to-buy list, but I don't think it ETBs, which is why I'm cool with Eerie Interlude for now.
1 week ago
Ok, i have a couple issues with this deck:
1: Its a Stuffy Doll deck. How can you NOT have Pariah. Just, how? It's practically a crime. Also Pariah's Shield. Just put in a couple more indestructible like Darksteel Myr any you'll be completely free from damage.
2: Dead cards. Without guardian combo, all Altar of the Brood actually does is fill up the moldrotha player's graveyard a bit and make your Immortal Coil and Lich's Mastery worse. Maybe consider a different payoff, such as Genesis Chamber or Soul Warden, as they are not dead draws without the guardian, as you're getting lots of ETBs of nontoken creatures from all your flickering. Also, Leveler and Timesifter. Why? You don't have tremendously many high CMC spells, and leveler is an ETB: you can't gift the lack of library to someone.
3: You have very little synergy with her uptick. There is only a couple miracle spells and only 2 fetches. Consider putting in some of the panoramas (card link example: Jund Panorama. Remember that they can be put in Esper decks cos no colour identity) or if your fine with spending a couple bucks, some fetch lands, Myriad Landscape, or anything of that kidney
5: Eerie Interlude + commander ultimate = profit. Also Flickerwisp, Long Road Home, etc. And Eldrazi Displacer. You have a bunch of colourless lands, and if you throw in a couple mana rocks (which u should probably do btw. You only have swol ring :P ) and you'll have all the colourless mana you need.
1 week ago
I was just thinking of doing this blink with the top deck sub-theme but for blink
I would heavily consider these
If your brave enough I would include these two as well
2 weeks ago
Very nice deck! All I can say, even tho I am no flickering expert, is that there is a bizarre thing you can do with the stack to permanently exile spells Say you have a Fiend Hunter and you Cloudshift it (or Eerie Interlude it in your case). If you correctly place the triggers you can make whatever it exiled be permanently exiled, because the "exile it" goes before the "leaves the battlefield" (I think that is the explanation)