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Eladamri's Call Discussion
1 week ago
This build is definitely a nice one. Things I think you should add:
Shielded by Faith-Indestructible is better protection than Totem Armor and can be moved from Enchantress creature to Uril later when ETB.
Sterling Grove-Secondary function is shroud for your enchantments
Eladamri's Call-Instant tutor to hand for creature needed like an enchantress creature.
Things that I question:
Greater Good-Draw potential is definitely there, but due to commander tax and inability to haste Uril, other than Xenagos, on next play followed up with Replenish or Retether, I don't see this being overtly useful. The massive card draw potential this deck has also has me question the ability to drop multiple spells per turn with constraints to hand size limit of 7 cards. Reliquary Tower or Thought Vessel would solve that issue for you.
Runes of the Deus-Don't get me wrong, this is a great card for Uril, but I question it in any competitive build for him. At 5 cmc it seems to much to create an overwhelming play without proper openings. Great for 1 shot, too much for clean sweep after proper set up has been gained, if you understand what I'm speaking of. It's kind of like how Eldrazi Conscription is a great 1 shot, but afterwards the remaining players in the group will cast global effects to prevent use on them. Keep in mind that sac effects get past totem armor, protection, and indestructible.
3 weeks ago
Chief of the Scale seems pretty underwhelming. I might run Eladamri's Call, in its place, helps you get what you need and also have plenty of warriors. I do like your idea of Iroas, maybe cut the other captain for him.
I'm not a huge fan of Pathbreaker Ibex I really think Overwhelming Stampede is better any time you don't have haste. The fact that it is a non warrior with no protection for itself are two huge downsides.
I don't like Whispersilk Cloak but do like Vanquisher's Banner. I also always run Swan Song now. It's ability to save you from destruction and board wipes, and even other counters, in a pinch is really helpful.
3 weeks ago
Ravenrose: Because this is a Canadian Highlander deck, mana cost for cards is very important. 4 mana is a lot to spend on Shard Convergence which ultiamtely just fills my hand with land. At the same cost I have cards like Siege Rhino and Hero of Bladehold which very quickly can close a game out.
I used to run a counterspell package but ultimately cut it for more proactive hand hate (like Thoughtseize) as the counterspells were too slow. The problem with Rewind is that the card is a bit of a trap. The idea of it being a "free" counterspell is only true if you have a decent selections of spells that you can play with it at instant speed, otherwise it still just costs 4 mana (at the end of your opponent's turn, any unspent mana is wasted mana). Apart from that, it has a huge outlay to cast. 4 mana means that I won't be able to do anything else, so I just have to sit there with mana up and not play threats. And playing threats keeps the pressure on my opponent. Compare the idea of being able to counter one of my opponent's spells versus say playing a Bloodbraid Elf and then cascading ito addiitonal value.
Wild Pair is far too slow here. And it is then reliant on me playing creatures. Tutors like Eladamri's Call on the other hand allow me to just fetch a creature, so top decking call would guarantee a creature, but topdecking Pair means another turn before I can potentially get one. And another turn is an opening to for my opponent to make me dead. Plus 6 mana is a lot to invest in a spell that isn't game ending by itself. I would much rather in the cost bracker get something like Dragonlord Ojutai who is a lot of flying damage and provides the deck with more tempo.
3 weeks ago
Tribal is always a win in my book.
2 months ago
Asceticism will provide your creatures some protection.
2 months ago
whit the commander and whit the cards i see in this list i can already say what cards i wouldn't play
Ghostly Prison personaly i think ghostly prison slows u down and your opponents too. if u are playing mox diamond and manadorks i would suggest u to go look for other cards that not make u a target that fast. at my locals ghostly prison is a card that gets blown up as fast as its put on the field and then u are the target for the first 3 turns. in my opinion there are a lot of other cards that are safer to play then ghostly prison and can do potentional the same.
Karmic Justice in my opinion is karmic justice only good when u play a non focused creature deck. personaly i m thinking of getting rid of my karmic justice in my bruna deck becous they only target bruna and then poorly enough nothing happens whit the other enchantments attached to my bruna becous there not destroyed of a certain card. stil if u are not going to play in creatures whit aura's on i would not bother taking it away.
why would u need to have flash ? whit Leyline of Anticipation your playing enchantments ... not going to say that the card is a bad card but its in my opinion 4 mana draw a card and waste the rest or a 0 mana card that does nothing also if u want to exile stuff whit for example an oblivion ring. than i would suggest cast out and Stasis Snare to add to your list
Luminarch Ascension good card only play it on the right time.
Sphere of Safety waist of space Starfield of Nyx not good if u go for an aura matchup
Birds of Paradise and Bloom Tender doesn't help u at all only makes u have creatures that do something early and waste your time later on. if u don't win whitin 5 turns i wouldn't bother playing them in your deck.
Emeria Shepherd u don't play a landfall deck but a regain mana deck. so why play landfall if u don't run any cards like play an extra land on your turns
Karametra, God of Harvests and Nylea, God of the Hunt to much mana for what it does when u need it not a fan of a lot of the gods in an echantress deck - Heliod, God of the Sun on the other hand if u have mana over u can stil have a blocker for your planeswalker.
i hope this helps u already on a good way to tune your deck Solitary Confinement ;)
2 months ago
The deck looks like it basically does nothing until it can get Jodah into play, taking about 4-5 turns to do so unless you're lucky with your ramp. I'd actually recommend dropping about 5 more cards for more ramp so you can get Jodah down earlier more consistently so that you can plop threats onto the board (which will also help with paying for Jodah's increasing Commander tax, because no way your opponents let you keep him with your deck being almost entirely designed around him).
-2 lands to 38, and then drop Progenitus (he's neat but he takes 4 hits at least to kill someone. That's nothing in relation to Blightsteel Colossus), Ugin doesn't seem that great here (the exile ability works best in artifact or colorless-centric decks. You are not that), and Worst Fears can go (there are better, more repeatable effects for this). Add in Burgeoning/Exploration, Bloom Tender (this will produce stupid mana in this deck lol), Fellwar Stone, Mox Amber (seems reasonable enough with this many legendary cards, though Manalith could also function well enough for t4 Jodah). That should help as you won't just be doing nothing for the first 1-4 turns of the game, playing lands and maybe 1 card until you can hit Jodah mana.
Also, you're way too all-in on Jodah's ability. You can spend WUBRG to get a draw engine going, yes, but that's no reason to avoid cheaper, and oftentimes better, draw/tax engines like Rhystic Study. Tutors would go a long way toward improving your consistency, so things like Demonic Tutor, Vampiric Tutor, Worldly Tutor, Eldritch Evolution, Chord of Calling, Eladamri's Call, Enlightened Tutor, Mystical Tutor, Primal Command, etc., would go a long way here. As it stands, your only ways to tutor cost, at minimum, 8 mana, and your only ways to draw cost 7 at minimum, so they're only viable with Jodah out. These other tutors and Rhystic Study would be useful for when Jodah is stuck in the Command Zone because people have figured out that killing Jodah basically stops your deck from doing anything for turns at a time, and you only have a couple cards that are backups for his effect (which, the added acceleration will help with that too).
Anyway, hope this helps.
2 months ago
Not sure if you noticed but Trace of Abundance is illegal in your deck. You also need more tutors to get your voltron creatures out reliably...if not you will have a bunch of auras sitting in your hand. I would recommend adding Wargate, Worldly Tutor, and Eladamri's Call. Even Muddle the Mixture is pretty good as it can provide either protection or you can tutor for any 2cmc stuff you need. I feel like Tuvasa, the Sunlit is a better commander for a boogles-type commander though :)
I build a Tuvasa enchantress deck...feel free to check it out.