|Commander / EDH||Legal|
Printings View all
|Magic 2014 (M14)||Uncommon|
|Magic 2013 (M13)||Uncommon|
|2012 Core Set (M12)||Uncommon|
|Duel Decks: Elspeth vs. Tezzeret (DDF)||Uncommon|
|2011 Core Set (M11)||Uncommon|
Combos Browse all
Elixir of Immortality
2, T: You gain 5 life, Shuffle Elixir of Immortality and your graveyard into their owner's library.
Price & Acquistion Set Price Alerts
|Have (17)||YossarianLives , xpsychovampx , dplerner , Regulus1010 , Brandamn , TheDuggernaught , darthnuchi , Sparky41 , tahavin , saj0219 , pskinn01 , Supremespeed , rakdos24 , ironax , brokendwarf , , Mousemke|
|Want (3)||Ariumlegion , mlouden03 ,|
Elixir of Immortality Discussion
2 days ago
This looks pretty sweet, but is there a way to recur your graveyard? An Elixir of Immortality may be in your budget and helps you not to mill yourself to death while watching all the other players reel from the shared draw.
6 days ago
@Megalomania: Thanks for the advice!
I really like Portcullis & Duplicant in this deck so I don't think I would want Torpor Orb in here. Stasis might be really good! I would need more bounce to make it work and it wouldn't have hexproof without Liquimetal Coating, but it is another Winter Orb to make it more consistent.
Helm of Awakening is really good and I would definitely think about including it, Sensei's Divining Top also, but I'm really not sure about Future Sight. This deck really can't be giving away too much info about itself to the enemy before it locks up the board or it becomes a target when a prison piece shows up.
1 week ago
Nice deck! +1. It looks like you've put some bright thinking into it!
A few tweaks might make it slightly more versatile: 1xBuried Ruin seems like it could be really useful. I like to run 1xGhost Quarter to slow down Tron decks, too. 1xReliquary Tower if Swans of Bryn Argoll draws tons of cards. Or since you're running lots of artifacts, maybe 1xSpellbook would be useful. Depending on how many artifacts you can maintain, Dispatch might be good enough to consider.
1 week ago
Cut the Elixir of Immortality: it just doesn't do enough, and you want your graveyard to stay put so that you can get maximum value out of Hanna.
I'm a big fan of Zur's Weirding in Hanna. Everybody gets veto power over their opponents' draws, but only the Hanna player has access to a commander that lets him put the vetoed cards back into his hand. So you break symmetry that way. My deck, Hanna's Pillow Fort, makes good use of it.
1 week ago
What do you mean when you say that "late game doesn't really exist in Modern"?
In my humble opinion, stuff like lantern control, esper draw-go, blue moon, Uw control (sometimes with Elixir of Immortality as a win condition) tend to have very looooong matches.
1 week ago
RothMcVeCards: I've taken another look at Diviner's Wand and have decided to run it. It'll be an interesting boon, as it'll enable more interaction when I have infinite mana but nothing to do with it. Imprisoned in the Moon has become situational in my meta and will be removed. I am still curious about your take on Mystic Remora vs Rhystic Study.
Jimmy_Chinchila: Of the suggested options, I will mainboard Thought Vessel and will think on Elixir of Immortality for a while. Snapcaster Mage is a bit out of my price range for this deck at the moment, but would do some serious work here and will be added if and when I get one.
1 week ago
Pallino: Since they both effect activated abilities, here is all the stuff that can take advantage of one or both (Note: You don't have to pay the original cost of the ability - like saccing the creature - each time you copy it):
Burnished Hart - Both, up to a total of 6 basic lands.
Feldon of the Third Path - Both, up to a total of 3 copies of graveyard creatures.
Goblin Chirurgeon - Both, regenerating up to 3 creatures for each sac'd Goblin.
Goblin Sledder - Both, up to +3/+3 for each sac'd Goblin.
Goblin Welder - Both, up to 3 switched artifacts.
Ib Halfheart, Goblin Tactician - Both, up to 6 goblin tokens for each pair of Mountains sac'd. This gets out of control with Purphoros/Impact Tremors out.
Kiki-Jiki, Mirror Breaker - Both, up to 3 copies of 3 different creatures you control.
Krenko, Mob Boss - Both, up to 3 sets of Goblin tokens. This is especially strong because it recounts the number of Goblins for each cast. 5 goblins on the field already turns gets 5 additional tokens from the first ability, then the copy that ability for an 10 additional tokens, and copy it a third time for 20 additional tokens for a total of 40 Goblins!
Moggcatcher - Both, up to 3 tutored Goblins into the battlefield.
Siege-Gang Commander - Both, up to 6 damage distributed 2 at a time to a creature or player.
Skirk Fire Marshal - Both, up to 30 damage to each creature and player.
Skirk Prospector - Both, up to 3 red mana from one sac'd Goblin (still costs 2 colorless though).
Aggravated Assault - Just Rings, up to one additional combat for an extra 2 colorless (as opposed to casting again for 3RR)
Goblin Bombardment - Just Rings, 2 damage per each sac'd Goblin.
Scroll Rack - Just Rings, draw 2 times the number of cards set aside.
Surveyor's Scope - Just Rings, fetch 2 lands times the number of players with more than two lands than you. In a 6 player game I've used Ib to sac down below the threshold for every opponent, and then used Scope with a copy from Rings to bring 10 lands into play!
Arid Mesa - Just Rings, fetch two lands.
Bloodstained Mire - Just Rings, fetch two lands.
Myriad Landscape - Just Rings, fetch four lands.
Scalding Tarn - Just Rings, fetch two lands.
Strip Mine - Just Rings, destroy two lands.
Wooded Foothills - Just Rings, fetch two lands.
As you can see, there are a lot of ways to take advantage of them that aren't all that obvious. Honestly though, I would probably include them just for their benefit to Krenko and Ib alone.
Goblin Welder I tend to get more use out of. He is nice to draw naturally, but I will also tutor for him if I am having a particularly hard time with certain artifacts on the field. I don't run it anymore, but it combos really well with Liquimetal Coating.
Feldon of the Third Path is definitely more situational, but between him and say an Elixir of Immortality, where I will also get back all the lands I purposely sac'd (lategame this lowers the chance I would topdeck a spell I want over my 10th land that I don't.), I would rather have Feldon all day long. Bringing back a hasty Krenko, Purphoros, Grenzo, or Skirk Fire Marshal for even a turn can be enough to win the game. It is definitely more of a fringe benefit card, but I still like having that little bit of "recursion" in there over nothing at all.