|Commander / EDH||Legal|
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|Oath of the Gatewatch (OGW)||Rare|
|Promo Set (000)||Rare|
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Creature — Eldrazi
Untap Endbringer during each other player's untap step.
: Endbringer deals 1 damage to target creature or player.
, : Target creature can't attack or block this turn.
, : Draw a card.
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6 days ago
1 week ago
I may be missing something here but where are you getting the to pay for Endbringer?
2 weeks ago
This deck looks sweet, and I really like some of the cards you've got in here (especially Lunar Mystic, never knew an effect like that existed), but I feel the deck is somewhat lacking in direction. You've got some sweet stax pieces (Rising Waters and Ward of Bones), some awesome instant/sorcery support (Lunar Mystic and Disciple of the Ring), along with tons of other cool cards. Overall I think you need to pick a theme and stick to it. There are some cool cards in here that don't really have synergy with the deck (Grozoth, Riddlekeeper and small mill package, and the Donate + Illusions of Grandeur combo).
I don't have that much in the way of suggestions, since I don't know which of your themes you want to focus on. However, here are some things that synergize nicely with your commander. Forcing creatures to block is very powerful with Tromokratis, since it forces them to block with their entire team if possible. In addition, preventing their creatures from blocking or tapping them down basically makes him unblockable, giving you a fairly quick kill. Courtly Provocateur can either make utility creatures attack and die or force creatures to block, making your commander's swing into a pseudo-board wipe. Grappling Hook is a repeatable form of this effect that also grants double strike, turning your commander into an incredibly powerful beater.
Now, on to ways to stop creatures from blocking to make Tromokratis unblockable. Tamiyo, the Moon Sage is a great source of card draw that can also tap down troublesome permanents. Frost Titan, while probably the worst of the titan cycle, is still a troublesome card to deal with, and can lock down permanents. If you're willing to commit to running numerous colorless sources (and you've already got a bunch of colorless rocks), Endbringer can prevent big things from attacking, basically give Tromokratis unblockable, and even give you card draw. Fatestitcher is a great card in mono-blue, since not only does it serve as ramp, it can also tap down problematic stuff at instant speed.
Finally, some general blue good stuff. Cyclonic Rift is one of the best removal spells in the format. Whelming Wave can occasionally serve as a one-sided board wipe. I'm not sure if you have a reason for excluding Sol Ring, but otherwise it definitely should be making the cut.
I think you might want to cut back on some of the non-basic lands you've got in here, even if just to slightly improve the odds on Scrying Sheets. Some of the stuff you've got in here (Magosi, the Waterveil) just seems like a worse island in the vast majority of situations.
Sorry if this comment was overly general, let me know what kind of direction you want to take with the deck and I'll try to give you some more specific suggestions.
2 weeks ago
I actually already play two Wurmcoil Engines. I'm a little more aggressive than your deck, but with utility. I play Thought-Knot Seers and one Endbringer (in testing) with one Kozilek, the Great Distortion. Just as late game things for my opponent to deal with. They either have trouble with my control aspect, or my beater aspect. I've been trying to find a way to add a Karn Liberated or an Ulamog, the Ceaseless Hunger, but I also have quite a few end game beaters. I've been pondering on finding another control card, but adding in just one Engineered Explosives or Chalice of the Void seems awkward. I don't know, just putting my thoughts out there.
I've stopped playing the second Mindslaver. Everyone already brings in land and artifact hate against us. I'd rather either side in control, or have another beater or answer mainboard. Just my opinion on that one.
N914 on Eldrazi Rock
2 months ago
deepon, Basilisk Collar + Endbringer or Walking Ballista is disgusting, but the Bow does have even more utility, and I do already have it. Will try subbing the mainboard Collar out for it when I play next.
3 months ago
@: I like the idea of playing Emperion so I shall try to use it. The biggest difference is its mana cost. That one turn is super important imo. Also at my local cgs there is a lot of infect running around so I generally have to work around that.
As to Supreme Will, I think its worth it to playtest with it. A split could be good. I feel like a lot of times the ability to actually get card advantage off of the card as opposed to just cantrip with it is really useful. Discarding unwanted cards also thins your deck out a bit unlike the will after you shuffle your deck. I think the counter could be very very influential but holding up 3 mana for it is a little gross if you're early in your game. I think at most times in the early game you'd rather just let their threat hit the board and then take care of it later, instead using your three mana to use its draw ability which I think is significantly inferior to Thirst for Knowledge's. Ill try it however and I am also optimistic about maybe doing a sort of split.
I have decided to follow your lead and main Spellskite as well as it is a 0/4 for two mana. That in game one is very good and the fact that it will shut down quite few number of other decks is really good. I'm gonna guess that this card will often be sided out tho.
Epiphany at the Drownyard is really just personal preference. I am running a 1/3 split between the drownyard and the Thirst for Knowledges. I feel like it turns on at about 5-6 mana and helps you snowball in the end game. When you use it you just have to have the mindset that you won't cast it unless they don't have a threat to play. Most of the time countering their spell or killing/bouncing their creature instead of drawing with the epiphany. But there will be times when they don't have a threat and then you get so much value from the card.
I am thinking that Trickbind could be really good now too. The value it gives when you shut down entire combos for a turn is really really good and while you don't get to cantrip with it I think that in this meta the exra versatility of Trickbind puts it barely over Squelch in usefulness.
I think that Urza's Factory while good would crowd out Mirrorpool. I'd consider adding it if I removed another spell but as of now Mirrorpool has been serving me really well as it helps get the edge in a game where you have tron but you're still deadlocked with your opponent. The factory could help you stabilize if you have tron but no money cards but It's not that efficient. That's just my thoughts.
Thanks for the advise wanna play on Trice sometime?
3 months ago
IzzetFanatic. I do understand that Platinum Angel serves a purpose that Platinum Emperion cannot fill. For the few decks that still try to run the Hive Mind and Pact combo (Slaughter Pact, Pact of Negation, and Summoner's Pact) Platinum Angel can stop those decks. However, 99% of the time, we are using it to stay alive through some sort of damage or life loss, which Platinum Emperion literately stops their deck entirely. This may be a personal preference, but it is definitely the route I have decided to go.
As for the Supreme Will argument, I disagree that the first ability isn't relevant. Mana Leak is a staple counterspell in modern for a reason. Granted, two mana vs three absolutely is something that changes the value of the card, but we can still consider it a hard counter in modern. Then, if it is something we feel we don't need (losing and trying to desperately find something, we have a lot of other counters in hand, or counters just don't seem to matter against the deck) we can filter. It has the same CMC of Thirst for Knowledge so holding up the same amount of mana to counter something we don't like or couldn't deal with, or Anticipate for four cards is great utility. I haven't done the split as I am trying the deck without the Talisman of Dominance, but I haven't been able to playtest the Supreme Wills enough to guarantee the slot. I feel optimistic based on how it has played thus far though.
Spellskites have been a huge improvement to the deck. I have stalled many an aggressive deck until I got what I needed. I would highly recommend this in the meta that we are in right now. Granted, somewhat better with Thirst for Knowledge as it can be pitched if not needed in the deck, but still relevant. My favorite interaction with it so far was equipping a Batterskull onto it against a burn matchup. I looked at him and said, "Do you really want to continue?" He tried, but after the second attack he couldn't get anywhere haha.
So I did try Epiphany at the Drownyard, and just didn't care for it. Maybe it is the way I built the deck, but I hated to see it, rarely gave me what I needed, and I usually had to choose between holding up mana to cast it, or one of my big things. In most cases, the big things won due to the situation. If you've had success, I may try it again.
As for Trickbind over Squelch I took it because of the triggered ability part, and the fact of my opponent not being able to play anything else. Not sure you know about the Vizier of Remedies and Devoted Druid combo yet (forgot to mention it above), but they make infinite mana, filter their deck with Duskwatch Recruiter, then cast an infinite Walking Ballista to ping you to death. Trickbind can stop any piece of that combo. It also does stop the storm mechanic. Your opponent will get the original cast, but not any of the copys. Not to mention, split second seriously comes in handy. I would recommend you playtesting it over Squelch. I do not play on making the switch anytime soon, or at all most likely. I'm even looking to add a third copy into my deck because of the success I've had with it.
You seem to like Epiphany at the Drownyard, but looking at your list that would be the card to look at replacing for Endbringer if that is something you really wanted to try. Endbringer helps you draw which Epiphany at the Drownyard essentially does as well. Obviously creatures are easier to get rid of, but if it was something you truly wanted to playtest I'd say try that. As for Spellskite, maybe try replacing Spatial Contortion. I took them out of my version as it seemed that I was constantly holding them. Occasionally, I would use it on a Wurmcoil Engine to gain some extra life, but that is nothing more than a cute interaction. Also, have you seen Filigree Familiar? Is the draw more worth only gaining one life less than Bottle Gnomes? Being Bottle Gnomes is your interaction against burn, I thought I'd bring this to your attention.
3 months ago
@: you my friend are the best. Glad the community hear is still strong. Thank you for the update. Your description tends to be what I have observed from my few games on trice. As to your suggestions... Platinum Emperion, while a stronger overall card, dilutes Platinum Angels purpose as a card. Often times that angel needs to be cast without Tron on turn 7. It stalls and if they kill it has hopefully stalled them a bit. The Emperion tends to fill a different role as a actually win condition but. The angle can be awin con itself if you have sufficient permission available but it's main purpose is to help you stabilize in order to really run off with the game. I will however take into account what you've suggested and test with the Emperion variation.
As to Supreme Will vs thirst... I think that some split between the cards could be optimal but that being said I can see arguments for not splitting them. I think that thirst tends to be better if you have a bunch of expendable artifacts ie. Talisman of Dominance. It also synergizes well with ruins but that being said it isn't enough of a synergy to warrant using it over the supreme will. The first ability of supreme will is not very useful I don't think especially against aggro decks and it's draw ability in general isn't super powerful. That's just my two cents. Let me know what you think about what I said.
I definitely think that Cyclonic Rift is rly good in the main as it scales well into the end game but still has relevance in the early stages of the game.
I love the idea of Endbringer but don't know where it can fit into the deck...
I think 2 ugins could be good (maybe get rid of an ostone for the second one) but more than that I'd wasted I think.
I think epiphany is more personal preference than anything else. It is more midrangy but it can have value in the early stages too. It's rly good at finding pieces of the slaver lock.
Bottle Gnomes is severely underrated. A 1/3 on turn three that can chump block and then sack for life is really really good value Imo.
I would suggest you use squelch over trickbind as the card draw is so good. That being said if I'm over looking an ability that trick bind would counter instead counter (grapeshot?) Then let me know.
How is it going using the spellskites main board?. I love the idea but am scared to actually change the list around that much.
Chalice of the Void just always has value now I think and I've started changing the deck over to be a more chalice Tron version but still thinking it over. If you can get your hands on a pair I'd try them out. 2-4 is the best number i believe.
Mirrorpool just gives really good utility I think. It makes colorless which is fine but gives you the flexibility to play around your opponent in the mid to late game. It is personal choice tho. I like ghost quarter a lot as it can get rid of quick Tron. Inkmoth Nexus... Or is it blinkmoth. I forget. And mutavault if you ever play merfolk. It can also target one of your own lands of you desperate need an island and you can't get your hands on one...
I'll do my best to update the primer eventually. Peace out bro. Thanks for helping you're the best.