|Commander / EDH||Legal|
Printings View all
|Duel Decks: Elspeth vs. Tezzeret (DDF)||Uncommon|
|Fifth Dawn (5DN)||Uncommon|
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At the beginning of your upkeep, choose one - Put a +1/+1 counter on target artifact creature; or put a charge counter on target noncreature artifact.
Energy Chamber Discussion
2 months ago
Magistrate's Scepter = Inf Turns.
4 months ago
lagotripha, oh... OH! So Sundial of the Infinite would slide in pretty seamlessly and give me a much cheaper Conjurer's Closet alternative (although CC has the added benefit of shaking auras and whatnot). Glorious End is cool in that I can play it during my opponent's turn if they're trying to slap down their endgame stuff and it just goes away. Chance for Glory is extra cool if I know I'm set to slap down my own endgame combo. And if SotI is already on the field, I can use that to nullify the "lose the game" effect for either card, which only goes on the stack once.
6 months ago
Most of the big ones can be cheated out somehow, or cost reduced to come out earlier. They can however be slow without the right set up. Like Mage Ring and Col. Syria need Voltaic Key or Unwinding Clock to be more useful. Perhaps I could lose a few though, I had thought of including Bosh with them so they could swing then fling. Felt like it required more dedication to it though.
Love the Bastion and Sage for additions. Lux Cannon is also a nice addition for our removal suite.
As for lattice, that is far outside what I'm willing to pay for colorful cardboard. Tyrant is in the main, but I've kinda been wondering if he's worth it without lattice. S. Tithe is a nice addition, the tutors could also improve plays. I just dont want to get to a point that it's the same play every game. As for owning the cards, I make decks before I purchase to try and work out kinks before wasting money. Also I try to keep in it the 200 total range so it's not impossible to put together in the real world.
Thanks all for the suggestions, its very much appreciated.
6 months ago
Well with your colors you can run some of the give your permanent indestructible instant speed cards like Boros Charm and Heroic Intervention maybe even some flicker away stuff like Eerie Interlude would be something.
For ramp and this is also just one of my guilty pleasure pet cards I would include Golden Guardian Flip since he flips into a land that produces mana of any color or if you have the mana available and you aren’t using it you can make a 4/4 golem.
Coalition Relic would probably be a good rock for the deck since it makes mana of any color and can even make 2 of separate colors if you ever find yourself not using it for a turn. Another rock that would be useful is Everflowing Chalice since you can put however much mana you want into it to make it tap for that much or put more charge counters on it.
I love to put Lux Cannon into any deck with unwinding clock since then it becomes a really powerful piece of removal.
A card that is really good for charge counters is Energy Chamber since at your upkeep you either put a +1/+1 counter on an artifact creature or a charge counter on an artifact.
Steel Overseer May also be useful for the deck to slowly make all of your golems into bigger threats.
7 months ago
9 months ago
This is an obvious copy and paste of the Kozi list that Game Knights posted (Ashlen's Kozilek I Game Knights #24) with some minor changes so far, and that's fine and all but I think you should issue some credit to them in the description for where you found the inspiration and core of the list from. I'm not calling you out by any means, I just think you should link the source of what opted you to make these recent changes is all. At least do that until you get this deck into a state of finality and it molds into its own identity after you do some necessary tuning and playtesting with it.
For starters, I think you need to add some more basic Wastes . I know that may seem like a weird suggestion being in colorless, but you're running Burnished Hart , Solemn Simulacrum , Thaumatic Compass Flip and Pilgrim's Eye . In the presence of those cards, as well as other effects that opponents often pack such as Path to Exile , Assassin's Trophy , and many others, only having 5 targets to hit makes those cards borderline useless at a certain point. I would recommend making some cuts to your utility lands in favor of 8-12 Wastes to get into a comfortable position to run the fetch cards you're using.
I personally am not a fan of Kozilek's Channeler because creature-based ramp is susceptible to boardwipes, and on top of that, a 5CMC 4/4 with summoning sickness that can only tap for two mana doesn't feel like a lot of payoff. I would recommend Golden Guardian Flip as an alternative sort of pet card because it has potential utility for removal, and you either use it as fodder and intentionally kill it to flip it, or you can activate it in response to a boardwipe to get a land that taps for two mana and begin spewing out 4/4 tokens.
For the rest, I will just highlight the specific flex spot cards that you are running from the Game Knights list that I would recommend switching out to test other things: Energy Chamber , God-Pharoah's Gift, Lux Cannon , Nevinyrral's Disk / Oblivion Stone / Perilous Vault (unless you feel like you need a bunch of boardwipes), All Is Dust should be enough for you though), Orbs of Warding , Staff of Nin , Tamiyo's Journal , and Ugin's Nexus . These are all okay to run, but I think you should consider trying out other things to replace these slots. Here is a link to an EDHREC page for suggested cards you may be interested in. I'm not sure exactly what specific card suggestions to offer because I don't know what direction you want to go into. It's very important to have a considerate amount of ramp in a deck like this though. That should be your main priority in order to consistently get your commander and other threats out early.
11 months ago
This looks like an interesting shell, however it could probably be made more efficient. As an example, why play a 5 mana artifact Cauldron of Souls when a 2 mana instant can perform the same trick Cauldron Haze. Another suggestion I have is Trinket Mage, which can fetch Walking Ballista, essentially giving you another way to pull out one of your win-cons. If you use the Mage then Sigil of Distinction also becomes a useful alt-win-con.
You also seem to be missing two obvious artifacts in the form of Coretapper and Energy Chamber, with perhaps a 3rd for card draw in Culling Dais. There is also the land Llanowar Reborn, which I think would be a better fit in your deck than Burst of Strength, the graft mechanic itself might be a good fit in general. Other cards to consider include Zameck Guildmage, Fate Transfer and Bioshift.
I played during tempest, where the spikes were first introduced and while they are cool, they were never inherently powerful, bar the surprise Spike Cannibal, which isn't modern legal. I realise I've thrown up a lot of cards and I wouldn't expect you to try and include them all, but hopefully this helps you improve your brew.
1 year ago
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