|Commander / EDH||Legal|
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|Urza's Saga (USG)||Rare|
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Prevent all damage that would be dealt to you by sources you don't control.
When a card is put into your graveyard, sacrifice Energy Field.
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Energy Field Discussion
2 weeks ago
+1 from me just for the Doomsday Zur comment alone from the top of your deck description. I really like the way you’ve built this deck. I like the slow build style myself as well. Here’s a thought for ya. Since you’re running Rest In Peace/Leyline of the Void consider Energy Field or Web of Inertia for your immortality combo. With either of these 2 you won’t have to discard a card every turn to keep them in play unlike solitary confinement. I’ve got a whole list of possible combos for ya but but I won’t list them here. I’ll just let you check them out here if you want. It’s my take on Zur based on the type 1 (vintage) deck I ran back in the day.
2 weeks ago
Since you’re running Rest In Peace here’s a couple cards that work amazing with it.
These will help protect you more till you get to your helm of obedience or any of your other win cons.
3 weeks ago
Well, I offered a couple ideas at the top of the thread but at the time you were still trying to thin the deck down to 100. I’ll give you a bunch more ideas now:
- Rest in Peace + Energy Field or Web of Inertia. I ran this combo for quite awhile in my Zur deck till I discovered the solemnity/glen elendra/kithkin spellduster combos. After that I had to find a different immortality combo so I could have a graveyard. That led me to...
- Phyrexian Unlife + Solemnity makes it so you can’t die either. Coupled with Necropotence you can pay all your life to put most of your library in your hand in one shot. Speaking of Necropotence...
- Necropotence + Zur's Weirding is a combo that will lock your opponents down by denying them acces to their libraries. You just pay the life to make them discard every card they draw. The way you get enough life to keep paying the life is Venser's Journal. And opponents can’t force you to discard squat because of Necropotence. You aren’t actually drawing cards.
- Riptide Chimera + Second Chance: this gives you infinite turns or enough to setup what you want. Just pay your life down to less than 5 with Necropotence to start this combo. Just put second chance’s ability on the stack then return it to your hand with the chimera before it is sacrificed. I have checked with judges on this combo and according to them it does work.
- Eidolon of Rhetoric or Arcane Laboratory + Riptide Chimera stops your opponents from playing multiple spells per turn but lets you cast as many as you want during your turn. And with your Grand Abolisher opponents wont be able to do anything about it.
- Eidolon of Rhetoric or Arcane Laboratory + Jace, Unraveler of Secrets: get to Jace’s ult and opponents are screwed the rest of the game.
If you use the Enchanted Evening, Greater Auramancy, Copy Enchantment combo I mentioned at the top of this comment thread then the only thing opponents can do to stop any of the above combos is use board wipes but with Glen Elendra and Solemnity that won’t be possible. Would also be a good idea to run at least 12 counterspells to protect against anything else they might be able to do. Also use a bunch of tutors to grab combo pieces that you are unable to Zur out. Plea for Guidance is a good one since you can grab 2 in one shot. Hope these ideas help you out. Good Luck.
1 month ago
2 months ago
Im extremely interested in building this deck as the whole concept and body of the deck look great. However, I feel that the lack of extra wincons besides winning with Taigam beats duing extra turns makes this deck less competitive then its being portrayed as. Your list has been added to the main "Competitive Tier" list (put together by: thegigibeast, ShaperSavant, and LabManiac_Sigi) but lacks the competitive feel that the rest of the list under that category have.
I feel that the addition of other wincons may help such as:
- Ulting Planeswalkers Jace, the Mind Sculptor, Tezzeret the Seeker , or even using Teferi, Hero of Dominaria to remove opponents board states
- Rest in Peace and Helm of Obedience is a nice two card combination incase the Taigam route goes south. Rest in Peace would also work with the card Energy Field to prevent all damage done to you
- you could also delve into the infinite mana combo of Palinchron/Peregrine Drake and Deadeye Navigator that way you have more creatures to swing with on those extra turns and mana to cast the extra turns cards without worrying about leaving up mana for protection.
ALSO it seems that though you made a comment about switchouts with certain cards on your list, you forgot to physically change the list itself with the made changes.
Of those changes, I feel that Fact or Fiction is a great spell as it can be a possible 4 extra cards in hand at the end of an opponents turn. I feel that you could remove Chalice of the Void from the list you added as its quite rough when it comes to EDH and ends up hurting you as much as your opponents in the long run. I would also leave Mox Diamond as fast mana is great when trying to get out Taigam as quick as you can, Opal is understandable as you don't have to many artifacts that lead to it being "online" as fast as you'd need it to be.
I will be tinkering around with your list to see what possibilities can be found. I will comment again later on down the road once I have played enough and worked though the kinks and quirks of the deck.
Again, I love the idea of the deck and i hope you don't take this as me trashing the list. I'm just throwing out some ideas and hoping some work.
3 months ago
The first suggestion I will make is to add Zur the Enchanter and bout a half dozen tutors to help get him out faster. He will help get your pillowfort built faster. If you do wind up running him I will suggest zuring out your greater auramancy first, then copy enchantment cloning the auramancy thus preventing any of your enchantments from being targeted. One enchantment I would definitely add to help build your pillowfort is Enchanted Evening. You combine this with the auramancy/copy combo from earlier and opponents can’t target squat...of yours anyhow. Another worthy addition would be Rest in Peace to combo with your Energy Field. If nothing goes to the graveyard the field stays in play indefinitely. Another amazing card to have in here that’s already on your maybe board is Solemnity. Stops a lot of things opponents can possibly do plus combos beautifully with the next 2 cards I am suggesting. Glen Elendra Archmage and Kithkin Spellduster. With solemnity Glen becomes an infinite Negate on a stick and the Spellduster becomes half an infinite Disenchant on a stick. Coupled with the enchanted evening you can blow up any card you don’t like with the spellduster and Glen will protect your boardstate from the only thing that can hurt you...bardwipes. That my friend isn’t really a pillowfort, that’s a damn military base lol.
3 months ago
Really, it would be around tier 4 this build. I imagine a better version going with a more consistent stax plan that happens to run a few key enchantments, instead of this could even be tier 2.5, but the commander would be all but a major part of the deck.
If you want a real enchantment-based build, use Earthcraft and Squirrel Nest, drop the Enchanted Evening/Aura Thief, Starfield of Nyx, Sigil of the Empty Throne, and Solemnity/Phyrexian Unlife/Solemnity/Decree of Silence. You should run Altar of the Brood as support for both the earthcraft combo and Opalescence/Parallax Wave.
The other drops you should have are cards like Cultivate and Kodama's Reach, because they are bad cards and shouldn't be run in any non-landfall deck, Cleansing Meditation because it is bad, and Skyshroud Claim. Pendrell Mists is too much mana for this deck to handle, as is Omniscience, despite its power in some decks.
Leyline of Anticipation is weak for its mana cost, and is abd draw, only semi useful when in openning hand, but even then it isn't great.
Land Tax is a bad card, honestly unless you are monowhite or in a deck that benefits from discarding cards, it isn't worth it. The thinning is the best it does, and a card in your deck that thins only is trash. If it is used to help you hit land drops, your deck is either A: Not in need of land, or B: Awfully built or was mulliganned poorly.
Now the next part is on what to add. I talked about dropping around 27 cards, so there is some room. I would drop around 3 lands at least as well, which leaves us with a clean 30 cards to add.
Now, we'll add the cards I previously talked about, Altar of the Brood, Earthcraft, and Squirrel Nest. These help you win the game after we dropped a lot of your previous wincons. Greater Auramancy is also a card I prior suggested, and helps stop a Nature's Claim kill you. 26 cards left to go.
The next is to replace the lands we dropped. You want mana fast, so you can empty your hand, and use Tuvasa to draw more cards, aiming to hit a real enchantress or tutor for one. This means two things, more tutors, and more ramp.
Wild Growth, Utopia Sprawl, Overgrowth, and Fertile Ground help benefit Earthcraft when used to make more mana on combo turn, especially with an Opalescence out. Mana Crypt, Mana Vault, Sol Ring, Chrome Mox, Mox Diamond, and Lotus Petal allow the deck to get more mana faster as well. This leaves 16 cards.
Teferi's Protection, Swan Song, Flusterstorm, Seal Away, Ravages of War, Force of Will, Nature's Claim, Armageddon, and Cast Out are efficient pieces of interaction I would suggest. This leaves 4 cards.
Nature's Chosen is a card I have found success in, and suggest you try it too. Enchanting a Tuvasa makes it another land in essence, and can untap a Serra's Sanctum, it is under the radar, so pick it up before all of the Emmara, Soul of the Accord players find out about it. That is it!
After looking through, the following lands are must drops, as they aren't good in nearly any deck:
They don't have a place in this deck.
Similarly, you should optimize your deck to get your colors more on curve, fetchlands being a major part of that. Wooded Foothills, Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn, Verdant Catacombs, Arid Mesa, and Marsh Flats are the missing ones in your colors. You can use them to fetch the shock/dual lands for colors, or basics for Back to Basics/Earthcraft.
Wooded Bastion, Flooded Grove, and Yavimaya Hollow should be dropped as well to fit them, as well as Brushland for Razorverge Thicket, Adarkar Wastes for City of Brass, Hinterland Harbor for Mana Confluence, Glacial Fortress for Exotic Orchard, and one of each basic because you have too many lands.
That's it. That would actually be a tier 3 enchantress deck, and doesn't stoop to just playing Tuvasa for colors for a stax-combo deck, running no enchantments.
3 months ago
Is there any possibility for Energy Field in this deck? I understand it's the same slot as Solitary Confinement, and you kinda need Rest in Peace to get the most value out of it but having a plan b for this slot seems good given we're already running and relying on Rest in Peace sitting on the battlefield.