|Commander / EDH||Legal|
Printings View all
|Seventh Edition (7ED)||Uncommon|
|Urza's Legacy (ULG)||Uncommon|
|Promo Set (000)||Rare|
Combos Browse all
As Engineered Plague enters the battlefield, choose a creature type.
All creatures of the chosen type get -1/-1.
Engineered Plague Discussion
1 month ago
Your tournament format sounds like it'd make spells like Engineered Plague extremely powerful.
1 month ago
Sorry, but I disagree with Plague Engineer not being maindeckable. I think people are thinking of it the way Engineered Plague is used in Legacy, which makes a certain amount of sense since it has the same ability. But in modern there are a LOT of 1 toughness creatures running around that this snipes. I love it when my turn 2 play kills my opponent's Noble Hierarch and keeps them from playing ANY of their Champion of the Parish , Thalia's Lieutenant , Thalia herself... And okay, that's a matchup where it's obviously good. But let's say you use pridemages to snipe any Hardened Scales and name Beast vs Hardened Scales, that feels really good too, just keeping opponents from playing Arcbound Ravager . Same matchup there are times you'll name construct or servo. Against control you usually name Wizards. Sure, they still get the ETB, but the reason Snapcaster Mage and Vendilion Clique are good is that they come with bodies. The effect itself isn't really worth the same cost, it's tacking it on to a body with flash that makes these cards so powerful. It comes out in game 2 vs control, my point is just that it isn't really dead most of the time, that even when its "bad" it can still be pretty good. Elves, Spirits, and Humans it's a strict hoser, but most matchups its at least a kill spell, sometimes killing multiple targets.
Yeah, the 7/7 on Gruul Spellbreaker is assuming exalted triggers. I've had it get bigger than that too, with Anafenza counters, but that's kind of the sweet spot, when it's a Carnage Tyrant with haste. On its own Gruul Spellbreaker is just another 4/4 the deck can drop on turn 2, but ideally, we're making several buddies for him. Could be that running Qasali Pridemage instead of switching the Spellbreakers for Knight of Autumn and running another 2 drop (scooze) is wrong. It makes me less flexible. But I think being able to destroy artifacts at instant speed is way better than sorcery speed vs Hardened Scales and Affinity, both of which can build a big creature at instant speed, and likewise, Gruul Spellbreaker's trample is often very relevant. Considering switching a 1 of Spellbreaker for a Knight of Autumn to make room for a Scavenging Ooze , but on the other hand Spellbreaker is doing his job. Hexproof saves him from instant speed lightning bolts, and occasionally allow him to charge in for the final blow, but that's not why you run him.
It could be that I should just be playing humans, but this deck does a lot of things humans doesn't, and attacks the format in a slightly different way, while still being a deck that creates a bunch of early 4/4s and attacks. I get what you're saying re my creatures dying to lightning bolts, but guess what humans creatures die to removal too. I'm willing to accept a slightly worse matchup against Burn decks and Tempo decks given that I see a lot more Path to Exile and Fatal Push than Lightning Bolt these days.
3 months ago
The biggest problem your deck has is the fact that it is four colours. It's really, really hard to effectively run a four colour deck, and there is generally no reason to do so. Even as four-colour decks go, this one is particularly problematic. Counterspell , for example, is a fantastic card, but does not work with your mana--there's going to be plenty of times you want to Counterspell , but don't have .
Personally, I would recommend cutting down to three colours. However, this is your deck, and I'm going to give you suggestions based on the assumption you want to stick with four colours.
Non-utility lands that enter tapped have no place outside of the most casual of games, and, even then, will cause you to lose matches. Cut every land you have that enters tapped. Instead of the tri lands, consider cards like City of Brass and Mana Confluence --a little bit of life is well worth having faster mana.
On your Deck Help thread, you asked about Find / Finality as an option. I find Find / Finality to be a fairly solid card, and run 2-3 copies of in my Sultai Arena deck's mainboard. Both halves of the card are powerful and allow you to stabilize or change the course of the entire game.
You also asked about removal you can run. Abrupt Decay is a great card that hits a lot of threats, can't be countered, and is cheaper than Assassin's Trophy . I would recommend mainboarding a couple copies of Abrupt Decay .
Captive Audience is a very fun card, but comes out a bit too late and works too slowly to be all that effective. It also does not work well with your spell-slinger theme.
Related to the above, you might want to add more instant and sorcery spells. You can probably cut the two planeswalkers, since they both come down a little late in the game.
20 lands seems like it is too few. You should probably go up to 22--your average CMC is a bit on the high side, but several of those larger-cost cards have delve.
Hope some of that helps!
4 months ago
6 months ago
Thran Lens allows your creatures to block Animar and possibly remove him if any have deathtouch.
If you're playing 1 vs 1 Council's Judgment can always remove Animar.
Deathgrip is probably your BEST counterspell.
Since Animar starts as a 1/1 cards like Engineered Plague , Night of Souls' Betrayal , Curse of Death's Hold , Ethereal Absolution , and Elesh Norn, Grand Cenobite make him die instantly before he can ever get big. (If he's already out and pumped up before you can get one out just use a board wipe and he'll be stuck in the command zone until the Animar player can remove this effect.)
Chalice of the Void on 3 makes it so Animar can't be cast.
11 months ago
I really want Engineered Plague in modern. I would love to have it in my sideboard. It would make Humans and Eldrazi positive matchups. Especially against Eldrazi.
Ryan Overturf actually played 1 Cavern of Souls in his Grixis Delver sideboard because almost every creature in the deck is a human.
1 year ago
I'm looking to create a deck that does three things efficiently:
- Be able to single out particular creature-type and Debilitate/Remove/Use them
- Make it very excruciating for opponents to have creatures, especially of certain types
- Apply creature-types for shenanigans.
Budget isn't an issue as I plan on acquiring the pieces overtime, although I wouldn't mind not spending more than I really have to.
My playgroup has a lot of creature theme going on that work very well. I'm aiming to wreck their fun. I'm currently leaning on Olivia Voldaren to build upon but am open to suggestions.
Other cards that helped inspire the concept:
1 year ago
I think that one aspect of the original Phyrexians that you could have elaborated on in regards to their ideology is their use of disease, because it sets up a nice contrast to how Phyresis itself is seen as a disease in the Scars of Mirrodin block.
Phyresis was a response to disease, an attempt to strengthen the weak and dying. Phyresis was intended to be a treatment. So why, during the Invasion, did Phyrexia employ Engineered Plagues as one of their primary weapons in the war? The logic behind it is that Phyrexia seeks improvement, and so goes the old cliche, "What doesn't kill you makes you stronger." In the face of disease, the weak die off and the strong remain to multiply and make the species stronger as a whole. Phyrexia doesn't seek improvement by working on and strengthening weak points, it removes and replaces them. Phyrexia starts the process with disease because that is where Phyresis itself began and Phyrexia sees itself and the culmination of its past as the steps needed for perfection to be reached.
Now contrast that to how the Glistening Oil is portrayed in the Scars of Mirrodin Block. Phyresis is treated as an infection itself, corrupting all that it touches. Mirrodin's nature of merging organic life with metal, most likely inherited from the oil within Karn, was already a watered downversion of what the oil was originally intended for. Phyresis in New Phyrexia grew into its current form, as opposed to the purposeful reconstruction that defined Yawgmoth's Phyrexia. New Phyrexia's history and character is defined by the act of taking, where as Yawgmoth's Phyrexia, in an odd way, is based around a twisted characterization of giving.
Yawgmoth's Phyrexia forced their opponents to come face to face with the sort of power that they themselves could achieve if they wished. It presented the temptation of the Faustian bargain. The New Phyrexia instead taps into the existential fear of the zombie infection, where danger potentially lurks just below the skin and the odds rise exponentially against you.
@ berryjon If you ever have the time, I think that it might make for an interesting article to compare the ideologies of Yawgmoth's Phyrexia with those of the Simic guild under the leadership of Momir Vig, Simic Visionary. Both seek improvement in a manner free of moral constraints that most people would probably find horrifying. Momir's Simic always felt like proto-phyrexian mad scientists to me, although the lack of interest in artifice certainly gave it its own unique (if perhaps less impressive) flavor. It would be fun to see what an entire plane subjected to the guiding hand of the Simic would look like, so that we would have a more even scale to compare the outcomes of Simic ideology versus those of the Phyrexians. I'd be really interested in hearing your opinion regarding the two.
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