|Commander / EDH||Legal|
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|Khans of Tarkir||Common|
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Exile target enchantment.
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1 day ago
2 weeks ago
2 weeks ago
Ok so you are running brago? So a few things I know about brago is that he works great with Strionic Resonator, the ability to produce 3 mana from artifacts (Gilded Lotus is probably the best one for brago) and a mana sink I.E. Staff of Domination or a spell that forces a player to draw and force them to deck themselves. Second off, seeing as brago benefits greatly from artifacts, stuff like Enlightened Tutor are good for consistency (seeing as there is a budget Fabricate and Trophy Mage should work too)
Next there is removal. For creatures you are all right, although Pongify and Rapid Hybridization work well) you are a little light on long lasting enchantment and artifact removal. Again, budget saves the day, as Fate Forgotten and Erase are both cheap cards.
1 month ago
Sweet list overall, a few suggestion I would give are as follows:
You probably should add more lands as 32 is a bit greedy even for a deck will as much filtering as this one. Something are 36 is a little bit safer, especially because your deck functions much better with your commander out on turn four.
The advantage that Imprisoned in the Moon has over a card like Detention Sphere which hits all copies and can target enchantments and artifacts all without giving them an extra land is that Imprisoned in the Moon can keep players off certain colors of mana. This effect is much more effective in multiples however, because negating one land usually wont keep them off all their colors for long. Due to this I would replace Imprisoned in the Moon with Detention Sphere unless you want to go more in the mana denial direction with cards like Spreading Seas and Annex.
Generally it isn't too important to get rid of turn one enchantments, most of the power ones exist in the four or five slot, so Erase is cheaper of a spell then you need for that effect. I would choose a card like Return to Dust which can also hit artifacts and multiple targets.
I see you have a library manipulation subtheme with the miracles and top X card rearrangers. A card you might want to consider is Ancestral Knowledge which goes really deep into your library to set up the top card.
One weakness of your deck currently is it is lacking a way to deal with graveyard shenanigans. Adding in a card such as Angel of Finality would help combat this weakness.
Because many of the creatures in commander need to be dealt with before their controller untaps, the restriction on Swift Reckoning is pretty tough. Something more universal like Swords to Plowshares is usually better.
I do really like the miracles slant you have given to this deck and I'm excited to see how it evolves in the future.
1 month ago
Well done. I really like this build. +1
I think maybe it might be just as good with Scout's Warning as it is with Cavern of Souls. You don't need the Cavern to mana-fix, so all it does is prevent counterspell. It would make the deck a lot less expensive - without Cavern and Path, this deck is basically budget. Which I think is awesome.
A few cards to maybe consider:
Sejiri Steppe - 1x of these can be nice mid-late game. There aren't a lot of non-basic mono-white lands worth considering.
Sanctimony might be worth considering for the sideboard.
1 month ago
First off, wow. Under $7! That is BUDGGG-EEEET. Bravo!
I never got into "tribal" Heroic because it seemed like there'd never be enough room in a deck for creature targeting spells and lots Heroic creatures. That said, if you really want this deck to be better, I can offer a few tips that can make it more powerful.
For starters, I think you can do better in the land department. I suggest biting the bullet and going with 4xSunpetal Grove. Good lands work in so many decks, they'll be worth it. If you really don't want to spend the money on better lands, I suggest dropping white and going mono-green. It will make it faster and you'll avoid the frustration of not having the right land at the right time.
Another thing that will get you more wins is better disruption, usually in the form of removal. 2xPacifism and Plummet is just not enough. While white has some passable options budget options, green has very few. White: Celestial Flare, Reciprocate, Journey to Nowhere, Oblivion Ring - there are more, these are just off the top of my head. Green: Beast Within.
You should be running a sideboard, and in that sideboard, there should be spells that will come in handy often and can be swapped in for other removal spells that don't line up with specific matches. Specifically, you should have some sort of artifact and enchantment removal in your sideboard: Revoke Existence, Sundering Growth, Erase, Back to Nature, Natural State, Naturalize. On top of that, having some sort of planeswalker removal is a good idea as well: Pithing Needle does the job very well, but Beast Within and Oblivion Ring will work as well.
I would probably cut just about all the enchantments and instants you currently have. Ethereal Armor is really good, but you don't have a lot of enchantments to really power it up. So if you put more enchantments in, keep it, otherwise, drop it. (keep in mind Journey to Nowhere and Oblivion Ring are decent removal options that count toward the Armor!!) Blessing on the hand, is just down right awful.
Your creature base has too many high CMC spells, and would benefit from stronger synergy. Right now, I suppose it doesn't matter that it's unfocused because you're not missing the synergy from particular combos. Ideally though, your creatures should be picked so as to have the maximum synergy and thus, you'd want a full set of almost every creature. Additionally, you especially don't want spells that have CMCs like WW or GG without a very solid mana base. IE, Phalanx Leader's casting cost looks like a problem to me. The Leader looks like a great card, but probably in a mono-white deck.
I think I'd go ahead and run a full set of Elvish Mystic. This is partly because I think it's essential to use T1 and partly because I don't think you're going to take my advice and limit your spells CMC 4+ to four or less total, so I think you need the mana ramp very badly. Deadly Recluse isn't terrible, but I do wonder if we can do better for 2 CMC. Having reach in a green deck is good, but I'm betting that the deathtouch is the ability that gets more use. Perhaps Narnam Renegade would be just as good?
Kalonian Tusker may well be the worst creature in the deck. The only thing I like about this spell is that you're likely to be able to cast it despite it GG casting cost.
If you're going to run more enchantments and run with ++counters, Hardened Scales is going to be good here, though I find trying to drop it early can be too slow.
I realize my comments are kind of all over the place and very long. I hope at least something I've written proves to be helpful to you in some way. Good luck!
1 month ago
If you only need to get rid of enchantments then there is Erase for one mana cheaper