|Commander / EDH||Legal|
Printings View all
|Khans of Tarkir (KTK)||Common|
|Magic 2013 (M13)||Common|
|Urza's Legacy (ULG)||Common|
Combos Browse all
Exile target enchantment.
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2 days ago
Basically what turned me off from Combo decks was playing them. When I was younger and newer to the game there was something I found entertaining about putting together any form of instant-win combo. These days I honestly hate playing combo because I find it boring. You assemble the pieces and the game ends. woo.
No offense to anyone who enjoys combo, just not my cup of tea anymore.
I had a particularly stupid kitchen table combo that bewildered my friends back in the day. Barren Glory + Oblivion Ring + Apocalypse. Play Barren Glory, O-ring it, play Apocalypse. It wipes the whole board, O-ring returns Barren Glory to the field, and on your next upkeep you win. Your opponents get a whole round to sort something out but... all their permanents just got exiled, lands and all. Nobody at the table had Erase that day.
3 days ago
2 weeks ago
Thank you TheSurgeon and GeminiSpartanX for the feedback. I removed 1 Ghost Quarter and 1 Marsh Flats to add some basic lands. 1 Island and 1 Swamp. Also Removed the 2 Wall of Denial to add 2 Ensnaring Bridge.
Please tell me what you think of the new changes :)
2 weeks ago
It looks pretty good! There are a few nit-picky things that I'd change though. I'd run the 4th Polluted Delta before the 1st Marsh Flats since blue and black are the most important colors to fetch for. If you have an un-cracked fetch and your opponent plays a Blood Moon, you'll want to be able to get the most important basic land you don't already have, and chances are it will be blue since the deck needs blue more than anything. Secondly, I'm not a fan of Wall of Denial. I'd run the 2 Ensnaring Bridges in the MD before the walls, since they do similar things but bridge does it better. Third, try using Fragmentize as your artifact/enchantment removal. Even though it's sorcery-speed, it hits everything you want to kill for only 1 mana, and is also a great card to bring in against affinity. I'd cut the 2 Erase and the 2 Cyclonic Rift for the set, since you rarely will get to 7 mana for cyclonic's overload cost. Forth, I think Shelldock Isle should be in your MD or not in the list at all, rather than taking up valuable SB slots. I think you could cut a Ghost Quarter for one easily. I've gone down to 2 Field of Ruins as my only colorless lands, and it's been pretty good. I only use 1 Shelldock though since I like to limit the number of tapped lands that I play, but I'm sure if you want the 2nd one you can find the space for it. Lastly, I've gone back and forth on whether to use snapcaster in mill. I've concluded that while snappy is great at controlling your opponent's board by being a 3cmc removal spell, being a 4 or 5 mana mill spell isn't that great. Fun fact- you can't snap back an Archive Trap and cast it for 0 mana if your opponent searched their library that turn, which makes it not as great as some people think. I'd run some number of Mesmeric Orb (since it gets around Leyline of Sanctity), or some copies of Breaking / Entering as additional 2 cmc mill spells. Ideally you'll want to cast 2 2cmc mill spells on turn 4 after a Fraying Sanity on turn 3 to close out the game. I actually run Breakings over Mind Funerals, since funeral is so hit-or-miss.
Anyway, hopefully some of that helped, or at least gave you a different point of view on mill. Let us know how you do with the deck!
2 weeks ago
For the sideboard maybe Distress / Duress or non budget Thoughtseize for hand disruption. Some cards options i like but less certain on: Erase, Dawn Charm and Bile Blight. But remember the sideboard depends a lot on what types of decks you are facing.
3 weeks ago
1 month ago
You need to remove those painlands, since you are mono color, they are useless. Replace them with utility lands like: Maze of Ith, Sea Gate Wreckage, Flagstones of Trokair, Mistveil Plains, Kjeldoran Outpost, etc.