|Commander / EDH||Legal|
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|Shards of Alara (ALA)||Uncommon|
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Creature — Zombie Wizard
: You may tap or untap another target permanent.
Unearth (: Return this card from your graveyard to play. It gains haste. Remove it from the game at end of turn or if it would leave play. Unearth only as a sorcery.)
4 weeks ago
You might consider these: Chakram Retriever , Sensei's Divining Top , Future Sight , Scrying Sheets , Runed Stalactite , Illusionist's Bracers , Vizier of Tumbling Sands , Fatestitcher , Paradise Mantle , Coral Atoll , Sigil Tracer (seems real good with Dramatic Reversal!)
1 month ago
Colonel_Kink In my own opinion, the most consistent way to combo isn't after interaction is used, but whilst it's being used. Respond with Flash-Hulk in response to the counter-war over Isochron Scepter .
Rarely does an entire board run out of answers, rather, they run out of specific answers or the resources to use them, like if they are tapped out.
Now, separate from simply discussing individual deck's ability to compete, many, many more factors come into play.
In total, I believe the core things a deck needs can be simplified to 3 things:
How well it is tuned to its meta.
How well the pilot is able to judge tells, evaluate board states, play politics, memorize cards, sequence plays, and mulligan properly.
How efficient in card quality the deck is.
The first simply means whether or not the deck is easily hated out and how well it can hate out other decks in the game. If you want to play a Shimmer Zur Storm list, you want to be able to know the metagame doesn't run a large package of anti-storm cards like Damping Sphere , or too much in the way of anti-creature. You also need to know roughly the styles of decks it will face, to run proper interaction, like do I run Delay against Food Chain or Flusterstorm against counter-wars and storm builds?
The second is the pilot's skills. Obviously skill takes a major role in wins, but in cEDH there is an incredible amount of ceiling that can be reached that many people don't realize. From playing poker, you can easily tell how much tells have to do with reading opponents' hands. Tells such as if an opponent often layers cards from low-cmc front to high-cmc back, if they read cards that they don't know, and you can use this extra information to really get better winrates.
Additionally, while most cEDH players can properly sequence turns, see detailed lines, and know most played cards, I still see veterans just miss things that seem relatively obvious, but I realize are shortcutted so often that they aren't. I went recently against an Emry, Lurker of the Loch artifact storm build, who milled a Fatestitcher and Lotus Petal when it entered on turn two. An opponent on Tana and Tymna Blood Pod dropped a Trinisphere , and when it got back to the Emry player they dropped Mirran Spy and had 2 mana left. I knew they had infinite mana, but they didn't realize it.
They thought because of Trinisphere they couldn't loop Lotus Petal , Emry, Lucker of the Loch, and Mirran Spy , but because Fatestitcher could come back to tap Trinisphere down, it could. They passed, and because of a Windfall from me, we saw they had a Stroke of Genius , Mental Misstep , and some more protective elements needed to win. They just didn't know how Trinisphere worked, and never remembered the 'untapped' clause.
The last is simply saying to run a good deck with good cards. Often this implies if you have the other two you can get to the point where you are effective in a game, with the interaction and well-tuned wincon of the first point, and can close out the game.
1 month ago
Doing a little Brewing with Mairsil, the Pretender because I love commanders that let you use cards that don't see a lot of play. I've definitely come across some interesting stuff.
I'd like to share some of the interactions and also inquire about what others are thinking as far as efficiency and fun, or any other combos/interactions not mentioned.
There are ways to get around the "only once per turn" wording. This is probably the most confusing piece of decks based on this Commander. The most obvious choice is Quicksilver Elemental , allowing you to pay to essential get a new instance of an ability. I am lead to believe that flickering Mairsil will also reset this rule. But if this is wrong or there is a way to make it more clear (OR OTHER WAYS TO DO IT) please share.
Skill Borrower can basically be a Mairsil Lite
Loot Effects are excellent because Mairsil doesn't care if the target are in hand or in graveyard.
6. Pack Rat can be used to create copies of Mairsil, which one will die, but it can be used to evade and get additional uses of abilities.
7. Vector Asp ...
10. The Chain Veil ? Could Grixis Superfriends be a thing with a combo here? If anything you get the ability without the drawback.
11.And this is the big one. Mirror-Mad Phantasm . So the wording here is different, "a card named..." means we won't replace the name with Mairsil, so we will rummage through our deck looking for another Phantasm, that isn't there. So we are able to put our entire library into the graveyard. From here we can use a combo based around Narcomoeba , Bloodghast Fatestitcher , Dread Return , Laboratory Maniac , and flashback Deep Analysis for the win. It's a little janky, but it is essentially a 2 card combo with a little support.
12.Aside from that, Necrotic Ooze would love all these activated abilities in the graveyard.
Again I'm looking to provide some clarity, for others and myself, on good ways to take this commander. If anything I've shared is wrong or there are better ways to do it, please let everyone know!
3 months ago
I'm guessing Urborg, Tomb of Yawgmoth is too pricey? If so, I suggest adding "Budget" to the deck's hubs.
Some nicer lands would obviously help, but so would Fertile Ground . If you go both routes, it might be possible to add U, which would open the door to spells like Hidden Strings , Fatestitcher , and Curiosity .
For 4 mana, I think I'd run Harmonize over Rogue's Gloves . If you can't deal opponents unblockable damage, the Gloves won't help, so that conditional just diminishes the consistency of card advantage.
4 months ago
I've posted in your other thread. Here is my sac/recur based deck. I still need to make some cuts but it should give you an idea of what a deck in this archetype would look like. If you're looking for something that can't combo kill in the first few turns, don't play Hermit Druid , Angel of Glory's Rise , and the creatures that are mostly useless except to sac to recur angel with Dread Return like Narcomoeba , Fatestitcher , and Bloodghast
4 months ago
6 months ago
I'm not sure Cryptbreaker or Skirk Ridge Exhumer are the right way to go; I think tutors tend to be significantly better. Final Parting is good for getting both the reanimation spell and the reanimation target. Ancient Excavation and Frantic Search are good cards I see in your maybeboard; they pitch drawn targets from your hand, while also replacing them with good cards. Mystical Tutor helps to find whatever spell you need to reanimate. Vampiric Tutor is the best, though that card is pushing $70-$80 now.
I feel like the cards you're trying to reanimate are not as powerful as they could be. Grave Titan is great, if only because it gets 10 power on the board immediately, but I don't see all too many other great reanimation targets. Massacre Wurm is a good card, though it can be expensive; Harvester of Souls is also a good target. If you want to reanimate cards like Ulamog, the Infinite Gyre , Shallow Grave and Makeshift Mannequin could be useful.
If I may offer some non-reanimation advice:
Gravecrawler is a GREAT card in your maybeboard. It works well with Ashnod's Altar , adding for . If you run something like Skullclamp , it becomes a recurring : Draw two cards. It is worth noting, though, that this does not work if you have a lord on the table pumping your dudes. Furthermore, if you loop it with Phyrexian Altar and Altar of the Brood , you can mill everyone out. Pass the turn and you win.
Graveborn Muse is another good card-draw engine, as are Phyrexian Arena and Staff of Nin . I don't know exactly how wide your deck goes, but if it has a significant number of creatures on the board at any given time, Slate of Ancestry may merit an include.
If you run Watery Grave , Sunken Hollow or Fetid Pools , you can fetch them with your Bad River . Running Rocky Tar Pit and Flood Plain can also fetch these duals, and make your mana more consistent. In conjunction with your Crucible of Worlds , these guarantee your land drops. Morphic Pool is an ETB (mostly) untapped land you may want to consider.
Winds of Rebuke is a good spot-removal spell that also mills you. As a bonus, if you use it after an opponent resolves a Vampiric Tutor or Enlightened Tutor , you can mill their tutor-target. This feels slightly like sneezing slowly and simultaneously winning two discrete lotteries, while at the same time getting a date with your crush. I've done it a few times, and I suggest you try it.
Damnation is a slightly worse version of Toxic Deluge . You might want to consider running it if you need another boardwipe. Windfall works well after an overloaded Cyclonic Rift . Pairing Notion Thief with Windfall gets... interesting.
Finally, I think you may find Unstable Obelisk somewhat lacking. I suggest replacing it with one of the aforementioned 2-mana rocks, as they are easier to cast. Ashes to Ashes and the like are good ways to remove creatures as two-for-ones.
Good luck with deck building!
6 months ago
Kiora, Master of the Depths , Vizier of Tumbling Sands , Fatestitcher , Arbor Elf , Voyaging Satyr , Intruder Alarm , Freed from the Real , Crab Umbra , Savor the Moment , Drift of Phantasms , Muddle the Mixture , Chalice of Life Flip, (not in your color scheme, but very powerful and of note: Aggravated Assault )
Fatestitcher occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%