|Commander / EDH||Legal|
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|Commander 2018 (C18)||Rare|
|Alara Reborn (ARB)||Rare|
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Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Whenever a creature you control attacks alone, if it's the first combat phase of the turn, untap that creature. After this phase, there is an additional combat phase.
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Finest Hour Discussion
3 weeks ago
I was playing Rafiq of the Many in a 4 player match. Had the table dead to rights. Rafiq had a total of 52 power with various equipment and auras on him as well as a Finest Hour out. So I would be killing two people my turn. Buddy of mine looks over my field and says to me You look like you need a land. Of course I'm like huh?
He says again you need a land. I go uh no I don't I have 10 land in play. I'm good. He says no you really need a land. I go what's wrong with y....NO don't you dare! Path of Exile Rafiq? The amount of anger and rage I showed after that. The rest of the table were in tears laughing so hard.
I was shortly hated out of the match fairly quickly.
4 months ago
butt stuff huh. That seems obvious. Why not do that but also make a play on his name with kind of a militant grand strategy deck? Put exalted in there with Finest Hour and Rafiq of the Many and Knotvine Paladin and get some huge swinging wall to push someone's shit in.
8 months ago
Hi, I have My own Rafiq deck and it actually works quite consistently (at least in my meta of kitchen table magic) Rafiq of the mostly himself.. Rafiq is an amazing commander because he needs really little help to destroy your enemies wich leaves you a lot of slots open in the deck to oil the engine of the deck. On top of that he has a really nice color identity.
I Use 39 lands which may be a bit more than enough, but at least you don't get stuck.
To pump Rafiq I focus mainly on evasion so they dont just chump-block him, Cartouche of Knowledge, Rancor, Shield of the Oversoul, Steel of the Godhead, Unquestioned Authority, Whispersilk Cloak Shroud can be a hinder but this card is just bananas.
When I find an opening or I have a counter in hand I use Might of Oaks (if he hasn't been blocked) or Enlarge to one shot a player (7+3+1)x2= 22.
All those auras you use that give Rafiq just a super big body are a bit overkill in my opinion. If you just give him +2/+0 and some evasion he will only need two attacks to kill someone. Leave you mana open and brag about all the counterspells in your hand.
Forgotten Ancient: Almost forgot about this guy. Gives no evasion, but makes anyone super big.
It looks like you are lacking serously in card draw. Card draw is crucial in Commander because you won't be able to kill and fend from all other players just with your starting seven cards. If you are the player that's drawing one card each turn then you are most likely not going to win.
Hunter's Insight will draw you 8 cards for three mana just attacking with a butt naked Rafiq that happens to be unblocked.
Hunter's Prowess is a heavier version of the previous, with a sexy +3/+3 and trample. I hope you draw the Reliquary Tower.
Snake Umbra: Up to two cards per turn and protection from death.
Pull from Tomorrow: instant braingeiser, nuff said.
Fact or Fiction, Concentrate, Secrets of the Golden City: just flat card draw with a moderate cost, gotta keep the cards comming.
Rush of Knowledge an underated spell. will get you easily four or more cards.
And seven more cards that are cantrips.
Counters: Stubborn Denial, Swan Song, Arcane Denial, Disdainful Stroke as cheap counters. Faerie Trickery, Hinder because there are stuff that you just don't want to leave in a graveyard. This spells should be Dissipate and Void Shatter instead, It's in my "to do" list. Bant Charm one of the most versatile card in the game, the three options are good.
Blossoming Defense: protection/boost, Shelter: protection/evasion, Valorous Stance: Protection/removal.
Removals, if I'm not unblockable I will open a way myself!. My phylosophy with removals is "exiling matters" if I use a card slot in a deck in a removal, I want that thing gone for sure, gone forever and not triggering anything:
Bant Charm, Selesnya Charm, Crib Swap, Reality Shift, Curse of the Swine, Valorous Stance. Also Snakeform and Polymorphist's Jest get the job done against indestructible creatures. Provoke is a pet card of me, you gotta see their faces when you meddle in combat between opponents getting one or both of the creatures dead.With the naturalize effects I also want stuff exiled, too many gods and indestructible artifacts. Sylvan Reclamation, Return to Dust, Forsake the Worldly and then those that don't ecile but are too good not to use: Acidic Slime the ooze with deathtouch is quite unwelcomming for big attackers, Qasali Pridemage too on theme with the deck, Trygon Predator reusable naturalize and can destroy two each attack.
My decks are usually low on board wipes, they are boring because they set everyone back, you included. They are only a last resort for me, it works better for me removal of strategic targets but I still run three of them Cyclonic Rift as you, AEtherspouts set one player back to stone age and he'll become the punching bag of the table, Tragic Arrogance board wipe that you lets your main guy live and the worst creature of your opponents.
I have a card slot in the deck (I think I lost a card somewhere), one of the cards I may put is Cataclysmic Gearhulk
What I think you are doing wrong:
Yes, you land count is low, it is not 35 but even lower: Maze of Ith doesn't give you mana and Serra's Sanctum in your opening hand wont give you mana either. Then you have the three fetchlands that will take another land from the deck you may need to draw later. The moment you play first time Rafiq everybody will have have their hand overflowing with removals and there will be fewer targets more deserving of removal than him, it will take you forever to get back on your toes.
You lack awfully on card draw, you only have Rhystic Study, Betrayal, Enchantress's Presence, I you don't happen to draw one of them or they get detroyed, the deck will lag and you will lose. In a blue and green deck is a crime to be low on card draw, you need many cards to be sure you get to draw some of then and then they will call to each other, the more you draw the more draw cards you'll get to keep the drawing going. About ten to fifteen cards to draw is a nice number. If you put too many you will find yourself drawing only draw spells, not good either.Rhystic Study is a great card, works on its own and in the worst case slows your opponents, keep it.
Betrayal unless you find a card with a crazy ability that may get abused untapping several times, this card is a bit weak, It's better in a control deck that is already tapping the opponents' creatures.
Enchantress's Presence You have to make up your mind, is this an enchantress deck? because if it is you better be including all the enchantress (Argothian Enchantress, Femeref Enchantress,Mesa Enchantress and Verduran Enchantress) Eidolon of Blossoms, Kor Spiritdancer, Sram, Senior Edificer, and swap several of the cards for enchantments that do something similar (I.E. mana rocks for land auras like Wild Growth). Then you will have a decent card engine.
Eldrazi Conscription big flashy card that's more than Rafiq actually needs, it will be a dead card in your hand until you finally get some way to cheat it to the battlefield. You may at one point be able to cast it but you will run out of mana and expose yourself to removals. You could wait until you have 10 mana, but do you really want to? I would take it out of the deck unless I could consistently cheat it to the battlefield (like having Bruna as commander).
Flickerform Tried this card a lot of times, 90% of the times you won't have four mana available when you need it, that's a lot. also it gives nothing else to Rafiq.
Tooth and Nail: The same, you say you want to push voltron to the limits, but you can't help but including the nine mana cost spell that puts the combo in the battlefield.
The point of having a voltron commander is that he is the win condition.
Your deck want's to be too many things (a voltron deck, an enchantress deck, a control-combo deck), but at the end of the day is none. Try to focus on your game plan, you can't just fill a deck with good stuff and expect it to work consistently.
10 months ago
Glad the explanation helped! Since it is a bit of a complicated and non-obvious combo, you might want to explain it in your deck description, lest others become confused.
As for not having enough targets for Strionic Resonator, I am not sure that is true. Effectively, you have approximately 21 cards where duplicating the ability would be of benefit (I excluded cards where the triggered ability would provide no benefit or would actively harm you, like Mox Diamond).
- Oblivion Ring, Detention Sphere, and Banishing Light all rely on triggered abilities to function--a duplication of which would result in two creatures being exiled until the card leaves the battlefield.
- A duplication of Finest Hour would allow for two additional combat stages, as opposed to one.
- Sovereigns of Lost Alara could be duplicated to place two auras on your attacking creature.
- Your numerous enchantment-synergies could also be duplicated for additional card draw.
- Even if you have not drawn any of the above cards, Exalted is a triggered ability. At the very least, you could grant one of your creatures an additional +1/+1 for 2 mana (2 additional damage if double strike is in play). Not an impressive number, but it keeps the Resonator from being a dead card on the battlefield.
Now, the Resonator still might not fit into a competitive deck, as it eats two mana per turn. That is a fairly significant investment, and you have plenty of other useful cards to cast. I just want to make sure you are excluding it for the right reasons!
10 months ago
enpc This is the kind of constructive comment that I am looking for. I know there is plenty of room to grade the deck up te make it more competitive. Your suggestions seem logical and some of them (the more expensive ones) are on my trading list and I hope to add them to deck real soon (especially fetch and pain lands).
There is only one thing you should keep in mind and now I am going to try to explain or maybe defend the chioises of some of the higher CMC cards like Mirari's Wake and the Enchantress-draw engine. In a 4 player multiplay in the most favorable scenario you will be able to give the first hit in turn 4 and it won't be lethal.
It will take then another turn to kill the first opponent and another two or three turns to strike the other two. By that time your hand is empty and a refill could come in handy. This is no deck which can finish 3 players in one turn (maybe 2 with a Finest Hour. But maybe I am thinking in the wrong way so I am curious to hear your reply.