|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||None|
|Classic Sixth Edition (6ED)||Rare|
Combos Browse all
You may put a creature card from your hand into play. If you do, sacrifice it unless you pay its mana cost reduced by up to (2).
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6 hours ago
Hey!Look at this card Flash... Now look at your creatures with other eyes!
2 days ago
I may be a bit biased on what I'm about to say, but im curious as to why Flash + Protean Hulk combo isn't in the Child of Alara deck list. Child is my oldest EDH deck, about 7 years playing it, and my current list reflects most all of the cards in the recommended list above, except I added a Flash Hulk package (please note that the list on my tappedout is still outdated). Flashing out academy rector or Boonweaver Giant can easily bring out the combos at a quicker pace and hulk can grab up the whole combo in of itself. Flash also allows us to easily bring out and sac Angel of Glory's Rise or Reveillark which can also lead to a combo finish so long as we just pitch some things to the grave with cards like Survival of the Fittest or buried alive. With the added inclusion of these cards, I honestly feel that this deck now outperforms a lot of the other T4 decks; the deck wins between turns 1-4 and is usually winning around turn 3 goldfishing, while still holding up permission. I will include an updated list once I'm back from vacation, but i feel that the commander should be at a 2.5 with ability to abuse hulk and flash so easily.
6 days ago
Yeah, that's what I was thinking... she'll have a huge target on her back for 6cmc... but access to counter spells might help circumvent burn spells etc... Plus the Protean Hulk combo in Abzan runs zero dead draw cards... On the other hand... Sultai gives us access to Flash...
1 week ago
The biggest thing with Helm of the Host is that it is, ultimately, easy to interact with. They have to equip it, go to combat, and have their orginal commander survive the entire time they're comboing off (otherwise they stop getting copies), not to mention a Fog or Seht's Tiger stops it in it's tracks, being a combat-based combo. That's a lot easier than Flash/Protean Hulk, which only needs to resolve Flash and not have a Rest in Peace out, or Food Chain Prossh, which only needs to resolve Food Chain really. I have both of those combos at my LGS, and figuring out when they're going to combo off, and more importantly, how to interact with them in some decks (in my Jund deck I literally can't do anything to Flash Hulk), is incredibly difficult. I would hate to see Helm of the Host banned and Protean Hulk and Food Chain not even considered.
1 week ago
It is neat but it is neat in the way that Niv-Mizzet, the Firemind + Curiosity is neat. There are plenty of other busted things in commander, just take a look MagicalHacker - List of All 2-Card Infinite Combos.
Durkle have you ever seen anyone use Mirror Gallery and Followed Footsteps or similar copy effect? Yes Helm of the Host brings this down to one card so maybe that makes it comparable to say Prophet of Kruphix but if doing this is as busted as you think people would already be doing it in greater numbers.
As it stands mirror gallery is a pretty fringe effect and going back to the comparison with prophet Vedalken Orrery and untappers like Seedborn Muse are used far more often to do much dirtier things than win through the combat step. Ultimately that is what Helm of the Host will do more often than not, win through combat, and that should probably be encouraged. So few decks seem to want to win that way evidence being of the 5 four color commanders the only one that doesn't make the top all-timers is Saskia the Unyielding the swingiest of all swingers.
This card is cool and strong, I'll definitely be breaking it in half but I don't see anything remotely like it on the ban list except maybe Prophet of Kruphix and that is a stretch since their only similarity is that they tape two cards together.
1 week ago
1 week ago
Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.
Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.
Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.
Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.
Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.
On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.