|Commander / EDH||Legal|
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|Masters 25 (A25)||None|
|Classic Sixth Edition (6ED)||Rare|
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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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2 days ago
This deck has a good sinergy and T2-win combo.
Because it's a simple direct damage deck, I've put some defenses to be able to confront decks based on counters or exile cards.
4 days ago
So, I've got my first ever real commander deck -
Commander / EDH
SCORE: 3 | 5 COMMENTS | 362 VIEWS | IN 2 FOLDERS
1 week ago
Madcookie: The one place where your logic goes wrong is in the first step. The MTG rules don't create restrictions on when you're allowed to cast those spells.
The phrase "timing restrictions" is a misnomer, and it frustrates me that some of the rulings notes in Gatherer use it. The reason you're allowed to do pretty much anything in the game is because a rule or card gives you permission to do it. The timing rules are all a system of permissions on when you can do certain things (there's only one true restriction: you can't play lands on other players' turns). If they were restrictions then cards like Knowledge Pool or abilities like Flash wouldn't be able to work at all because one of the key rules of the game is that restrictions are stronger than permissions (i.e. "can't" beats "can").
So the rules give you permission to cast certain spells at certain times. Knowledge Pool gives special additional instruction/permission to cast a spell in the middle of a triggered ability resolving. Teferi, Mage of Zhalfir creates a restriction that says certain players can only cast spells during a main phase on their turn when the stack is empty. Those players can't cast spells from the Pool.
2 weeks ago
A few questions:
What is the Razaketh, the Foulblooded line? I'm guessing the mana dorks are to have fodder to sac to him?
Not using Dance of the Dead?
4 weeks ago
4 weeks ago
I think your mana base could use some work. A large number of your lands enter tapped, which is further hampered by the bounce lands. Even if shocks and fetches are beyond your budget, pain lands, check lands (with more basics), or some of the less expensive rainbow lands (City of Brass, Tarnished Citadel, etc.) will provide you usable mana the turn they are played.
Related to the above, I think you could use some more ramp cards--Cultivate, Life from the Loam, etc. will speed up your gameplan, and allow you to hardcast your larger threats if you can't get your commander fielded.
Even with more ramp, you have a number of fantastic, but expensive-to-cast creatures. You might want to cut some of these--most of the time they will be dead draws. I'd consider focusing on game-ending abilities or cards like Protean Hulk which have the potential to win the game on the spot through combos. Add Flash for the ability to win on turn 2 with Hulk.
Careful Study is a strong draw card that also puts items into your graveyard.
You could use some more removal--Abrupt Decay is solid and will hit a large number of targets. If enchantment removal is not large in your meta, Imprisoned in the Moon and Song of the Dryads can take out an enemy commander without a zone change, so it gets stuck on the battlefield in a transformed state.
1 month ago
Mystic Remora becomes very powerful when playing against decks on the similar strength as this deck.
Spell Crumple another hinder, but trading the tempo option for a higher chance to draw the counter again
Flash for two extra mana you can cast a stax creature or if in a bind you could use it to turn any of your etb destroy x creatures into a 2 mana + discard a card removal. Now for extra strength you can run Protean Hulk and use it to tutor up some extra stax.
Carpet of Flowers lots of mana when an opponent is playing islands.
1 month ago
Cards I want to take out:
Mosswort Bridge - I don't like Taplands, and I often had the problem not having the 10 power.
Terramorphic Expanse - I'm not sure, but why not Playing an Island/Forest instead
Evolving Wilds - Same here
Managorger Hydra - Really strong card on it's own, but..yeah that's it.
Master Biomancer - Can be absolutly broken in this Deck. But early he stops me from getting Experience counters
Forgotten Ancient - Same with the Hydra
I think I need more card Draw I really want to play:
Worldly Tutor (I don't have one)
Sylvan Library (As soon as I finished this Deck, I may buy one)
I also thought of going more with ETB and put in Panharmonicon but that's like building a new deck. :( And I'm missing removal I think. I'm still not sure to go the Flash Protean Hulk combo fully. Just to tutor wincons and kill everybody is something I don't want in many Decks. I have a Breya Combo deck, but Ezuri is my Favorite so that seems okay for me.
I really need suggestions what to cut. But I need an explanation WHY I should cut something. Just "cut this and this" doesn't help me.