|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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1 week ago
1 week ago
Thanks so much for looking at my deck, Doubling Season and Sylvan Library are amazing cards that I have not added yet for budget reasons I will add them to my maybe board promptly along with some other expensive want to buy cards.
Hardened Scales seems a worthy include if I can find a card to remove for it.
I will cut some of my kill spells for the better options.
Thanks again for your help, happy tapping:)
1 week ago
Sylvan Library is a pretty solid card, helping smooth your curve with the option for additional cards if needed.
You mentioned one of your issues is how to win--Champion of Lambholt can help with that some--you make it bigger with your commander's ability, making your other creatures harder to block.
Hardened Scales, Doubling Season, and Pir, Imaginative Rascal all go well with your commander, but not sure you have enough other +1/+1 counter enablers to make them worth it. Doubling Season, of course, can be run with some planeswalkers for instant ultimates.
I would cut some of your destruction spells and perhaps replace them with Song of the Dryads, Imprisoned in the Moon, and Deep Freeze. Each can remove a commander without a zone change, so they are stuck on the field crippled. Song of the Dryads has the added advantage of removing any permanent.
Since you have pretty decent ramp and a low curve, Genesis Wave is a solid option, dumping creatures and adding some lands.
1 week ago
Earthcraft plus some more emphasis on basic lands so that all your creatures, including the token creatures, tap for mana without needing haste to grind out more value? Makes Eldrazi Scions and Spawn make 2 mana? Also, what are your Protean Hulk lines usually when someone runs hulk (generally with Flash) they have a specifc few creatures they run to win? Speaking of winning, how do you win? Combat?
2 weeks ago
Sac hulk, fetch Phyrexian Delver + Viscera Seer
Sac delver, get hulk
Sac hulk, get mika + ballista
The combination of cards fits into the deck very well i think (triskelion wouldn’t really have any other business being here), but i’m unsure of whether i want the combo like that. Aside from that Mikaeus, the Unhallowed is pretty expensive. Protean Hulk and Flash are cool enough to maybe want regardless though, i added those as maybes.
You could be right regarding the ramp / explore-effects / ramunap. How do you test your deck in commander? I never really have and mostly only theorized. World Shaper was recommended earlier too, it could be that i should give the card a chance, since it just feels lame on the surface, but i’ve never seen it in action in a GY centered deck and i guess with sac outlets it can be a big deal. Added to maybes!
2 weeks ago
Hey, you're welcome.
Birthing Pod is worth having to twist your deck some to play it, but you don't have to even do that here; there's already a good enough creature base to take advantage of Pod.
There's many combos with Protean Hulk and Flash. Most begin with casting Flash with Hulk in your hand this cheats Hulk into play and sacs Hulk. All you do is don't pay the alternative five mana cost of Hulk with Flash this allows you to sacrifice Hulk and then trigger Hulk's die ability. There are win con combos with FlashHulk and there's also combos that are just good not win cons. Hulk gives you a lot of card advantage because after it dies it can tutor for any combination of creatures that equal six or less CMC and put them directly onto the battlefield.
There's many win condition combos with FlashHulk; I'm not going to explain them all, but here's one. If you're interested in learning more about other more complicated combos if you would like then I'll explain another one later on in another comment.
Start out with casting Flash with Hulk in hand, this sacs Hulk. After this tutor for Phyrexian Delver and Viscera Seer, this combination is six CMC of creatures. Delver then reanimates Hulk for the cost of seven life. After Hulk is reanimated sac it with Seer. This then triggers Hulk's die ability again. Tutor for Mikaeus, the Unhallowed and Walking Ballista this equals six CMC of creatures because Ballista has zero CMC. Mikaeus gives all non-Human creatures +1/+1 and undying this allows Ballista to stay on the battlefield because it will ETB as a 1/1. Once you have Mikaeus and Ballista in play then use Seer to sac Ballista this triggers undying which returns Ballista to the battlefield with one +1/+1 counter. You can now remove the +1/+1 counter and do 1 damage to target opponent with Ballista. After this sac Ballista with Seer and trigger undying, returning Ballista to the battlefield with a +1/+1 counter. With Seer this creates a sac loop; by first removing the +1/+1 counter from Ballista targeting an opponent with the damage, then sacing it with Seer.
The nice thing about including this combo with Muldrotha is that all the cards have synergies in the deck not just with the combo. They are good cards by themselves or with other cards in the deck.
2 weeks ago
Hey, looks good.
Have you considered the FlashHulk combo (Protean Hulk and Flash) with Phyrexian Delver and Phantasmal Image? Buried Alive is a good enabler to get creatures into the graveyard for Muldrotha or reanimation. Hermit Druid and Life from the Loam are ways to get many types of permanents into your graveyard. Skullclamp is very good as a draw engine with all the 1 toughness creatures as well as sac outlets. Fauna Shaman is a less expensive/less powerful Survival of the Fittest they can fill your graveyard up with creatures while also tutoring for specific ones. Birthing Pod is similar, all are powerful with Muldrotha.
River Kelpie has busted interactions with Muldrotha and sac outlets. Razaketh, the Foulblooded(sac outlet, tutor) very good Demon to reanimate. Mindslicer with a sac outlet can be back-backing for your opponents, less bad for you.
Good luck with your deck.
1 month ago
Literally anything is good. As mentioned, besides the 100 card singleton, it has nothing in common with Commander:
1/ Everything legal in Vintage is legal in Highlander - you get to play a lot of broken stuff that you cannot in Commander.
2/ Points list - but not every single broken thing at once. The list works great at curbing power level and is diligently curated. Do you want to run Flash and Protean Hulk? Congrats that is ten points and you cannot play any other pointed cards.
4/ 1v1, 20 life - a lot of aggro stragies are invalidated in commander just because you have to work through 120 life. A lot of infinite combo strategies available in Commander are invalidated in CanHan, because there are no other opponents to focus on. Also, you single target Counterspell in commander does nothing to 2 out of 3 opponents. Here, its effects are amplified.
5/ Literally anything is possible - decks are limitless, viable strategies are wide. It is a brewer's paradise.
For example, to counteract enpc's lack of combos in the deck, here is one with 15: