|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Rare|
|Vintage Masters (VMA)||Rare|
|MTG: Commander (CMD)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
Counter target instant or sorcery spell unless its controller pays .
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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|Have (14)||rainbowofdeath , mziter501 , Azdranax , jwitzleben , wackozacko , Asyndeton , vishnarg , killstars , larry_the_wizard , marsthesoos , dplerner , philktoken8998 , KillDatBUG , CampbellStev|
|Want (7)||Enivid , KCMetroGnome , SpottedGee , sonnet666 , IRNMN , buildingadeck ,|
5 days ago
So looking at the list, there are a few things that you can do to free up some card slots for more card advantage.
First step is that you should look at streamlining your combos. As has been pointed out, adding Auriok Salvagers in combo with Lion's Eye Diamond is a good move, however I think that you could easily cut Krark-Clan Ironworks, Ashnod's Altar Rings of Brighthearth, Basalt Monolith (unless you wanted to keep it for ramp), either Grinding Station or Altar of the Brood (I would keep altar of the two) and Mindslaver without any major negative impacts to your deck.
As for good card advantage, I like Ponder, Preordain, Impulse (which is amazing) and Night's Whisper as cantrip pieces. There's also Mystic Remora which is a powerhouse. The more you can get your curve down as well, the more appealing Ad Nauseam becomes.
You should also look into getting the rest ofthe 6 fetches. They will help streamline the deck as well.
1 month ago
thx for commenting on my list of Azami!
All the best :)
1 month ago
Maybe cut Checklands and Exotic Orchard? One can enter tapped which is a no-go for competitive edh and the other is inconsistent for mana. Playing a Tarnished Citadel would be great. Also a little to many lands for competitive edh. Flusterstorm/Duals is a must for competitive. Also a Mana Drain is also a need-to-play as far as competitive edh goes. Also Nimbus Maze seems bad and inconsistent.
1 month ago
enpc: Hey thank you for putting the time into critiquing my deck! However, I feel as though I should have spent more time expanding upon what the intention of this deck is and what my playgroup looks like.
Essentially, my playgroup is an anti infinite combo group with a heavy creature focus core deck group. I do agree that pure control tends to be weaker than combo, but personally my playgroup and I prefer longer, more convoluted board states and heavy politics as opposed to quick combo kills.
That being said, I still agree with a few of your points and would love to get your input on pieces that would be good replacements. As far as cards like Swan Song and Flusterstorm go, in my playgroup wouldn't be very effective. The reason I have cards that might not be as efficient such as Desertion and Insidious Will is because the decks I tend to play against usually have big juicy targets so I tend to lean towards the toolbox type of spells that can act as catch-alls.
I do find, however, that "pure control" decks that rely on big beaters as finishers tend to fizzle and be quite a bit more fragile than their "combo control" counterparts. So, I ask you this: Having this new information about my playgroup and preferred style, do you have any suggestions that might align with this less competitive style?
I still would love to hear your feedback because you seem well versed in control.
1 month ago
Your deck is lacking a win condition. A few big creatures a dedicated win condition does not make. And attempting to steal other people's to use as your own is a gamble. You might get some value, but chances are you won't get that much. Especially with how much hate Sen Triplets brings.
As a general rule, control beatdown is much weaker than combo, purely off card slots alone (not to mention that combo just finishes games). Control decks obviously need a good control suite in the form of counterspells and removal, a solid amount of card draw to ensure that removal keeps flowing and ramp to make sure they can play multiple spells per turn. This doesn't leave much space for beaters. On top of that, you should be running efficient counterspells - Desertion is an example of an inefficient counterspell. Sure you get a counterspell + something else but A) at five mana it prohibits playing multiple pieces of removal and B) Subconsiously you'll want to save it for something big to get lots of value off it and so can inadvertantly let a spell which needs countering slip through. Counterspells like Swan Song and Flusterstorm are good because they're cheap and even things like Dissipate are a good balance between an extra effect and mana cost.
Your card draw feels lacking. Yes, you have some effects but a lot of them feel quite slow. And with very little mass card draw, you'll really start to feel the pinch around turn 5-6. Windfall, Mystic Remora, even Day's Undoing are all really strong and help slingshot you back into a full hand.
1 month ago
Sorry about the link in the description, it links to my private, un-explained list! I've updated the link to the Primer list, which while incomplete, has a good explanation of the infinite mana combo. As for upgrade order, the first priority for this deck is by far the lands, as manabase consistency is essential, and also Glimpse of Nature, as it's a really good hack. After that, you can start improving your interaction package with things like Thorn of Amethyst and Null Rod, as both of those cards are extremely good at supplementing the Hackball plan, and you can also grab things like Flusterstorm and Mana Drain. Good luck!
2 months ago
For whatever reason, this decklist keeps showing only about half of the cards unless I choose to edit and save it. If I do this, it shows the full list momentarily and then goes back to the incomplete one. If anyone else viewing this is having this issue, and for myself if the site doesn't stop being broken, here is the full list in comment form:
1x Ancient Tomb
1x Aqueous Form
1x Chrome Mox
1x Crow Storm
1x Mana Crypt
1x Mana Drain
1x Mana Vault
1x Mox Diamond
1x Mox Opal
1x Spell Pierce
1x Storm Crow CMDR
1x Strip Mine
1x Swan Song
1x Time Spiral
1x Trinket Mage
1x Voltaic Key
2 months ago
I'd run Countersquall over Undermine. Spell Pierce and Flusterstorm are definitely cards worth testing if you haven't yet. Is Hoodwink and Boomerang's versatility worth it over Snap? I feel like bouncing a creature and untapping to play your own creature EoT is a large swing. I've also found Runechanter's Pike to be amazing when I played it in my Wydwen, the Biting Gale duel commander deck.