|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|2012 Core Set (M12)||Common|
|Masters Edition IV (ME4)||Common|
|2011 Core Set (M11)||Common|
|2010 Core Set (M10)||Common|
|Seventh Edition (7ED)||Common|
|Beatdown Box Set (BTD)||Common|
|Classic Sixth Edition (6ED)||Common|
|Fifth Edition (5ED)||Common|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
Combos Browse all
Prevent all combat damage that would be dealt this turn.
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1 day ago
I'm working on one of these now. If everybody has to attack there won't be many blockers so... creatures like Raving Dead, Virtus the Veiled and Master of Cruelties will be deadly. Master of Cruelties will usually have to block since he can't attack with other creatures but he's a pretty intimidating blocker.
Red has tons of "steal a creature for one round" spells to add to damage and remove what few blockers are left.
Not sure what i'll end up with but those are my first thoughts.
1 day ago
I recently started playing with a new group that is extremely casual and/or beginner (compared with me) and I knew I needed to build a new deck that could play at their level. I normally like playing control decks but too many boards wipes will make 5 player games last forever and ever. So I made a "rattlesnake" deck that controls the game with fear instead of much actual removal. And it wins with other people's monsters after they do most of the work.
Its the most fun I've ever had playing multiplayer edh.
I would try some more cards that will strike fear into their hearts for ever crossing you and less that cause angry retaliation because of you proactively destroying their threats. Not pillow fort cards like Propaganda think more like Comeuppance or Settle the Wreckage. Then once they know your game plan, any open mana will be scary to attack into. So they will kill each other first, leaving you with a much easier task to finish the game up. I think Fog effects are often underrated in edh. They are extremely powerful if everyone is winning by attacking in your playgroup.
Not sure it will make your casual people like you better, but it worked for me. By the time a couple people are eliminated from a game you can be as ruthless as you want and it will be ok. Just give them a chance to kill someone else before dream crushing them and they won't feel like they just lost the whole game.
Many people don't like dying from effects that are not just "attacking creatures". Combos and control and resource denial decks are "not fun to play against" for these kinds of folks. They are not comfortable with the edh cardpool as a whole but they enjoy some of it, the easy stuff...that moves slow enough for them to react. Its possible your build was just too powerful for that situation but they might have even objected to a powered down version of the strategy just because they don't like playing vs those effects. Good luck.
Here's my "rattlesnake" deck:
Commander / EDH
SCORE: 2 | 1 COMMENT | 216 VIEWS | IN 1 FOLDER
3 days ago
I don't like Angelic Page, he has to to use his ability, where Exalted is immediate. He can pump a blocker, but not sure the +1/+1 is worth it.
I'd probably rather have a Neurok Stealthsuit (Shroud) over a single use Favor of the Overbeing (Vigilance/Flying). Even if you don't have the for attach, just pay equip. It's not bad, but Exalted/Shroud/Hex are more valuable in single removal scenarios, especially if your sorcery +'s them. Have to reply on the protection spells to save them.
Skarrg Goliath CMC7 Bloodrush at least is instant, Enlarge you'll have to be sure to have the CMC5 + a protection spell (or shroud/hex) before engaging that. Why does it have a monster kitten in the pic!
You should have lots of blockers (the exalted crew), Guardian of the Gateless is a flying blocker, but dont think you need this ability. Palace Guard is even worse with no flying, Fog instead it's the same thing pretty much. Since neither has Exalted anyway.
Banishing Light is similar to Oblivion Ring and doesn't carry the $2 burden of Journey to Nowhere. If you planning on Infinite Combo off of the the ETB/LTB of Journey to Nowhere then keep it, if not, I would just go with Banishing Light (even though it can't infinite combo)
Pentarch Ward feels missing, it gives Pro-Color of your choice, the best part is it draws a card to replace itself (and you can still choose white). Never hurts you because of the draw, unless they remove the creature in response.
3 days ago
Deck update :
I've removed Garruk, Primal Hunter and Hornet Queen beceause they seemed too slow when I've had them in my opening hand. Also removed pet card Fog (I have a long history with this card starting with my first ever deck, wich was a modern mono green...) and finaly revived.
These cards have been replace by Rampant Growth, Wood Elves, a Forest and Sylvan Scrying to help me fetch Nykthos, Shrine to Nyx. I'm currently trying to figure out a balance between drawing, ramping and finding my wincons.
6 days ago
Hi! Looks like a good start to me! Here are some suggestions:
- Priest of Titania. This card is seriously broken.
- Elvish Clancaller. While you won't be using the second ability, a 2-mana lord is always good.
- Joraga Treespeaker is an excellent mana dork.
- Wirewood Symbiote is also rather broken. Bounce your Elvish Visionary to untap your Priest of Titania, drawing more cards and making more mana? Yes please.
- Growing Rites of Itlimoc Flip. Gaea's Cradle is very expensive; this is significantly less so, but also very powerful.
- Wirewood Lodge. Opportunity cost is tiny, and can net you so much mana when it's useful.
- Nykthos, Shrine to Nyx. Same as above.
- Song of the Dryads. Mono-Green has problems dealing with creatures; this card would be basically unplayable in any other color, but is very good here.
- Craterhoof Behemoth just wins games.
- Triumph of the Hordes. Same as above.
- Regal Force can draw tons of cards.
- Krosan Grip is just powerful utility removal. Should be in every green deck IMO.
- Door of Destinies makes your 1/1s into serious threats.
- Heroic Intervention can protect your board from targeted removal and board wipes alike.
- Prism Ring is just bad. You don't have any lifegain synergies, and it's just not worth the card.
- Blunt the Assault is also just plain bad. I don't think you need Fog effects, but if you do, simple Fog is probably better.
- Nevinyrral's Disk. You have a lot of creatures, and usually don't want to be wiping the board.
- Krosan Restorer. Good mana dork, but not an elf.
- Karametra's Acolyte. Same.
- Llanowar Mentor. This card is cute, but not that powerful in practice.
- Might of the Masses. Combat tricks are usually pretty bad in Commander, and this one is no exception.
- Wirewood Pride. Same.
- Presence of Gond. Unless you're going infinite (which you're not), this card just doesn't do much.
- Elvish Pioneer is a bad mana dork.
- Leaf Gilder. Same as above.
- Elvish Soultiller. It would be one thing if this added them to your hand, but just shuffling cards into your library isn't that powerful.
- Viridian Zealot. There are better Naturalize effects.
Hope this helps! Feel free to message me any time!
2 weeks ago
Also checkout red burn spells and black destruction spells for creature control.
Furthermore I would recommend mana ramp (i.e. Rampant Growth, Cultivate, Kodama's Reach, Myriad Landscape) instead of mana augmentation Extraplanar Lens et. al. You will not need as much mana, and they would effectively shrink your deck increasing the odds of drawing something you need.
Finally, for starters, aim for 1Commander, 40 Lands and 59 Others. Drop anything else that seems good but doesn't fit into your maybeboard, and we can adjust later.
If I come up with anything else, I'll let you know.
2 weeks ago
I have some experience building and playtesting Battle of Wits, and want to share some information based on my own deckbuilding.
First, let's talk the number of cards in your deck. I've found 240 to be a solid number--it gives you enough that you can draw seven, use some card draw spells, use fetch lands, etc. and still be above 200 when you cast Battle of Wits. I've debated dropping down to 230, but I'm not sure I would go much lower than that.
Second, you should only use removal spells, not counters. There are not enough great counters in the game for you to consistently have one when you need one in hand. There are lots of great removal options, however, and, unlike counters, where you can draw them "too late" to stop their bomb, removal generally is able to find a target.
Third, I've had pretty good luck with Fog effects. They tend to be inexpensive to cast, and can buy you an extra turn, particularly against wide decks.
Fourth, you should have an alternate path to victory. Personally, I use infinite persist combos--there are several easy ways to enable these combos, allowing redundancy. I've found I can consistently pull off an infinite combo by turn 4.
Fifth, you're going to want Green. Five mana is a lot in Modern if you don't have any ramp.
Sixth, tutors are your friends. Ones that put cards directly onto the battlefield are ideal (having your Battle of Wits hit by Thoughtseize is very sad). Transmute is another solid tutor mechanic, particularly for combo pieces.
Sevenths, understand your deck will never be top tier competitive--think of it as playing a 60 card singleton deck in modern, with an expensive-to-cast win condition that can't win the turn it is played. Even at its best, you're starting far behind.
I disagree with M_Malcom regarding cards shuffling themselves back into your deck being a good option. Psychic Spiral is just too much mana for modern, and Memory's Journey doesn't advance your gamestate enough.
If you are curious, here's my decklist: 240 Card Modern Battle of Wits
3 weeks ago
Ok, so lets try to revise this. The goal is to be as five color as possible, while using colorless cards to ramp. Admirable goal. I think the best solution for this is to keep the 5 color threats, but change up the mana base.
Have you seen the land Golgari Guildgate? There are 9 more, one for each of the two-color combinations. Now, I would suggest to make your manabase as 2 of each of those plus 4 Maze's End + 2 Cascading Cataracts to fix the mana. Not only does it find you the right colors, it can win you the if you have all 10 guildgates!
Additionally, rolling right into 5 color theme we have:
Finally, you will need to survive to do all that - You can play either mass bounce/tap like Sleep or River's Rebuke or Evacuation or you can play fog effects like Fog or Moment's Peace and/or counterspells and removal.