|Commander / EDH||Legal|
Printings View all
|2012 Core Set||Common|
|Masters Edition IV||Common|
|2011 Core Set||Common|
|2010 Core Set||Common|
|Beatdown Box Set||Common|
|Classic Sixth Edition||Common|
|International Collector's Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|
Combos Browse all
Prevent all combat damage that would be dealt this turn.
Price & Acquistion Set Price Alerts
1 week ago
The issue with going straight mill is you basically become a really bad burn deck. Instead of your opponent having 20 life, they have 53 life and lose 1 life per turn from each draw step. So if you consider a burn spell like Skullcrack, it deals 15% of your opponent's life total for . Compare that to Breaking / Entering, which costs and mills 8 cards out of your opponent's 51 (soonest you can cast Breaking / Entering). It's roughly the same at 15.6% of your opponent's "life." However, Breaking / Entering and Glimpse the Unthinkable are the two best direct mill spells. Everything after them is low quality, compared to the massive amounts of 3 damage burn spells.
Because of this, it's much easier to just play a control deck that has a mill finisher. By simply playing something like Sphinx's Tutelage, then sitting back and killing/Fog'ing everything else, you'll have a much easier time winning the game. Not only that, but you don't have to worry about trying to setup Jace's Phantasm or Hedron Crab. You can take those out of your deck and replace them with more removal and draw spells.
I would consider moving towards combining your two decks and eventually building Esper Mill. You play all of the Holy Day cards in white, the draw spells in blue, and then all of the utility and removal in black.
Lastly, Nephalia Drownyard is really useful. I'd also play Ashiok, Nightmare Weaver in multiples, possibly even 4 copies. Ashiok, Nightmare Weaver is an absolute brick wall against aggro and puts control decks on a fast clock. The real king is going to be Visions of Beyond due to how easy it is to get 20 cards in a graveyard.
1 week ago
Made some biggish changes to how the deck works. Removed cards that were slow and/or didn't often help me win the game, or whose synergies too rarely came up. Added some new ones.
Echoing Courage: Good finisher and also saves my saprolings from Pyroclasm.
Fresh Meat: Hilarious response to board wipes. "Oh, yeah, I just lost all my saprolings. Too bad I gained an equal amount of 3/3 beasts". Also good for big defenses.
Quest for Renewal: Should go great with Sprout Swarm and Scatter the Seeds, since I can now use them twice as often. Sadly only one in play can ever be relevant, so I gotta hope I don't draw both (unlike Beastmaster Ascension - which is cumulative!)
Ghost Quarters, because every competitive deck seems to have a ridiculous number of overpowered nonbasic lands. So, at least I can deal with them now.
And on my sideboard, Fogs specifically for dealing with Kiln Fiends protected by Apostle's Blessing. Wrap in Vigor will be replaced by Heroic Intervention whenever that thing's price drops.
1 week ago
New suggestion: I might replace Fog with Druid's Deliverance since for 1 extra mana you'll get much more value out of it. I would have recommended Contagion Engine but it appears to have gone up by $10 since I got mine, so...
Also, one problem that comes up a lot in commander is mana fixing. It's hard to make sure you have the right color at the right time, so even though they're a little slow, it's good to run things like Evolving Wilds, Terramorphic Expanse, Jungle Hollow, Golgari Rot Farm, and Tainted Wood.
1 week ago
2 weeks ago
it depents what creature typ you whant to play.
Just a few brainfarts ok?Steel Hellkite, Dragonspeaker Shaman, Shaman of Forgotten Ways, Rattleclaw Mystic, Foe-Razer Regent, Lifeblood Hydra, Managorger Hydra, Mistcutter Hydra, Frontier Siege ,Atarka's Command ,Shock, Fog ,Garruk, Caller of Beasts etc etc