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Whenever an opponent casts a spell, that player draws seven cards.
Forced Fruition Discussion
1 month ago
Also, Forced Fruition can be very funny in a mill deck like this haha.
1 month ago
Hi, looks like a fun deck!
Forced Fruition is a fun card in these types of decks, but is better in mill decks and doesn't really synergize with your self-mill wincon.
Leyline of Anticipation is another Vedalken Orrery.
2 months ago
I meant that as of now, I do not have LabMan or Jace in the deck, so of I have Notion Thief and Forced Fruition on the field at the end of my turn, my opponents could try to play as many spells as possible to deck me out. I knew this was a problem at time of building, but I didn't care too much, as this made it a high risk high reward kind of deal, and I liked it. Adding LabMan, Jace and some wheels could be interesting.
Crucible of Worlds is definitely a strong piece for lands matter decks and could come in handy, but I don't think it deserves a spot here. If you own one, give it a try, otherwise, I would not risk buying one for nothing.
2 months ago
Do not worry, for I have come.
The Notion Thief combo with the wheels in your deck also works (in a reverse way) with Forced Fruition in mine: this means that, as of now, they could kill me. The twist is that if I time the Thief right, I'll draw a combo without risking death too much. I have been considering adding those two wheels for the same effect.
To fasten the win once Jace or LabMan is out, you could tap creatures to mill yourself.
Speaking of milling yourself, another fun combo comes from casting Living Death or Living End . A week ago I had a game where I stole Living Death with Gonti from one of my friend's deck, then milled myself for 2 turns and then cast it, while my opponent's graveyards where basically empty. Unexpectedly, I didn't win that game, but it was fun. As such I don't know if it's worth including.
I guess I'll have to wait my turn, tap one blue and Ponder on all these options a little bit. See ya!
3 months ago
Here's a pretty good list of what I'd tweak:
Add - Breya, Etherium Shaper , Revel in Riches , Vampiric Tutor / Demonic Tutor / Diabolic Tutor etc., Forced Fruition , Master of the Feast , Tezzeret, Agent of Bolas , Stroke of Genius , Anvil of Bogardan , Howling Mine , Howling Golem , Copy Enchantment , Blinkmoth Urn , Broodstar
Remove - Daretti, Scrap Savant , Laboratory Maniac , Coveted Jewel , Flux (nobody will choose to do it), Psychosis Crawler (YOU don't necessarily draw enough), Alhammarret's Archive (costs too much mana for a do-nothing), Sunbird's Invocation , Oath of Teferi (too niche), Chandra Ablaze (on the fence, just a lot of mana), Propaganda / Ghostly Prison / Sphere of Safety (unless you're in a super-aggro meta)
4 months ago
Fr0sty11 So first of all, I'd like to mention that I really haven't done much with this decklist for a couple years. I pretty much bought every card in this deck with a budget of under $5, but the meta seems to have changed enough to increase the price of some cards.
I haven't been playing the deck recently because I've moved on to some other decks that I enjoy, but from my previous experiences, I've found that this archetype can morph to more playgroups than you'd think, you just need to think about the long game. That being said, I think this deck definitely fits in the 60-75% range in terms of meta. Anyways, let me clear some things up:
The deck can play to multiple different archetypes: Control, Group Hug, Mill and Pillow Fort are the biggest ones. A big thing to keep in mind with this is that depending on your specific playgroup, you'll probably want to tune the deck to suit the problems that you are facing. Personally I don't play against many enchantment wipes. Have problems with board wipes? Try tossing in Faith's Reward or other redundancies such as ways to give your stuff indestructible. Counterspells also work.
Your opponents will remember your past games, and they will try to avoid past mistakes. A big thing about this deck is attitude. If you come in saying "Hey I'm gonna mill y'all", people are going to be wary of your generosity in letting them draw cards for example. They might also take your offerings as threats, undermining your biggest way to protect yourself. In general, you HAVE to run this deck as a group hug deck, and swing the game into your favour once the game is close to an end and you can get people to root for you. The best way to get to this win condition by playing as a group hug deck is to swap in cards that subtly work well for you while benefitting everyone as a whole. A good example of this is Collective Voyage , which gives everyone lands, but it also might get you a lethal Strength of Cedars or enough mana for an insta-mill.
An addition to the previous point, if you want to win multiple games in a row, you're going to need to find a different angle each time, otherwise you're going to attract unnecessary attention; If, for example, you won one game by pumping up Walking Archive , people are going to be afraid if you play that card again, so consider trying to look for counterspells and play something like Forced Fruition instead on your next game, allowing you to lead your opponents into a trap, or go a completely different angle, either winning through politics or again playing an angle like Strength of Cedars .
Don't feel bad if you have a losing streak, the deck is mainly focused around making the game wacky, and other people aren't going to have fun if you're winning too much. While winning is the goal, it's not what you should exactly aim for for the majority of the game, since I really made this deck just to see what crazy shenanigans could happen.
My playgroup tended to play nice with politics when I made this deck, but if your playgroup is different, you may want to add more ways to discourage your opponents from attacking you. Caltrops is a good example, or any other pillow fort card (I tried to avoid these), and if you find that there is just too much in play, try something like Portcullis instead.
There are really no "necessary" cards. The point of the deck is redundancy, so if something is out of your budget range it's totally fine not to include it. Try looking at other people's suggestions, the maybeboard, or other decklists if you'd like more inspiration, but usually the best thing to do is look at the problems that you are seeing and put some patches on those holes.
I was never able to test this deck against combo, mainly just goodstuff decks. If you're having trouble with combo, try something like Torpor Orb , Suppression Field , Grafdigger's Cage or just more counterspells. The weirdest thing to balance in this deck is contingency plans, so I had to go with purely what worked for me.
Opposing control decks are your friend, just don't make yourself look like a target to them. Usually they will attract a lot of hate, so you can let them counter the scary stuff while taking hits, and once they inevitably die, you may have enough resources to assemble a wincon.
Have other decks to play, because people will definitely get tired of having you throw too many wrenches into their plans. The deck is meant to be a fun thing that you play every once in a while, so too much of it can be a bit annoying to opponents.
Finally, I'd like to mention that with this deck you REALLY need to know when to hold things back. This deck requires a lot of knowledge of your opponents' decks as well as a lot of patience, so if you're just playing your hand, you will most likely attract too much attention. If you notice that you are attracting too much aggro, take a step back and reassess how you've affected your opponents. You may find that if you just waited for an extra turn, you could have won rather than getting your stuff removed.
Anyways, this was just a lot of random thoughts, but I hope it helps! I really believe in this deck, but I definitely need to revise some things now that I've made more control decks and, well, played more commander. This was the first deck that I've ever purchased for EDH, so it definitely holds a special place for me, and I hope that it ends up working out for you! I'll see if I can find some budget options later, but for now I need to sleep...
4 months ago
Forced Fruition because decking your opponents is fun
Library of Leng because discarding another wheel back onto your library keeps the fun going
Anvil of Bogardan because it lets you filter your own draws while doing Nekusar things
Mana Geyser because wheels cost mana
Past in Flames because your graveyard isn't just for discards
Mizzix's Mastery because it's time for the fun to end
Forced Fruition occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%