|Commander / EDH||Legal|
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Destroy target artifact or enchantment with converted mana cost 4 or less.
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1 week ago
This list is a bit confused on what it's trying to be. Snapcaster is too slow for mill. You're not playing the long game, so cut it and replace it with Trapmaker's Snare. It acts as copies 5-6 of your best mill spell. You also NEED to be splashing white for Fragmentize or Disenchant. You lose to Leyline of Sanctity, every game, with this build. Path to Exile is also great because they will NEVER fetch for the basic for fear of Archive Trap. That makes it the best removal spell in the entire history of magic.
Sorry, but this list won't get an upvote from me until it's tuned to be capable of beating one of the most sideboarded cards in the format. (and no, Mesmeric Orb is NOT a way to win through it, even when Fraying Sanity is on the field too. That's way too slow) Also...four copies of Darkness in the main? Either you have nothing but aggro decks in your meta, or you enjoy losing against control because you keep drawing dead cards.
2 weeks ago
I would greatly recommend Fragmentize, ot is pretty bugdet and is super cheap to cast, +1 and good luck!
2 weeks ago
3 weeks ago
I'm inclined to agree that you have too many creatures, I just thought that's what you were going for so I didn't mention it. If you want to push that combo harder you'll likely want either more copies of the two pieces, or more ways to find them. Idyllic Tutor is a good choice, especially since you have other worthwhile targets like Oblivion Ring and Blind Obedience. I'm also a fan of Mastermind's Acquisition. It's definitely a slow card but grabbing something from sideboard is a neat trick, and it can find more pieces than just enchantments. Being in white, you could probably use some Path to Exile, and being in black you could probably use some Inquisition of Kozilek and/or Thoughtseize.
In my opinion, deckbuilding is first and foremost about expressing yourself, so you should play whatever cards you think are fun. If I were you, though, these are the changes I would make:
Cut 2x Gift of Orzhova, 2x Phyrexian Arena, 2x Crypt Ghast, 2x Archfiend of Depravity, 3x Drana's Emissary, and 2x Blind Obedience
Add 2x Idyllic Tutor, 2x Mastermind's Acquisition, 4x Lingering Souls, 3x Inquisition of Kozilek, 2x Path to Exile.
Other cards to consider for mainboard: Thoughtseize, Fatal Push, Authority of the Consuls, Archangel of Thune, Damnation, Wrath of God
Cards to consider for sideboard: Fragmentize, Rebuff the Wicked, Anguished Unmaking, Damping Sphere, Pithing Needle, Torpor Orb
3 weeks ago
hey PrepaidLenin cool deck!
i understand your perspective tuning a deck on a no-richman level for metas where everyone is on that same page. i think though your deck can have some good upgrades without suggesting the typical cedh money powerstaples.
this will be in no particular order about importance.
it wont be uncommon for you to fetch RIP at any stage of the game and thus has antisynergy with crucible. i know geddon but you probably want zur anyway before geddon and this would be winmore. having it late to striplock one player is not as good as Mana Vortex. basically i think often the ups dont outwheight the tempo loss i generates when played early. and your deck does not have all the best mana so you should better make some better tempo elsewhere. if you want to abuse your graveyard i think even Dig Through Time is way better in this deck. if that is not what you desire Dark Ritual can be that unexpected extra mana especially when not having the best manarocks. its good for necro its good after necro its good with early rocks or powers out you threat and geddon the same turn to foolowup somene elses boeard sweeper. flexibility in mana really is important for control decks. they dont always need all the mana but sometimes they can profit from that little bit extra mana to turn a corner.
the dynamo also costs alot of mana and thus also is only good if you can make a followup play. but your deck only has so many artifacts where most of them are also mana (that would be double ramp). Gilded Lotus is a much better card in your deck as you can nearly play any card you want from its mana. be that counter removal draw whatever it works. if you really want ramp in this slot you might test Everflowing Chalice as its flexible in that it can ramp zur or get bigger. otherwise you might test Aven Mindcensor. even though he cant live through your wraths he is very good. if you dont like that i recommend Yahenni's Expertise in this slot as it can act as a reverse dynamo in that you get your spell and a followup ramp or even something else.
Coalition Relic is the better tempo player than worn powerstone. you can use its mana for interaction or tutors if needed and if not you have your +2 mana next turn anyway. being colored makes up for not having +2 every turn as in control having the option when to use it makes it good.
Vindicate is a card i also struggled to let go. but its sorcery speed. for me this could never outmatch the upside of destroing a land compared to Anguished Unmaking. so in a control deck like this i could make much more use out of Utter End. i stil play the T-fighter but in more tempo oriented aggressive decks. this could be your Cursed Totem slot too.
Mind Twist is a meta thing. if it works for you thats good but i often found Tasigur's Cruelty better in spellheavy decks. you should try it though i dont know what the better here as the twist can also be very good in multiplayer.
there are some lands that can etb tapped under certain circumstances. there are those new battlebond multiplayer lands. i guess BU and UW should be upgrades.
the ravnica bouncelands are bad. vulnerable and only grand cardadvantage. it says yes to geddon but no to zur as you cannot play them turn 1 and turn 2 they dont help casting a manarock. these yould be replaced by Terramorphic Expanse and that other one thats the same rulestext. they come in tapped too so its justifiable. both help brainstorm and top.
we know this type of deck wants zur. but Wasteland often is overrated especially if you keep vindicate along geddon that you play anyway. so Hall of the Bandit Lord is very good. atleast if you can manage to cut more tapped lands for colored etb untapped lands. i play Tarnished Citadel in control zur as i do Forbidden Orchard too. going for your own value rather than setting you and one opponent back is often the better play. thus i think one should always weight which lands deserve the colorless slots as there should not be too many. Crystal Vein for example can be that crucial one extra mana.
basically when not having the best mana in hand going for more tempo plays can often be the last bit to get there more consistent. smothing the deck makes it not draw into awkward situations where you stil do something and mabe you dont notice but you slowly fall behind. the more flexible the mana the better the control deck can navigate to make the right plays at the right times imo.
3 weeks ago
I have seen it said before, but I want to question your win-condition as a deck under the "Competitive Hub".
Bruna, Light of Alabaster is a very good "pub-stomp" commander. I am sure you can understand why, it is really good at pumping out damage once you deck has the ramp and enchantments to pull it off. Good card draw or tutoring allows you to pump it up with 2-3 enchantents that get it to one-shot opponents. That wins in three turns!
I think I should break that down just a bit. You need 2-3 cards additional to the commander, and for the sake of arguement, I will say 2. Battle Mastery + Corrupted Conscience for example, given you only have a few other 2 card "combos" with you commander, this one is the cheapest. All together it would cost mana, but your commander really makes that mana and a combat step uninterrupted. Honestly, winning with 2 cards additional to the commander that costs 6 mana outside of green isn't great, but given you can tutor them up well, which you can to some extent as the cards you need are aura enchantments and you are in white.
Truely, this is wrong though. Intuition and Three Dreams are one-card combos with your commander, sadly your commander can't cheat their costs, so if we take Intuition with Bruna, Light of Alabaster, it costs 9 mana, and it one-shots a player per turn.
Per turn is the issue though. A 3 turn win (killing one opponents a turn) leads to 6 turns your opponents have to answer an unprotected body (no hexproof nor any indestructible type effects). 6 turns is forever in cEDH, and since you run so much of your deck as useless enchantments (outside of combat win), it is simply not likely you can counter everything your opponents through at you.
This is why I question your win-condition.
The thing is, a control deck isn't just trying to win. It needs an absurd amount of card draw and cheap answers to stop every attempt at dropping a stax lock or combo finisher. Every Dark Confidant, Trinisphere, and Food Chain needs a Swords to Plowshares, Chain of Vapor, and Swan Song respectively. You don't have the luxury of running just 20 answers for the 20 threats in each opponents deck, you need 60 answers for the 20 threats in each of 3 of your opponents deck. 60 cards that are simply answers won't do the trick either, you are drawing one card a turn, your opponents (collectively) draw 3 a turn. EDH is a game that every player is at a statistical disadvantage.
So run multple answers in each card Grasp of Fate all the Dark Confidant, Trinisphere, and Food Chain all at once. Windfall a new hand of answers, Timetwister back your answers, and draw a new hand. Brainstorm, Ponder, Preordain, Opt, Impulse, Serum Visions and cantrip your way to the right answers for the situation at hand.
You actually have what I would normally say is the next point, prematurely answering threats. Armageddon can wipe a hand out of the game, if your opponents can's cast the cards in their hands, they might as well not have it. Cataclysm is similar, for obvious reasons, and so is Ravages of War, a card I would greatly recommend.
To get more value out of these effects, you need another tutor like Personal Tutor is a great way to find a land-swipe effect, I also suggest better card draw like Timetwister, Time Spiral, Manifold Insights, Treasure Cruise, Dig Through Time, etc.
Cheap answers like Chain of Vapor, Fragmentize, Mental Misstep, Delay, Mindbreak Trap, Rapid Hybridization, Pongify, Into the Roil, Blink of an Eye, Grafdigger's Cage, and other such answers are the best thing to have a ton of. They are blowouts early-game, useful tempo boosts mid-game, and still relevent late game. Being able to have a card for every threat means spending more cards on ramping is unrealistic at best, but running a deck very low to the ground is incredibly useful, pretty much every cEDH control deck is either stax-hybrid control, or straight 1-2 mana answers, some sweepers, and 1-3 mana card draw.
To end all of this, I would recommend greatly changing this deck, or dropping the "Competitive" tag, it is misleading as-is.
I also want you to know, QKNARWHAL, that I mean no disrespect to you or your deck-building capabilities, I do not think that this deck is a bad deck, simply not competitive. A previous user, Podkomorka had showed similar thoughts to mine, yet did not explain them. Podkomorka also was not mentioned or responded to in further posts, which I hope will not be done to myself.
Thanks for reading! - SynergyBuild (I'll toss you an upvote on the way out)
FastIsFaster on cats
1 month ago
Just on first pass, I think Fragmentize is a little out of place in the main board. Great sideboard card if you know you will have targets for it, but in game 1 it can be a really dead card in your hand. I feel like removal is more common, so I would suggest something like Sheltering Light as a MB card, and you can swap Fragmentize in or out as necessary
1 month ago
-1 Fetid Heath
This land configuration might need some tweaking, but this is probably close.
+1 Fatal Push
-1 Anguished Unmaking -2?
I really liked the one of Monastery Mentor in the side. Not sure what to take out for it though.