Freed from the Real
Enchantment — Aura
: Tap enchanted creature.
: Untap enchanted creature.
Printings View all
|Masters 25 (A25)||Uncommon|
|Saviors of Kamigawa (SOK)||Common|
Combos Browse all
- Freed from the Real + Krosan Restorer
- Birds of Paradise + Freed from the Real + Leyline of Abundance
- Freed from the Real + Selvala, Heart of the Wilds
- Freed from the Real + Ley Weaver
|Commander / EDH||Legal|
Freed from the Real occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Freed from the Real Discussion
2 days ago
Interesting. What decks are better than Flash Hulk right now?
I currently play Aluren (with Thrasios + Tymna). Of course it's not the most competitive, but I like it and nobody plays cEDH around here anyway. But I'll be in a few different areas over the next few years and should have opportunities for proper games of cEDH.
I realized I was not far from having a Flash Hulk deck, so I'm thinking about picking up what I need and playing Flash Hulk. This would free up pieces from Aluren to trade or sell. If Flash gets banned I'll need something else to play, and don't want to go back to Aluren. I've found Bloom Tender + Freed from the Real combos to be pretty effective, so I'm thinking about a list like this.
I'm mostly making this decklist to know what cards I need to hang on to and what cards I currently have that I can trade or sell.
My budget restrictions right now are Gilded Drake, Dark Confidant, Vampiric Tutor, Imperial Seal, Mana Drain, and Mana Crypt. I don't have many rainbow lands at the moment because I'm waiting for reprints.
Are there any online places with 4 player cEDH tournament results where I can actually see what the top decks are? I know of the tappedout EDH Tier List, but that's out of date and mostly opinion anyway.
4 days ago
I just came up with a pretty janky Tooth and Nail combo that works with Arixmethes, Slumbering Isle untapped, 6 other lands - or even fewer if you have mana doublers, and one additional mana (so 9 altogether). However, it requires at least 3 blue mana sources in your lands (including arixmethes) and at least 3 green ones (also including him). So no additional mana but T&N's casting cost is required (in contrast to the Palinchron/Eternal Witness combo).
Step 1 Show
Step 2 Show
Step 3 Show
Step 4 Show
Step 5 Show
Step 5b: Instead of searching Craterhoof Behemoth with the Finale, just get yourself a Selvala, Heart of the Wilds onto the battlefield, saying the x from the finale is 100. Selvala gains haste and can tap for 100 mana of any color immediately. From this point on, mana doesn't matter.
Step 6 Show
Altogether, you will need to "build around" this combo a bit, but I'll try it myself when I switch from Vorel of the Hull Clade to Arixmethes.
1 week ago
2 weeks ago
A bit of advice I gave on another deck just now applies here, as well: Think about your limiting factors. This deck can do obnoxiously powerful things, but with it being so built around Jalira, you need ways to max out her ability, and backup plans. You look pretty good on ways to bounce Jalira out from under a Lignify, but I'd get some backup and untapping power in there. Proteus Staff is a mandatory backup for Jalira decks. It's a little odd not to be running Mass Polymorph, as well. As for Jalira, Captain of the Mists, Dramatic Reversal (+Isochron Scepter!!), Fatestitcher, Hidden Strings, Turnabout, Vizier of Tumbling Sands, Freed from the Real, Pemmin's Aura, Crab Umbra, and Second Wind are all your friends, and most of them have adjacent combo pieces that I'm too lazy to investigate right now!
2 weeks ago
I played a half dozen more games with Emry last night testing some iterations. Ultimately I just didn't like the performance of Freed from the Real either. Both of the aura's are a lot more narrow than the Spy, but this is a mono colored deck and we won't have access to Jeskai Ascendancy that is the absolute best combo piece, gotta work with what's available. Pemmin's is staying in though, the protection and utility it offers made for better performance and one piece that works with Lion's Eye Diamond or KCI/Eye of Ramos/Commander's Sphere/Implements of Sacrifice and cost reducers to go infinite is worthwhile as it dramatically increases the consistency of going off the turn or two after casting Emry due to dramatically increased chances of Emry mill hitting relevant pieces to recur.
Mesmeric Orb was actually something I gave a try in my initial incarnations and it's performance was atrocious. Too vulnerable a line to any form of graveyard hate, too clunky, to narrow. The deck still needs some form of ability to make use of repeated Emry activations and draw out though, and in fact the drawing out part is significantly more important than the creation of infinite mana part. Infinite draw always leads to infinite mana, while infinite mana with no command zone outlet is largely useless the majority of the time.
Riddlesmith and Vedalken Archmage did not cut it in the handful of games I played with them in, too slow, inconsistent, clunky, easy to remove. Nor does Rhystic Study in my group, just not competitive enough in terms of the value it tends to generate (drawing typically 2 cards and mostly taxing players' excess mana that isn't needed, in which case cards like Thirst for Knowledge offer better value despite not being competitive enough itself). So somehow Emry needs a way to consistently draw, both for value and to combo out, and moving to Chromatic Sphere/Conjurer's Bauble//Mind Stone type cards with 5 or 6 artifact cost reducers seemed logical. Turns out this has been dramatically more consistent while still fast, though a bit wasteful in terms of card slot efficiency.
Krark-Clan Ironworks should likely be a staple for an Emry deck. It's ability to turn any artifact into an infinite mana generator seriously widens the decks scope and allows more focus to be given to the draw aspect. The additional consistency it's inclusion allows cannot really be understated. I actually have yet to try Phyrexian Altar or Ashnod's Altar though I considered them initially. Ultimately those 2 sacrifice outlets are just too narrow in scope and the combo lines to go infinite are way too convoluted and clunky. It seems to make more sense to use a sacrifice outlet that's going to enable 40% of the deck to become combo pieces. Won't be the combo the deck really wants to look for, but KCI will often be the one it finds with very little effort.
I gave both Magewright's Stone and TYE a look last night in the slot previously held by Freed from the Real and found them interesting. With an active Emry, KCI, and cost reduction pieces to play for 0 mana they generate infinite mana quite nicely. I don't know if the "haste" clause is more valuable than needing one less cost reduction piece to enable the line, but I do like the utility of a hasty Emry in the event my first Emry cast got killed off. It might be worthwhile to run both, but I kind of doubt it. I'm sticking with TYE at the moment.
Scrap Trawler is on my radar as my next idea to test out. Seems like an interesting piece to have around with KCI (I'd initially thought of it as a piece for the Altar pair). Would open up some interesting lines, for example: Tap Mana Vault for , sac it for , sac a tapped Magewright's Stone for , bring Mana Vault back to hand, tap Commander's Sphere for , sac Commander's Sphere to draw a card, bring Magewright's Stone back to hand. With the loop can be repeated with Emry recurring Commander's Sphere infinitely to draw infinite cards and generate infinite blue mana. With a single cost reduction piece in play a dozen other lines open up. With 2 in play basically every card in the deck would generate infinite mana and card draw with only a single untap of Emry required. These lines seemed too convoluted to me at first, but after playing around with the deck some and seeing how often it comes by combos incidentally off a single Emry activation given the dearth of fodder I'm starting to think Scrap Trawler might have a place in the deck (in which case I'd definitely run Magewright's Stone in addition to TYE).
Man, Emry is hella fun to theory craft. Just talking about the possibilities gets my juices going.
As a point of inquiry, how are you liking High Tide and is a line with Candelabra of Tawnos+Minamo, School at Water's Edge worth inclusion in your mind? Is Minamo, School at Water's Edge worth inclusion as just a value piece and if so, what kind of artifact density do you feel is needed to justify it as a value developmental piece?
2 weeks ago
Freed from the Real is much worse than Mirran Spy. Its combo potential is more narrow, going infinite with just Lion's Eye Diamond or milling our library with Mesmeric Orb and Lotus Petal. The utility it brings to the table is an upside, allowing us to draw multiple cards a turn with one of the baubles. However, not enough of an upside to make the cut.
Krark-Clan Ironworks is too dead of a card to make the cut.
3 weeks ago
You might consider taking a look here for some ideas: Emry's Forgeworks.
I've been fooling with an Emry build for cEDH the last week and a half and it's been quite a lot of fun. Figured I'd take a look at some other lists and see if the combined brainpower could yield some results in terms of incremental improvements. I seem to be able to get very consistent combo potential, or enough interaction to stand some chance in games where I'm playing against the best decks in the format, but not both yet. Mono colored decks generally never are able to reach that point, but with some inspirational assistance it's possible to get close.
Just as some side notes, it's entirely possible to combo out with Mishra's Bauble and other similar "draw a card next upkeep" cantrip artifacts. It just requires Shimmer Myr so you can play artifacts at instant speed, at which point there are a number of game winning combos that could potentially be employed. Chakram Retriever, Pemmin's Aura, and Freed from the Real all offer the same general combo lines as Mirran Spy and I've gone this route for the time being to cut down on tutor need and increase consistency. The enchantments require more combo elements and they are rather specific so I'm not totally satisfied, but they do work well. I gave things like Riddlesmith/Vedalken Archmage a try but was not at all happy about the performance or the consistency of finding the piece and moved to basically any artifact that includes a "sac: draw card" clause and some that draw on ETB. At first I was also running Urza and some supporting staff for him but found I didn't tend to need him at all and I'm curious if that's also your opinion as your list doesn't include him either. Krark-Clan Ironworks is a seriously sweet combo enabler for Emry that smooths out the lines around things like Mishra's Bauble allowing them to both draw infinite and generate infinite mana which can later be filtered to . Thousand-Year Elixir, Umbral Mantle and Magewright's Stone haven't gotten a look yet, but with cost reducers and KCI (+ non Aura combo element aside from the Mantle) they have potential to generate infinite colorless mana that can then later be filtered and are artifact pieces that can be recurred, potentially making for some nice synergy.
Emry seems quite interesting in this format and I'm looking forward to seeing how competitive the community can get the concept to be.