|Commander / EDH||Legal|
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|Planar Chaos (PLC)||Uncommon|
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Artifacts, creatures, and lands your opponents control come into play tapped.
Frozen AEther Discussion
2 weeks ago
When I ran Bant, Frozen AEther got a lot of groans...
For now, I’m running GW enchantress. Feel free to check it out!
2 weeks ago
Frozen AEther is an interesting card for this color combo enchantress.
3 weeks ago
TypicalTimmy There are plenty of counterspells, and ways to protect your pieces. Generally, the deck moves so quickly that most opponents either don't have enough mana to interact or they are countered and then I combo off.
I plan on adding more wincons as I acquire them such as Walking Ballista and Codex Shredder , Brain Freeze , and maybe a Deadeye Navigator . I dont build lists with cards I don't own though. The idea is to win with infinite mana as fast as possible. It can even be turn one, or two.
I lost the dice roll so I went second. Opponent 1 played a swamp and, Indulgent Aristocrat and passed turn. Start my first turn. I drew into Mystic Remora Played my Island. Played Chrome Mox with Frozen AEther imprinted on it. Tapped my Island to play Mystic Remora Tapped my Chrome Mox to cast my Sol Ring . Passed turn. Oppenent 2 played an Island and, then Sol Ring , didn't pay the 4, I drew a card. Card Drawn was Mana Crypt . Oppenent 2 passed turn. Opponent 3 played a Plains and Sigarda's Aid , didnt pay the 4, I drew a card. Card Drawn was Dramatic Reversal Opponent 3 passed turn. Opponent 1 Draws, and plays a Temple Garden , taps Swamp, and Temple Garden to play Legion Lieutenant . Swings with 2 creatures at Opponent 3. Opponent 1 ends turn. Start my turn 2 Didn't pay the mana for the Mystic Remora , so it was gone now. Drew my card for turn. Memnite Played my land Ancient Tomb Played Mana Crypt Tapped Ancient Tomb , and two Islands to cast Urza, Lord High Artificer Put ** Construct into play. Tap Mana Crypt to play Isochron Scepter with Dramatic Reversal imprinted. Tap Sol Ring to tap Isochron Scepter and untap all nonland permanents. Tap all my artifacts for blue mana, generating 4 Blue Mana. Use 2 Blue Mana to tap Isochron Scepter . Repeat into infinity. Exile my whole library. Play Laboratory Maniac without paying its mana cost. Play Brainstorm without paying it's mana cost. Game won. Turn two. Opponent 2 had an Arcane Denial in hand but couldn't cast it. Only had colorless mana available. Opponent 3 was had no mana, and no response.
4 weeks ago
(saw your post on tumblr and had to come and suggest stuff, but feel free to ignore, I'm just trying to throw some ideas out to help out!)
I think counterspells aren't very good as signature spells (but I don't have much experience with Oathbreaker). If you're going for flavor I think Expansion / Explosion , Izzet Charm or Turn//Burn could work. (It could also be fun to build a Harnessed Lightning energy-themed deck for Ral, Storm Conduit :x)
I think that instead of running a lot of creatures with tap (or untap) abilities it would be easier to focus on artifacts for the ramp/card draw/etc with cards like Clock of Omens , Key to the City , Staff of Nin (), Unwinding Clock , Chaos Wand , Oracle's Vault () and a bunch of mana rocks ( Mind Stone , Pyramid of the Pantheon (), Coalition Relic (), Talisman of Creativity , Star Compass , Hedron Archive , Basalt Monolith and Khalni Gem ). Animation Module can add counters to planeswalkers, so that could be fun too.
Reality Shift is probably the best creature single target removal in blue.
I'd cut down on the number of X damage spells you're running and rely more on having some graveyard recursion/tutoring to make it more consistent. Mystic Retrieval would be my choice to run along with Archeomancer. Mizzix's Mastery is also pretty good, but probably better if you're focusing on spellslinging.
Vandalblast and Shenanigans (or maybe Release the Gremlins for the cuteness) are good artifact removal. Geistblast is a interesting Flashback spell that actually should be like Amonkhet's Aftermath. Insidious Will 's versatility shouldn't be underestimated.
(aaand I already suggested too much. Like I said, feel free to ignore. Can't wait to see the finished deck. I hope something from this mess helps!)
1 month ago
This is really cool! I don’t play azorius at all but this deck looks like a lot of fun. I’ve also never heard of the 8x8 rule. Where does that come from?
Have you experimented with cards that have similar abilities to ones you’re using like Imposing Sovereign , Blind Obedience and Frozen AEther ? Kismet and Loxodon Gatekeeper have higher CMCs but they cover all the bases as far as what enters tapped. I would probably run one of them over Court Street Denizen since you’re only running about 13 white creatures. Ah wait... unless you have enough stuff that bounces creatures back then i guess my suggestion is a moot point.
Grand Arbiter Augustin IV seems like a shoe-in to help Lavinia hold down your opponents. But may not work for you if you’re looking to have creatures with ETBs.
I only really noticed you have Sift for card draw. What else do you have? Cause I must have missed some.
Anyway, Azorious is not my specialty but I hope I sort of helped. Good luck! +1
1 month ago
Does anyone have a good
Godo, Bandit Warlord
decklist that might change my opinion on the commander? I don't feel like the deck is any good, sorry if that sounds harsh, but let me try to explain how I see it.
Your Commander is a 1 card combo (by using the etb effect to tutor for Helm of the Host ), normally that would be great, you could either:
1. Fill your deck with ramp and try to get consistent turn 3 wins
2. or you could make a slow stax/control deck that is free to go for the win whenever it so chooses
Option 2 is not available to you because your playing Mono-Red (I'm just saying it like it is).
Therefore you have to just go straight for the combo, the problem is, at it doesn't matter how much ramp is in your deck, your too slow.
To top it off your gameplan is very telegraphed, at any point a player can just look at your boardstate and say with reasonable confidence whether or not you are going to go for your combo on your next turn.
Additionally, when you finally ramp up to cast your commander, if an opponent has interaction (which they will, they've had all game to prepare), your only option is to send Godo back to the command zone and get back to ramping, however, your playing mono-red so your going to have to do it in top-deck mode.
Finally, the combo isn't even that good when you get it, plenty of stax pieces stop it, ( Blind Obedience , Frozen AEther , Kismet , Torpor Orb , Humility , Hushwing Gryff etc.), and it's folds to Counterspells, Artifact hate, and Creature hate, which is the vast majority of interaction people will be playing (it does ignore graveyard hate which is something I guess.)
Sorry for the wall of text, but I realized if I just said "the combo is too expensive" and left it at that there would be a lot of unnecessary back and forth arguing.
TL;DR: Godo, Bandit Warlord is, in my opinion, slower, more predictable, and more easily disrupted than all the other fast combo decks in the format by a wide margin, for this reason, in my opinion, Godo, Bandit Warlord should be brought into the "High Power" tier.
2 months ago
I would recommend some of these stax pieces:
There are creature-based variations of these as well:
3 months ago
Frozen AEther occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%