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|Vintage Masters (VMA)||Rare|
|Urza's Saga (USG)||Rare|
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2 days ago
How to play:
On the bench, ready to sub in!:
Phage the Untouchable: I feel like I should explain this one first. I know that it looks like you should be grabbing Phage every time, but I encourage you to think again. First off, by the time any of you who are inspired to make this deck actually do so, unstable will no longer be legal in commander (unless you're ultra-quick and super-cool). Therefore, the only way you'd be able to play this within your playgroup is by Rule 13, which essentially states that you can use banned cards in a casual setting only if all members of your playgroup agree to it. And if you slam down Phage every time, they're gonna start to not like you. Sorry if this section went on too long, but it had to be said.
Ashling, the Extinguisher: This is mostly for if your opponents have a troublesome indestructible creature. Or also if you think that the art looks great.
Avatar of Slaughter: This one is for if you need straight damage, as it deals the most of any creature at 16. Maybe you're low on life and it has Loxodon Warhammer. Maybe you want to deal a ton of damage without killing them. I'm not judging.
Blightsteel Colossus: This one follows the same rules as Phage the Untouchable, only this one also protects against milling. Using this product may put at risk of winning, overzealous gloating and being banned. Administer at own risk.
Dragon Mage: Maybe you're secretly a group hug player. Maybe you're just low on cards in hand. Either way, this is a great all-around option.
Greater Harvester: It's like eldrazi, only you don't have to actually attack with it to trigger annihilator, meaning you also get some damage through.
Hellcarver Demon: An opponent is comboing out and you need to make one last defiant stand without actually winning. That's when you break out this boy.
Lightning Reaver: Why on earth did you sub in this! It's just in here because I like the art!
Lord of the Void: This is my go to benchwarmer. It makes you highly likely to win the game without actually guaranteeing it. My kind of card.
Necropolis Regent: This one actually works because +1/+1 counters stay between switches.
Rakdos the Defiler: Be sure to sub him in after declare attackers and blockers so that his attacking trigger won't activate, but his damage trigger will.
Raving Dead: If you want to do something but you don't want the game to end yet, this is a good choice.
Enemy forces and how to ignore them!
Now, subbing out is most effective if whatever you're replacing can get past the declare blockers step. Unfortunately, this is rakdos colors, so we don't have much in that respect. What little that's available is below.
Whispersilk Cloak: Definitely the best option we have. With evasion in both aspects, and the fact that equipment stays equipped makes this a favorable option.
Trailblazer's Boots: In commander, you can scribble out the existing text and say, unblockable. It saves time.
Prowler's Helm: If any of you frequenly go toe-to-toe with a wall tribal deck, please let me know, that sounds awesome. And if you want to make them happy, play this. They will be so proud of their soulless, empty defenders. They need the pick-me-up.
Panic Spellbomb: Yeah, it's not the greatest. Moving on.
Key to the City: Card filtering and unblockable? Please tell me the downside.
Hot Soup: Do not, I repeat, Not play this against a ping deck. It'll be like christmas came early for them.
Glaring Spotlight: I would tell you how great and good this option is, only I can't see the text from all this brightness.
Last random notes:
Planar Portal: This is the one case where it's superior to Planar Bridge. You see, Mary switches things in your hand, not on the battlefield, so with the bridge, they get affected by summoning sickness.
5 days ago
deckbuilding takes a lot of time and testing to get better at, ive built hundreds of decks over my 10 years of magic and i still have room for improvement, so don't lose hope!
as far as wincons, yes, you need more than just BloodBond and tokens.
as far as token combo, im pretty sure you can get lethal damage using Blood Artist to combo with Ashnod's Altar and Nim Deathmantle to get infinite damage/life, because you sac a vamp+ a vamp token to altar for 4, use the 4 to activate deathmantle on the nontoken vampire, triggering blood artist infinitely, add Grave Pact/Dictate of Erebos and it also forces opponents to sacrifice an infinite amount of creatures, or you add Mana Echoes for infinite colorless mana!
combos like this are made MUCH easier with Anointed Procession, since it doubles your token production
sadly not a lot of vampires are combo-friendly cards, so you're going to want to run a lot of tutors, creature protection and noncreature combos alongside the trusty vampire armada. the most fitting combo for your deck would definitely be lifesteal, having an Urborg, Tomb of Yawgmoth and Cabal Coffers in play usually wins you the game if you use the mana to cast an Exsanguinate or Debt to the Deathless, especially with land copying coffers like Vesuva, Thespian's Stage or Mirage Mirror
Magus of the Coffers is alsp a budget friendly version of cabal coffers, and allows you to run 2 of them
6 days ago
first things first.
what is your win "strategy"? its hard to help hone your strategy when it isnt specified
assuming you want to win via token swarm/beatdown, the problem lies in that aspect to begin with. competitive edh is dominated by combo and control decks, aggro is nearly obselete in tier 1 competitive, and the few aggro decks that stand a chance are essentially combo but with aggro undertones
problem is, creatures are the most common and easiest to answer spells in commander, since you need a commander to play in the first place
edgar markov is in no way a competitive commander, so trying to pkay against common cEDH decks will not bode well
however, if you wish to MAKE him as competitive as he is ABLE to be, the unfortunate answer is money/staples, edgar still struggles to win even with Vampiric Tutor, Imperial Seal, Entomb, Mana Crypt, Gamble and the rest of the competitive staples in your color, as decks like storm run the same cards to much better effect
short answer is if you want to make the deck competitive or pricy, edgar is not worth it for you.
as far as consistency, it sadly also relies on tribal staples, most of which are mentioned in the decklist comments already, but things like Mana Echoes, Conspiracy, Patriarch's Bidding and Coat of Arms are seen in pretty much every single tribal deck at one point or another, but even those wont help you as they are very high mana cost for what purpose they serve and half of them are global and can feed opponents
hope that provides some insight, you basically want more than one game-winning combo in the deck, because cEDH is very, very rarely won with non-spike/residual combat damage, and your deck scoops pretty hard to Damnation or Jokulhaups effects
1 week ago
Switching to English, thanks Tappedout.
None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.
You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.
Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.
Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.
Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.
I would recommend going for either aggro-control or combo-control.
Utter End - being able to target anything is very strong
Duplicant - one of the best creature-based removal cards
Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win
Painful Truths - very good card draw in 3 colors
Toxic Deluge - the best creature board wipe in the game
Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else
Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land
Clifftop Retreat - only checkland you're missing
Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong
Ankle Shanker - good for getting damage past blockers
Harsh Mentor - very strong hatebear, can stop some game plans entirely
Mirror Entity - strong anthem when most of your deck is power 2 or less
Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal
Drana, Liberator of Malakir - decent anthem for cheap
Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha
Cathars' Crusade - very strong anthem when going wide
Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through
Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state
Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB
Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker
Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks
Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries
Feldon of the Third Path - slow without haste but a very strong effect once online
Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else
Vampiric Rites - one of few sac outlets that provide solid value from its own effect
Flameshadow Conjuring - lots of extra value for only one mana per creature
Panharmonicon - doesn't work with some of your creatures, but solid value when it does
Assemble the Legion - decent wincon when your opponents are running out of gas
Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state
Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins
Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable
Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return
Enlightened Tutor - another tutor for finding wincons
Archetype of Finality - way too expensive
Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place
War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets
Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack
Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks
Angel of Invention - anthems don't really do much outside of aggro
Big Game Hunter - you don't need that much spot removal
Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place
Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.
1 week ago
Gamble is not included primarily because it's red. I do try to keep this deck optimal but I intentionally try to keep the red cards down while doing so. Its a source of pride for me.
Metalworker is excluded in part because money. It does also draw immediate hate from the table when played on curve, and a big reason this deck is so successful is because it keeps its head low and steals games out of nowhere. Were this a 1v1 deck, I'd include it, but...
This isn't a 1v1 deck. Not sure where you got that idea, as its mentioned several times in the primer that it's optimal in multiplayer but can be 1v1 with some minor card change(s) and play style. Temple of the False God, therefore, is not a bad card to have around. If I didn't have it, it would just be a mountain. Therefore it does no harm and plenty of good.
I'm not partial to snow-covered lands and Extraplanar Lens. Ive been very particular about how many cards with similar effects are necessary without sacrificing other important mechanics in the deck, so the comparable cards that are included are more than sufficient. Taking out something for the Lense potentially drops the count of another group of similar-niche cards which could be detrimental to the efficiency of the deck. Basically "if it ain't broke don't fix it" in more words and more logic. Also, I already have my basics all foil with the same art, so I'd rather not go through that again.
For this deck, Journeyer's Kite is preferable to Thaumatic Compass Flip, not because I need to search for basics mid-late game, but because it stays an artifact. By the compass turning into a land, it loses a relevant interaction within the deck; its helpful to have the Kite around after its served its purpose, so I can sacrifice it to Throne of Geth or, even better, Kuldotha Forgemaster. Were the compass' transformation optional, it would be a fine inclusion, but as a mandatory effect, the Kite is preferable in this context.
1 week ago
Also, being a 1v1 deck under the "competitive" hub, how is Temple of the False God working for you? Aren't there FAR better option for fast ramp?(Cough Metalworker Cough) I understand if you shy away from mana dorks because of the nonbo with Kurkesh, but Metalworker seems to good to not include here. Oh yeah, and my least helpful suggestion would probably be to switch your mountains with Snow covered mountains and run Extraplanar Lens.
Sorry if these suggestions are useless, but in my defense this deck is INCREDIBLY fine tuned.
1 week ago
Just in general though you want to have a couple more mana rocks because they are just good in general. I don't know what your budget is like but here is a link to all the mana rocks for EDH
The token based wincon and the dragonstorm isn't really the best "wincon" so to say. Of course it is up to you and if you find this to be really entertaining. A more competitive deck would use something like Aetherflux Reservoir and cast their entire deck but oh well.
Here are some cards you need that are also relatively cheap and very good.
basically you have a lot of cards in your deck that are like second tier cards I am not sure if you are going for flavor victory.
What is generally the case is that winning through combat is bad in EDH because you often need to setup for an extra turn and you might get completely wiped. In EDH if is pretty hard to win without using an infinite combo to kill everyone at the same time. You will also be viewed as a threat if you have a bunch of shit on the board. You have a lot of very expensive creatures in your deck that don't immediately win you the game. When you cast something that is like 8 mana the hope is that you win with that card.
You should look at some other people's mizzix decks it will give you an idea of how people play commander. I don't know if many will be that great on this site but oh well.
1 week ago
Consuming Aberration, Snapcaster Mage, Dack Fayden, Sensei's Divining Top, Chrome Mox / Mox Diamond, Force of Will / Mana Drain / Counterspell / Swan Song / Flusterstorm / Pact of Negation, Yawgmoth's Will (& Past in Flames), Gamble / Gitaxian Probe / Lim-Dul's Vault / Impulse, Damnation, Corpse Dance (& Shallow Grave)... maybe?