|Commander / EDH||Legal|
Printings View all
|Masters Edition IV (ME4)||Uncommon|
Combos Browse all
Gate to Phyrexia
Sacrifice a creature: Destroy target artifact. Activate this ability only during your upkeep and only once each turn.
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Gate to Phyrexia Discussion
1 month ago
Your design with bridge is great - I love the combo but you say it yourself - the clunkiness makes your deluge & fleshbag both nombos. While nobody reanimates through leyline, have you considered racing cephalid breakfast with this cool card: Leyline of the Void
I know - pretty ballsy to play such niche tech vs those hyper competitive decks like tazri, breakfast hulk, hulkweaver, doompile, doomtide and Gitrog. But in all seriousness, I love your list.
I don't know how much you like bob - great clamp fodder, even better card draw engine but with your list running so many fatties? You already abstain from Ad Nauseam because you need a health pool to raza-win. If I do testing this will be a tough choice for me (maybe to cut for Erebos, God of the Dead as 1: flavour, 2: hatebear vs aetherflux, 3: hurts some niche lines and 4: stymies recovery from a failed naus). Further cool stax packages: Gate to Phyrexia. I play in a heavy isochron reversal meta and rocks matter environment. For your sac theme this is potentially better than null rod.
Lastly, have you thought about Beacon of Unrest? It's a very tough thing to squeeze in - but instead of having to assemble an entirely new combo after a table wises up to removing the altar.
1 month ago
Hi roastchicken !
My own iteration of Balthor is indeed more controllish. My meta evolved with lots of grave-hate, and I had to adapt with less graveyard-dependency. But I have a low creature count and sometimes nothing to reanimate.
Nether Traitor is my slowest "sacrifice fodder", among Reassembling Skeleton, Ophiomancer, Bloodghast and Bitterblossom. Their purpose is to feed Skullclamp for extra draws, Sword of the Animist suicide attacks and extra land triggers, Gate to Phyrexia's cleansing, Helm of Possession's stealing, and some tutoring effects with Diabolic Intent and Razaketh. I was going to remove it but I didn't think about the infinite mana combo with Pawn of Ulamog and I will probably change my list accordingly to add this one. But it produces only colorless mana.
I'm hesitating to play creature-based reanimation with Apprentice Necromancer and Doomed Necromancer. I've always considered them too slow due to the summoning sickness. On the other side, Reanimate is really strong because it can find a piece of meat from any graveyard. Necromancy also and is there instead of Animate Dead because of the "instant speed" option.
I will replace Grim Monolith with the Basalt one. I forgot about this infinite combo. Good catch!
1 month ago
OscarGoldman thanks for checking out the deck. I've been out of the game for a couple of months and haven't had time to update the deck, however, I got a few weeks of games coming up so I'll need to make some modifications ;).
You hit the nail on the head about Guardian Beast - I've added him as a flex spot due to my general artifact count but I've never seen to get good value of him. At this point I'm probably going to cut him again for something like The Abyss. I've been meaning to add Meteor Golem as this is a mandatory card for Chainer, cuttingGuardian Beast is a clear choice at this point.
I used to run Mikeus in the past but without the Nooze/Trisk/Ballista/Devourer combo. This was just a personal choice, mike and trike combo was semi disliked by our playgroup in the past, however, those restrictions are no longer in place, so it may be right to rebuild it that way. I would probably replace the current aristocrat package for mike and trike and trim some fat for more tutor(s) or board control. I like the direction and it may be the right way to go.
In regards to null rods and such, yea unfortunately there's not much we can do here outside of switching our win condition for that game/round. If you were setting up an aristocrat win then it would probably need to switch to a exsanguinate/torment of hailfire/living death finish. Gate to Phyrexia seems ok but you'd need a complete rework to include a token package, which I feel will be better suited in something like Xiaohou Dun Control deck.
Sorry for my post being all over - wrote this quickly at work. I'd be interested to discuss this further thought! Look towards a rework of the deck soon.
2 months ago
As you said, the deck loses to Leyline of the Void but any similar effect, with Rest in Peace being the worst, will shut down the deck as well. As such I'd recommend Scour from Existence, Karn Liberated, and Ulamog, the Ceaseless Hunger to permanently deal with the problem or the less permanent but equally viable answers of Ulamog, the Infinite Gyre, Universal Solvent, and Unstable Obelisk. There's also the more specific and/or slower options of Argentum Armor, Gate to Phyrexia, Lux Cannon, and Phyrexian Tribute, with that last one seeming like a surprisingly decent possibility for the deck.
On another note, I'd put more board wipes in and Fleshbag Marauder, Merciless Executioner, and the oft forgotten Slum Reaper to profit off Yahenni more or I'd swap them out for Endrek Sahr, Master Breeder. Given the reason you made this deck, I know you don't wanna do that, but he'd also be a decent addition to the maindeck as another token generator.
4 months ago
RobsJourney I feel like the budget part of this deck would take a hit with Gate to Phyrexia. However, I like the idea of saccing Yuriko. It would provide the same smokebomb effect as Crystal Shard and Erratic Portal, but will usually give another effect.
Also, you need to be able to sacc as an instant in combat phase to benefit from having a lot of attackers so that you get at least an unblocked one and ninjutsu Yuriko in.
Overall, I'd say cards like Vampiric Rites or Bubbling Cauldron would be a good fit here and the addition of Haunted Crossroads would become useful to apply sacc to other creatures than Yuriko as well as controlling your top deck for her trigger. Now that could be a lot of trouble if the sacc can only be applied to Yuriko, but she'll be ninjutsued constantly, so that might not be that bad.
4 months ago
Can I also ask what you think about saccing Yuriko for value, eg. saccing her to Gate to Phyrexia? She can be re-ninjutsu'd for the same cost, then, that way you're guaranteed to be getting at least one Ninja - herself - through for damage.
5 months ago
5 months ago
If you're going to use only one copy spell I'd suggest using Fork over Reverberate. While they're very similar and neither is strictly better or worse than the other one common scenario Fork has over Reverberate is when copying counter spells and turning them red. This can be significant, because in past times when copying counterspells I've had cards like Red Elemental Blast, Pyroblast, and Guttural Response used to counteract my Reverberate when copying a blue counter spell or draw spell. Most non-blue decks that can run those cards will likely run them more-so than not and Fork bypasses that issue easily when needed.
It seems your meta is thoroughly diverse. Hand and deck disruption can be a strong asset for taking down a combo deck, but I wouldn't consider Praetor's Grasp or Wheel of Fortune strong enough effects since combo decks can always run back-up combos to rely on. What really hits combo is repeatable effects and some of the strongest you could probably run would be Mind Slash and Bottomless Pit which a lot of combo players would find nasty. (Painful Quandary is a close third place and can stop storm decks pretty effectively as well.) Also if you're going up against non-graveyard strategies Mesmeric Orb is a ballistic nightmare in any singleton format it's put in which would be the only effective mill card I'd ever recommend when hurting combo.
Do note graveyard-based combos are a little more resilient to the card suggestions I've given above, but so long as you have something like Rest in Peace and/or Planar Void you can easily avoid this issue without giving them any fuel to burn.
Given your meta I would imagine Torpor Orb would lift a lot of weight for you especially against Purphoros, God of the Forge, Palinchron/Deadeye Navigator, and whatever ETB effects the Muldrotha, the Gravetide deck is probably abusing.
One aspect about blue I've never liked was it's use of counter spells. If you find Reverberate helpful I'd recommend also using cards like Seal of Cleansing, Sinister Concoction, Gate to Phyrexia, Aura Fracture, Aura of Silence, and Umezawa's Jitte. Not only do they serve as good rattlesnake cards that deter your opponents from just putting their bombs on the field, but I've noticed blue decks only hold up counter spell mana on turns they might need it on. If you drop one of these early when they're not ready their counter spells won't be able to stop the card effects, and I can verify from past experiences that the blue players I go up against when using the cards I just mentioned hate them fondly because they know I save them for their combos which makes their job of combo-ing out much more complicated. In fact one card I've found more success with than I'd ever give credit to is Molten Vortex, because the number of utility creatures and win-cons it hits without needing to use prime removal spells is pretty big and as I said before it's another one of those spells that if resolved the blue decks are going to have troubles playing around with. The Vortex can remove Mizzix of the Izmagnus, Laboratory Maniac, Norin the Wary, Hermit Druid, Kiki-Jiki, Mirror Breaker, etc. and even when I don't have a land to pitch to it I've found it's presence alone is enough to deter plays entirely. Shattering Spree also plays well against blue, because not only can it hit multiple targets, but you can hit the same target twice or three times which would require more than one counter spell to stop a key combo piece being removed if needed.
As for multiple combat steps or a super massive army being swung your way you already can use Ghostly Prison, but if you need more options Norn's Annex can also work as well as Orim's Chant which not only stops combat but can also be used but can also stop storm or certain combos if you cast it at the right moment. It should also be noted that Rule of Law as well as the aforementioned Damping Sphere also does a marvelous job of stopping storm as well. Lastly if your opponents gaining life is an issue I think Rampaging Ferocidon makes a good option, because it can also punish your opponents if they try to build an army, so it fits two functions rather well, and I find the menace handy if you ever need to punch into a super-friends deck.