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Tokens
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Generous Gift
Instant
Destroy target permanent. It's controller creates a 3/3 green Elephant creature token.
Crow_Umbra on How Did WotC Allow Combustion …
1 day ago
Neither Combustion Man or Star Athlete have a guaranteed means of removing enchantments or other (non-land) permanents, since they hinge on the choice of another player. That choice and lack of guarantee is a difficult means of removing enchantments and other permanents.
If either of those creatures, or any of the other Punisher/Choice effects in this thread lacked the choice element and instead "guaranteed" removal like Beast Within/Generous Gift, then that would be a more direct break.
DreadKhan on
Cecil Dark Knight/Paladin
2 weeks ago
I like something like Loran's Escape, Blacksmith's Skill, or even Galadriel's Dismissal as a way to protect your Commander after they're flipped. Dismissal is one of the best White cards ever printed, able to protect your creature(s) from removal/wipes, as well as being able to fog any an attack AND remove that player's blockers until their next turn, meaning it can also serve as player removal. I have no idea what they were thinking, but it's not even a GC atm.
If you want versatile removal in Orzhov I don't think you should lean into Black for it, Withering Torment and Feed the Swarm are both pretty bad compared to Anguished Unmaking, Generous Gift, Stroke of Midnight, or even Vindicate if you really like sorcery speed options. I'd even run something like Winds of Abandon over either, you lose a bit of versatility to get a much stronger removal effect that can double as a one-sided board wipe by the time you have a board ready to swing with.
MadlyTexas on
The Amazing Spider-man
2 weeks ago
Some potential upgrades that aren't cripplingly expensive:
Ramp:
Commander's Sphere,
Rampant Growth,
Farseek,
Nature's Lore,
Three Visits,
Kodama's Reach,
Thirsting Roots,
Bushwhack,
Mind Stone,
Herald's Horn
,
Selesnya Signet,
Simic Signet,
Azorius Signet,
Talisman of Unity,
Talisman of Curiosity,
Talisman of Progress,
Patchwork Banner
Card Advantage: Harmonize, Elemental Bond, Revitalize, Healing Hands, Crystal Skull, Isu Spyglass
Removal: Swords to Plowshares, Beast Within, Return to Nature, Naturalize, Fumigate, Generous Gift
NV_1980 on
Anti Venom Horrifying Healer
2 months ago
This looks positively scary; nice job! Out of curiosity: why didn't you include Lightning Greaves/Swiftfoot Boots? Giving your voltron hexproof seems kinda logical. I see you've included Giver of Runes but not Mother of Runes; might be worth considering as your battlecruisers (including anti-venom) are your main mechanisms for winning with this deck so they need plenty of protection and a bit of redundancy doesn't hurt. Something similar could be said about Grand Abolisher and Myrel, Shield of Argive.
One more thing that's really noticeable: your deck doesn't have anything for dealing with opposing enchantments or artifacts. You could consider cards like Disenchant, Generous Gift, Heliod's Intervention and Return to Dust.
seshiro_of_the_orochi on a better Decimate? RGW
2 months ago
Ok, that definitely helps with answering the question.
From your answer, I'm not sure you're aware that you always need four targets for Decimate. Also, it doesn't mention anything about planeswalkers, so those can't be removed with it.
If it's the versatility you like, there are Beast Within, Generous Gift, and Chaos Warp, all of which can target all of these card types and even planeswalkers. Do these help?
JaysinDub on
Kudero Bear Boy
3 months ago
Protection Steely Resolve Asceticism Privileged Position Shield of the Oversoul Additional +1/+1 counters Branching Evolution Bioengineered Future Conclave Mentor More Tokens (anything with populate) Growing Ranks Ayula's Influence Card Draw Shamanic Revelation Symmetry Matrix Old Stuff Meekstone Humility Hunting Grounds Natural Affinity Glare of Subdual Tutor Altar of Bone Eladamri's Call Color Hate for our playgroup Reclamation Anthem/Lord effects Anthem of Champions Interaction Generous Gift
lil_cheez on
Cloud's Courageous Coalition
4 months ago
Greetings friend, we've got a fine start here, I have some inputs but I'm not an equipment expert.
There are some cards that you can't legally run in this deck: Judge's Familiar, Vault of the Archangel and Age-Graced Chapel Flip. In commander there's a thing called "Color identity", that is, cards in your deck can't have colors or mana symbols that are not on your commander.
You'd like to up the land count do 36, maybe 37; try and shove in more or less, 10 cards each that ramp mana, remove problematic stuff from your opponnents, and draw you cards.
Ramp suggestions: Sol Ring, Sword of the Animist, Gold Myr, Jhoira's Familiar.
Draw: Rogue's Gloves, Mask of Memory.
Removal: Generous Gift, Argentum Armor.
Cut cards that don't escalate very well in multiplayer. Champion of the Parish for example may be a beast in a 60-card, 4-copies each deck, but here he would be just a body.
I hope this helps for now, good luck adjusting the deck and have fun!!
| Have (2) | Azdranax , gildan_bladeborn |
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