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Whenever a nontoken creature enters the battlefield, if Genesis Chamber is untapped, that creature's controller puts a 1/1 Myr artifact creature token into play.
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Genesis Chamber Discussion
57 minutes ago
none of the Eldrazi titans work because they are legendary.
I made a Jalira deck that is equally casual that you might want to look at for ideas.
3 hours ago
The deck looks pretty fun I definitely appreciate all of the silly combos. It does seem like maybe you could use some things to pull the Mana curve down a bit. One creature that I think would be especially awesome to be able to turn tokens into is Tyrant's Familiar. I know that it's another seven drop but that card is hilariously powerful. Another card that came to mind while reading your list is Blade of Selves. I really like having Genesis Chamber in Decks that want to flood the board with tokens however this one doesn't have a whole ton of actual creature cards to cast so it might not be great here. Same thing with Kessig Cagebreakers, I feel like that card would be amazing if you have enough creatures to meaningfully trigger it. It's hard to suggest cuts without actually seeing how the deck works cuz it's kind of weird. But good luck and Happy Gathering!
5 days ago
5 days ago
How good is Genesis Chamber? I'm not really sold on the card.
3 weeks ago
The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.
Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.
It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?
For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.
For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.
If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here
3 weeks ago
mr_funk i honestly didnt know about Eerie Interlude haha but i've really enjoyed the boros build of this deck; if it was mono-white i'd have Genesis Chamber for sure but for now I don't really need to protect tokens... that is true about Ghostway getting around shroud, and Eerie Interlude would be a great budget equivalent
3 weeks ago
Any reason for Ghostway instead of Eerie Interlude? I see in this deck they are functionally the same, but in my sisters deck, i run Genesis Chamber to create tokens, as do some sisters decks. if you are in a mirror match or havge some strange situation that it would actually matter, Eerie Interlude gives you the choice of which creatures to exile and return, where Ghostway does not. otherwise they are the same card, it seems. i think the interlude is just an actually strictly better version... unless of course i'm missing something. also if you have a creature with shroud, i suppose the Ghostway can still Flicker that creature, where Interlude cannot. what do you think?
1 month ago
For people on the "ban Doubling Season" hype train here. Here are all the commanders that go infinite with a single card:
- Animar, Soul of Elements + Ancestral Statue
- Arcum Dagsson + Paradox Engine
- Azami, Lady of Scrolls + Paradox Engine (with mana rocks)
- Brago, King Eternal + Strionic Resonator (with mana rocks)
- Captain Sisay + Paradox Engine (with mana dorks)
- Ezuri, Claw of Progress + Sage of Hours
- Inalla, Archmage Ritualist + Wanderwine Prophets
- Mairsil, the Pretender + Mirror-Mad Phantasm
- Niv-Mizzet, the Firemind + Curiosity or Ophidian Eye
- Prossh, Skyraider of Kher + Food Chain
- Razaketh, the Foulblooded + Genesis Chamber (with 0-drops and Aetherflux Reservoir)
- Selvala, Heart of the Wilds + Umbral Mantle, Staff of Domination, or Paradox Engine
- Sydri, Galvanic Genius + Aetherflux Reservoir
- Teferi, Temporal Archmage + The Chain Veil (with mana rocks)
- Teysa, Orzhov Scion + Darkest Hour (with sac outlets)
- The Gitrog Monster + Dakmor Salvage (with a discard outlet)
Ad that's not even counting all the cards that are essentially a 1 card combo in and of themselves, like:
- Ad Nauseam
- Boonweaver Giant (with sac outlets)
- Hermit Druid
- Protean Hulk (Why did they unban this??)
Or all the commanders who win the game automatically if you can get a simple infinite mana combo off, which are too many to list here.
My point is that Commander is already super broken on a competitive level because the RC doesn't care about banning competitive cards. Having Doubling Season with PW commanders doesn't even come close to the level of broken that's already possible in EDH, and it would be stupid to ban it. (Especially since it's a lot harder to cheat out a 5 mana enchantment than a lot of the combos I listed above.)