|Commander / EDH||Legal|
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|Planechase Anthology (PCA)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Conspiracy: Take the Crown (CN2)||Uncommon|
|Planechase 2012 Edition (PC2)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Champions of Kamigawa (CHK)||Uncommon|
|Promo Set (000)||Uncommon|
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Ghostly Prison Discussion
3 days ago
I don't have a ton of experience with the deck yet, and Ghostly Prison is very much a meta-call, but I've found them to be ...
- Amazing vs. go-wide or go-big decks that don't have a ton of mana available (e.g., Humans, Affinity, Bogles, Pyromancer, Death and Taxes, Merfolk, 8-Whack). A Prison or two and some chump-blockers can usually stop them cold.
- Good vs. decks with a "fair" amount of mana (e.g., Hollow One, Jund, RG Eldrazi). A Prison or two will slow them down but never stop them ... but sometimes that extra Turn or two is all we need.
- Kind of indifferent vs. Control. Generally useless, though they can prevent Snapcaster beats for a little while (until they get enough mana to attack and hold up counter-magic).
- Completely useless vs. Combo (any of them) and decks with tons of mana (e.g., Tron, Titan Breach, Elves, Mono-G Devotion).
I really like Hex Parasite. I could totally see adding a Walking Ballista to the main just because of its versatility, but IMO the Parasite is much better at killing Planeswalkers. E.g., it takes 8 Mana to kill a Liliana of the Veil on 4 Loyalty with a Ballista (and it kills the Ballista in the process), while it only takes 5 Mana with Parasite plus we get a 5/1 out of the deal. And yeah, 1x is almost certainly correct (FWIW, I've seen a bunch of competitive decklists with 1x but have never seen one with 2x), but I like having 2x ... partly so I have a better chance to draw one early rather than having to Ranger one up, and partly so I've got another available after the first one gets killed.
Thanks tons for the thoughts; I'll check out your deck shortly!
3 days ago
lance4224130 Nice to hear it is working out! Maybe you could consider playing ore more land as your version is a bit more controlish than midrange, but it's something you have to decide after quite a few games I think. Anyway, I also recommend you Scroll Rack if you're running Land Tax. They synergize beautifully together.
For lands, good additions (as you play all the good fetchlands) would be Mistveil Plains for a plain (amazing card with the Sunforger here) and Madblind Mountain for a mountain. As they etb tapped, I don't know if it will slow too much your deck playing both of them, but it seems good. In my midrangy Boros EDH, also playing the Sunforger, I decided only to run the Mistveil, but in your version I kinda like the Madblind as well.Another crazy land for your deck strategy, a land that you will always love to have, is the Forbidden Orchard. It literally does insane things alongside your commander.
About the cards you changed now >> I wasn't a fan of all your enchantment removals, I think it's a bit too situational to run so many, the decklist feels a lot better in the actual statement. The infinite loop with the copy of the doll, the doll itself and the repercussion is quite crazy. I would have laughed so much. x)I think Repercussion is still a great card for this deck, I will keep it on the mainboard.
Some cards you could cut (that I personally don't like) are the Charmbreaker Devils (you pay 6 mana for a bad body with no immediate impact... meh, it's just too slow if you want to stay active >> I understand the argument that it could be good just after a board-clear when your opponents resources are diminishing, but it makes it just too situational and even in those rare situations he's far from being game-breaker), the Banefire (it only target one player - even if you duplicate it with the Mirari or something else, it's still meh.), the Incendiary Command (versatile but weak and slow, feels just bad), the Warleader's Helix (yeh, it can be good with the Sunforger, but otherwise it's a card I won't appreciate to see in my hand), the Mirari (it's slow and you already seem to have enough duplicating spells... not that I dislike it, it's a good card, but I think it's a bit overkill there seeing the rest of your decklist) and the Deflecting Palm (too situationnal in my opinion).
Here are a few suggestions :
A solid board-clear you could consider : Subterranean Tremors.
Nice control tool : Ghostly Prison
Kill option : Aetherflux Reservoir
Ramp tool (only if you make the choice to run more instants with X) : Braid of Fire
Mad token generator for even more targets and so even more healing : Genesis Chamber
Even madder chaotic token generator : Varchild's War-Riders
Cruel card : Burning Sands
Less cruel card but still cruel : Crusher Zendikon
3 days ago
3 days ago
4 days ago
Aven Mindcensor, Hushwing Gryff, Spirit of the Labyrinth, Winter Orb, Thalia, Heretic Cathar, Kinjalli's Sunwing, Vryn Wingmare, Mother of Runes, Ramunap Excavator, Aura of Silence, Sun Titan, Swords to Plowshares, Alms Collector, Mirri, Weatherlight Duelist, Eladamri's Call, Tocatli Honor Guard, Eidolon of Rhetoric, Kataki, War's Wage, Propaganda, Ghostly Prison, Windborn Muse, Stasis, Static Orb, Glowrider, Rising Waters, Lodestone Golem, Damping Matrix, Cursed Totem, and Damping Sphere
The cards above are powerful stax pieces that are heavy play, yet range from 0.15$ to 5$ on tcgplayer. Below are more expensive cards that still are good for the deck, yet are not required.
Hokori, Dust Drinker, Rhystic Study, Sphere of Resistance, Thorn of Amethyst, Nature's Will, Bear Umbra, Sword of Feast and Famine, Grand Arbiter Augustin IV, Linvala, Keeper of Silence, Recruiter of the Guard, and Thalia, Guardian of Thraben.
Other than these stag pieces (cards used to lock your opponents out of the game) the deck should ramp, have some good interaction, and have draw power too. It can then use a decent field of small creatures and some combat steps, or powering out planeswalker ultimates to win. Below are some ideas on how to do that.
5 days ago
Ah didn't realize you were the one who submmited dagger burn, props! What I meant, however, was that this style of deck has basically existed forever, so I certainly wouldn't take credit for coming up with the idea of burning with tokens.
I understand you're trying to go more aggro, but we should always consider whether our gameplan actually works. Let's use the current top 4 Modern decks as a case study: Humans, Affinity, Hollow One, Jund. The first three consistently win turn 3/4 if uncontested, and like you said, your deck isn't doing any controlling. You're also actively helping them by burning yourself for 4+ with lands and giving them tokens, so let's bump that down to consistent turn 3 win. You said the fastest your deck wins is turn 4? As for Jund, I think we can safely say that neither of us is beating a pile of instant removal (makes Vial irrelevant) AND good pressure. Having (let's just ballpark it) ~10% win rate against the top decks doesn't seem like a good start. Since Modern is highly aggressive, Ghostly Prison makes sense because it sometimes wins the game by itself against those decks while also synergizing with our tokens. Building around counterspells (~10%? of modern decks) and Soul Sisters (~1%?) makes less sense.
5 days ago
We're nowhere near the first people to make dagger burn style decks..haha.
Three colors is somewhat a budgetary choice (this list fits in $100 budget, 60 tix). For a more reasonable comparison, you should check out my nonbudget version in the description. Ferocidon seems decent, though specifically building against a tier 3/4 deck is ill-advised. If I had to choose between red or white, I'd go white for Ghostly Prison. If your opponent does literally nothing, how do you avoid dying to the tokens you donate?
Vial seems wasteful in a deck with only 15 creatures. If you're only putting down 0-2 creatures with it, might as well play Simian Spirit Guide or Gemstone Caverns? Dowsing Dagger seems very underpowered in Modern. Do you ever expect attacks to land in a deck that's actively giving your opponent blockers?
Otherwise your deck seems sweet.