|Commander / EDH||Legal|
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|Amonkhet (AKH)||Mythic Rare|
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End the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
At the beginning of your next end step, you lose the game.
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Glorious End Discussion
5 hours ago
So recently I had the idea to make a commander deck based around cards that force you to lose the game (like Glorious End) as a joke. When I actually started putting the deck together, though, the beginnings of a theoretically decent combo deck started to appear. Usually I am definitely not a combo player but this seems stupid and fun enough that I want to give it a shot.
The primary way the deck wins is by having Hive Mind out and cast a "you lose the game" card to force my opponents to lose. There are a couple other janky things I can do (such as a super convoluted Pact of the Titan + Isochron Scepter + Harmless Offering + Mindslaver combo) to win but that's primarily it.
I'm looking for more card ideas and general help with building this deck. I haven't been able to find more Hive Mind type effects out there but if I'm missing any I would very much like to have them in here.
Here's the deck:
Commander / EDH*
3 weeks ago
This seems pretty cool. Would you consider splashing? Because Glorious End is pretty powerful with mastery.
3 weeks ago
You'll find some lists that you can draw inspiration from if you look up "hive mind modern deck" or something like that. That's the easiest way to tune your deck. Most lists I've seen run all 4 Lotus Bloom along with the 4 Pentad Prism, as you want to get to Hive Mind as soon as possible. From there you can make some sort of control shell (which seems to be what ur doing) to stall until turn 4-5 which is when you'll usually have enough mana to cast HM. Looking at your list, I'd say you need Tolaria West so you can tutor out your Pact, also you should play a Pact that you can cast without needing a target so you can guarantee that your opponent has to pay the next upkeep. Gigadrowse or Defense Grid in the sideboard are great against counters. You could also go for GUx to make use of the ramp.
I do suggest you stick to the pacts for your wincon tho, Glorious End gives your opponent too much time imo, plus you can't cast it the same turn you cast HM which makes it even slower. But if you really want to play it, you can turn your list into a Pact tribal/Hive Mind combo hybrid, which uses Gideon of the Trials and Angel's Grace to prevent you from losing the game after using pacts/Glorious End. Then you could essentially take extra turns and beat down with Pact of the Titan as your backup plan.
And for the record, you don't need to stick an infinite combo in the deck for it to work. There are plenty of decks that are pretty much on the same track that your list is on right now (ones that use Prisms and Blooms) that win games.
3 weeks ago
why don't you play pacts instead of Glorious End? it seems like the opponent still gets a turn after you "combo" to kill you, with the pacts, they die on their upkeep.
3 weeks ago
Love this deck! I'm building a much more straightforward, durdly deck with Licia (Licia Drinks Her Sunny D) and don't care much for combo as a general rule, but this is a pretty cool idea and nicely out of the box for a Voltron-like commander like Licia.
Since you're all-in on the "storm out and win in one or two turns" plan, have you considered Final Fortune or Glorious End? The latter, especially, seems like a worthwhile addition to help you steal victory right out from under another combo player who's trying to go off.
3 weeks ago
The problem with your combo deck is that the win condition is 6 CMC in my mind. Its possible you might want to consider a stronger control shell around lasting until turn 6, or mana ramp to get to your combos CMC quickly. The other issue is enchantment removal isn't exactly uncommon in modern, and your combo is vulnerable to Hive Mind being removed or countered assuming you can get to a turn where you can cast Hive Mind. The other issue lies that you then most likely have to wait until your next turn to cast a hopefully game winning spell in Glorious End or whatever card will make your opponent lose.
For Modern that seems pretty slow and hard to do, with plenty of easy counters already popular in the format. However I think if you find some infinite mana combos that you can slide into this deck, you'll find more success as you can play all your combo pieces in one turn and much quicker than playing one land a turn. The other idea could be to splash more green, go full Temur and use ramp to get to 6 CMC quicker. Probably the best way would be an infinite mana combo.
What that infinite combo would be i'm not sure, as I dont really like playing combo decks in magic (hearthstone combo decks are more fun imo because they all require at least 5 specific cards and usually take alot of mana to complete) but i'm sure someone could suggest one.
That being said the idea of forcing your opponent to lose the game because you cast a spell on your turn that makes their turn lose is a really funny proposition. +1 for that.
3 weeks ago
1 month ago
i suggest dropping Glorious End (you have no way to prevent the loss of game that comes with it). i also suggest upgrading Shock to Lightning Strike. depending on your meta, if you got life gain or tokens to deal with Rampaging Ferocidon could be the thing you need. then when you have your opponent on the ropes shoot him out of a cannon.