|Commander / EDH||Legal|
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- Multiple Instance of Energy Counter Gain
- When to chose target for Harnessed Lightning.
- My opponent activates Longtusk Cubs ability 3 times, at once, using all his energy. Can I respond by killing it with Harnessed Lightning?
- trample vs indestrucible
- I've got a good one. Metallic Mimic being returned to the battlefield with Supernatural Stamina in the middle of casting another tribal Creature.
Choose target creature. You get (three energy counters), then you may pay any amount of . Harnessed Lightning does that much damage to that creature.
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Harnessed Lightning Discussion
22 hours ago
Several suggestions -
First off you need to include more lands, at least 24.
I'd play 4x Attune with Aether on top of your 21 lands. This fixes your mana and gives you access to both Aether Hub and Harnessed Lightning, which seems better than Cut / Ribbons. Attune does demand more basics, but that is fine, since we want to play on curve and therefore not have too many lands that ETB tapped. Having a lot of lands to cycle away lategame generally isn't worth the loss of tempo.
Ammit Eternal is a strong creature, which synergizes well with our deck. I'd definitely play the full playset. Same thing with Hapatra, Vizier of Poisons. I know she's legendary, but she will eat loads of removal. You should be quite happy about the games where you get to keep a spare in hand. Channeler Initiate should also be a playset due to great synergy.
People expected a lot of Harsh Mentor, but he proved to be less than worthwhile. We're not an aggro deck and he synergizes in no way. Out. Same with Hazoret the Fervent and Samut, Voice of Dissent. Great cards, just not so much here. All three should go. Crocodile of the Crossing is a great alternative to Hazoret, given that it can attack the turn it enters and it has -1/-1 counter synergy.
I personally do not care much for Obelisk Spider. It looks grindy and doesn't seem to do much by itself except for leeching a bit. I haven't tried it out though, so I might be all wrong on that one.
Although Sweltering Suns can potentially make for a lot of scarabs, it's a dead card in most cases where you don't have Soul-Scar Mage out. You want to be the one going wide, so you're often the one being hit the hardest. Might be useful in sideboard. Same thing goes for Skysovereign, Consul Flagship. This deck doesn't have a lot of ways to crew it either.
I really like the idea of Soul-Scar Mage in a deck that revolves around negative counters. Hopefully this will help you improve it.
3 days ago
Main deck Scarab Feast when Delirium is already pretty much dead? Replace them with more removal like Fatal Push which isn't in the list yet. Or just 4th Glimmer of Genius and like 3rd Harnessed Lightning or something. Gravehate is not that necessary in Standard.
4 days ago
1 of's galore. Deck is not at all focused and is very inconsistent. We can't always play our favorite cards in one deck which I imagine is what you're doing. If you want to play a ramp deck, play ramp cards like Hedron Archive, Hour of Promise, Beneath the Sands, Servant of the Conduit or even Natural Connection. Play as many 4 of's as you can while still maintaining early interaction. This means play removal like Harnessed Lightning, Abrade, Kozilek's Return, Declaration in Stone or even Cast Out to survive the early game because our late game will essentially be unbeatable. General rule of thumb for ramp decks is have 6 to 10 ramp spells and about 3 to 6 payoffs like Kozilek, the Great Distortion, Ulamog, the Ceaseless Hunger and World Breaker. You also want to play roughly 24 to 26 lands with about half of those being basic lands. Look at some of the standard ramp decks on mtggoldfish's website to get a better idea to what I'm saying. Hope this helps.
5 days ago
5 days ago
6 days ago
The drake is for sure better. It dodges most of the played removal in red and Fatal Push unless they trigger revolt which is relevant. Ignore the Wandering Fumarole unless you already own them. They rotate out and if you didn't know we are getting the check lands back, the one for this deck reads comes into play tapped unless you control a mountain or island. If you order stuff online, you could make your life way easier between now and october by picking them up. That way the first fnm you can play them you already got them. Instead of Key to the City Harnessed Lightning might be better as extra removal for those aggro decks and a way to get more use out of the Aether Hub.
1 week ago
Hey Great looking deck, I really like Nicol and i think he's going to be fun to play. I'm trying out a similar style deck. Some one before me mentioned Wandering Fumarole this is a great card and as you already have three Harnessed Lightning maybe consider using Abrade in replace of grasp. This is a very versatile card especially with the Gearhulk's being so popular.
1 week ago
I woukd keep the servant, you can never have too much mana fixing.
Unfortunatle Aetherworks Marvel is banned in standard, so its not kegal. Also I'm not sure pia's revolution does enough in your build to be worth it.
What I would add is, Longtusk Cub, Attune with Aether, Greenbelt Rampager, Bristling Hydra(if it fits the budget), Voltaic Brawler, Larger Than Life, and Blossoming Defense if they aren't already in there
Also 4x Aether Hub are a must.