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Creatures with no counters on them get -2/-2 until end of turn.
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Hazardous Conditions Discussion
2 months ago
Thinking of dropping the 3xGlassblower's Puzzleknot's for some 3xInvigorated Rampage's. @Legendary_penguin_of_death's comment makes sense. Last time I played with this deck I kept getting chump blocked, which Is why I thought of adding in Hazardous Conditions, but I also like the thought of just going straight through their critter's too! I'm going to playtest this tomorrow again I think! I'll let you know what happens!
2 months ago
Updated the deck, I'll get to play test it this Wednesday, but I want to see if Heroic Intervention, Hazardous Conditions, or Durable Handicraft could help out my deck and add some protection, or some kill everyone else aspects.
2 months ago
Hazardous Conditions seems like the opposite of what you want to do. All your opponent's creatures will have counters; the card does nothing here.
3 months ago
Hi, what do you think of adding Vraska, Relic Seeker as a 1 of in the deck? I think it's a pretty powerful card to finish a game off with, and you don't even have to splash for it in this deck. Also I think Glint-Sleeve Siphoner would be a great 4 of card for this deck, because it gives you plenty of card advantage, and fits the energy subtheme you seem to have here. Also I'm iffy on this but Hazardous Conditions might be spicy tech.
4 months ago
okie dokie! lets begin
at this point I just like 24 lands in any 60 card deck I have, buuuuut I do have plenty of faith that the 22 you have is fine. now the only change I would make to lands is adding 4 Ifnir Deadlands and maybe 2 Grasping Dunes. the Ifnir Deadlands I must say from experience are way more powerful then they look and to top it off fit your decks theme, so 100% includes. now Grasping Dunes is weaker but it is in them, so they are maybes. now what i would replace is 4 Swampfor ifnirs and 2 Foul Orchard for Grasping Dunes. but once again dunes are definitely a maybe, it won't hurt you at all to not have them
now I know Liliana, Death Wielder is in theme, but for 7 mana she does not do nearly enough so I could never suggest her in any deck outside of commander. Now Vraska, Relic Seeker may not be in theme but she alone is a fire magnet that ends the game by herself while being good removal in your colors. so if you want a planeswalker in this deck shes the only one I can suggest.
no real suggestions, there really is only one for your slot. maybe add a fourth since its the decks theme.
you already have push but a few things you could add are Blossoming Defense it may not be in theme but it can act like a kill spell and save your hapatras. Hapatra's Mark is an in theme blossoming defense. buuut sometimes you may want that +2/+2. Splendid Agony its not super but it triggers your stuff and can kill creatures, so really good in your deck needs play testing to be sure. Torment of Venom its pricey but i like how many counters you get out of it, plus the punish effect can be fun. Vraska's Contempt is solid sideboard tech for a deck with gods or planeswalkers.
Grind is cheap, kills possibly two creatures and channeler initiate can cast the dust part. but probably better in the sideboard. its not super strong but Hazardous Conditions is a fun field bomb your creatures could technically survive if they have -1/-1 counters on them, but against constrictor decks it does nothing sooo sideboard against token decks or just don;t use it. Its just a funny card that would surprise your opponents when your creatures survive it. Lethal Sting is your decks unlicensed disintegration, that can trigger your other cards. lastly maybe a field bomb like Yahenni's Expertise.
Archfiend of Ifnir though you don't have much cycle or discard he can wipe a board and do massive triggers, just need some discard/cycle cards. Bone Picker not to theme but your deck should have things die often. so a 3/2 flyer for 1 is awesome. Crocodile of the Crossing this is one of the best cards you can add, its in them and as game ending as hazoret with 5 power haste. i just love the idea of playing it putting the counters on a festering mummy, making tokens then put festering mummies counter on an enemy card to make more tokens then hit for 5. its soooo good. Decimator Beetle i do agree with you its cost makes it slow, but a one of might be good. Plague Belcher no your not zombies but the counters and 3 cost 5/4 menace means he is in theme with ridiculous power. Ruthless Sniper like archiend if you go cycle in any way he fits the theme.
so those are all my suggestions the actual changes i would go through with is- trade 4 Swamp for 4 Ifnir Deadlands, trade lili for vraska, take outWalk the Plank replace it with 2 Lethal Sting (worse but in theme) or keep 2 walk the planks and add 2 Yahenni's Expertise. take out Baleful Ammit and replace it with 2 Plague Belcher, go down a Banewhip Punisher to 2 and add a Channeler Initiate to 3. take out the Defiant Greatmaw and add 4 Crocodile of the Crossing. trade 2 hapatras for 2 Exemplar of Strength. so you have 4 exemplars and 2 hapatras. I cant promise this will be super strong with what little support wizards gave us but this is what i suggest.
5 months ago
I took out Hazardous Conditions because it was just too problematic to use with Thelon on board.
Hazardous would work so much better if there only were more ways to get counters on Thelon, so he wouldn't die on it. Sporogenesis works alright, Grim Affliction and Incremental Blight are a bit counterproductive I'd say.
Sometimes it doesn't matter but sometimes you sweep out your enemies tokens just to realize that your thallid with 10 spore counters is only a 1/1 with Thelon gone. :(
11 months ago
Animation Module was in my initial pile o' cards, and one of the last few cuts I made. Basically, besides chump blocking or something to stick counters on, I feel servo's don't synergize with the deck. That being said, it can still give you additional counters. I went with Fabrication Module instead. The secondary abilities are effectively the same, Fabrication Module costing an extra mana and getting you energy instead of a servo. But, Fabrication Module synergizes with all the energy sources as well, making the counters flow nicely. Simply put, I didn't have room for both, and I felt Fabrication Module to be superior in this particular deck.
Hazardous Conditions is something I missed though. I don't feel I need 2 sets of pseudo board wipes, so it gets weighed against Yahenni's Expertise. YE is stronger and lets you cast a 3cmc, while HC only hits creatures with no counters. Both have the same cmc. Situationaly one can be better than the other ..... I'm really unsure which would be better here. There is a fair number of creatures with 3 toughness that HC would miss, and opponents sometimes have counters out too. But not killing off my own creatures would be nice too. Tough one, I'll have to think on it and do some testing.