|Commander / EDH||Legal|
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|Masters Edition II (ME2)||Rare|
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Helm of Obedience
(X), Tap: Target opponent puts cards from the top of his or her library into his or her graveyard until a creature card or X cards are put into that graveyard this way, whichever comes first. If a creature card is put into that graveyard this way, sacrifice Helm of Obedience and put that card into play under your control. X can't be 0.
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Helm of Obedience Discussion
1 week ago
For some combos, Leyline of the Void interacts very, very nicely with Helm of Obedience. There's also Energy Field + Rest in Peace to basically prevent you from taking damage until either one of the two enchantments are removed.
1 week ago
Leyline of the Void + Helm of Obedience - My playgroup really did not approve this combo so I took it out. In addition, Leyline is a nonbo with reanimation spells - I need to get rid of opponents graveyards when I see fit and not sooner. Helm is pretty much a bad card outside of the combo.
Nezumi Graverobber - It is expensive and typically it is enough for opponents to wait with their graveyard shenanigans until this creature is wrecked by the first board wipe.
Fleet Swallower - This is Sweet Swallower in any mill deck.
Memory Plunder - Instant board wipe for 4 CMC? Yes please, sign me in.
Overflowing Insight - This deck struggles with card draw a little, and this is one of the most cards-to-mana efficient draw spells.
1 week ago
I've not played with this list for a couple of months now. I'd say that the closest thing to it in the current meta is reanimator, and replenish is basically a slower version of reanimator. However, as you might now, the deck plays differently than reanimator because we can cast our combo fairly easily. I think the matchup against counter heavy decks is pretty good actually, as long as you are also running Force of Will and must-counter spells, like Fact or Fiction and Parallax Tide. I've always had a bad time playing against infect and faster combo decks (pre-sideboard), notably storm, reanimator, and omnitell.
Stifle is here to counter Parallax Tide's triggered ability that returns exiled lands to play and for early-game land-destruction (fetchlands). It's a must if you play tide and worst case scenario, it's a card to pitch to force.
I feel there are many ways to build this deck but combo-control is not one of them. If I ever play it again, I'd like to try it in a Chalice of the Void + Trinisphere sort of list, and also test a transformational sideboard with something like Helm of Obedience and rest in peace / leyline combo, instead of the reactive sideboard I usually run with it.
I've never been a fan of boseiju. I'd try Defense Grid against counter-heavy.
1 week ago
Hello, and thank you for the kind words!
Nath's pros lie in that his ability can be used as a combo piece with discard (especially Sadistic Hypnotist and Possessed Portal) which supports his staxy game plan, but Gitrog has potential as a staxy deck with Strip Mine recursion and Death Cloud effects paired with land recursion, followed by pure Gitrog beats or something like Helm of Obedience as the wincon. A brew with some combo routes was made a couple months back if you're interested: Frog Stax.
As far as you Zur list is concerned, I honestly have nothing too big to add. Mox Diamond and Mana Vault are both rocks that you should definitely run for their massive tempo gain in the early turns though. Lotus Petal is great too, but not too compulsory in a deck like this. Sensei's Divining Top of course is also a super good add, but I can see if you prefer not running it. For some extra enchantment toolbox synergy, Flash + Academy Rector for Omniscience is always pretty damn good, and Rector is fine in that you can use it to find other chants as well if you feel like it and it can also be reanimated with all the reanimation spells. Speaking of reanimating Rector, I also recommend bounce spells like Cyclonic Rift or Winds of Rebuke to do tons of things whenever you need to (such as bouncing an Animate Dead off of Rector).
4 weeks ago
Okay, brace yourself. I'm going all out.
- P.S. Sorry that my inner spike ignores price...
Cards to Cut: Show
- You don't need two 8 drops. She doesn't give global support like Avacyn, and Avy is your commander so she's already better. I say choose one (and we all know which 8 drop you should keep).
- I get the value of Shepherd, but it comes down to the same thing. You should only have one 7 drop. Pick one.
- Both are good. Just cut one. This will help curve out better and play more aggressively.
- So this card is okay, but not as good as it looks at a glance. The player has to draw 2+ cards at once, or in a similar fashion. Collector's replacement effect does not apply if a player cantrips after their draw step, or something of that sort.
- Life is not that important. Really. I get that he blocks, but Jubilation or Tithes can block too and they are overall better cards for a Staxy build.
- Great, great card. Super Stax. Only issue, is you need to have your artifacts. Tabernacleing your artifacts hurts you significantly worse than your opponents.
Maybe Mother of Runes
I know you love her, but really she doesn't contribute to the Stax theme. She "helps" curve, but I think we can do better here.
- This hurts you equally or more so than opponents. Yeah, this shuts down aggro token decks, but you need to swing with your fat fatties. The goal of this deck is to lock everybody in the game down, but giving yourself a slight advantage to get big creatures out to swing with.
- This is essentially a worse version of Aurification.
- Really this doesn't do that much. It could, but it's not worth it. A mana rock would be a better slot in, really.
This absolutely needs to go. This literally destroys everything that you set up from turn 1-10. It is such a nonbo that there is no real justifiable reason or "synergy" to include this card.
I get that this can grab any land, but it really is a waste of a turn. A lock hurts your opponents and gives you an advantage that is similar to ramp, but also makes you more and more likely to win the game. Serra's Sanctum doesn't win you the game. Make sense?
- Pseudo Stax because of the exile effect, but really I still don't think you need this. I cannot stress enough how you will always have the better and stronger creatures, so 6 mana to equip this for such a small ability isn't worth it, in my opinion.
- Cool, you get to draw some cards, but you help everyone else too!? No! This is the opposite of what you want to do. Deprive, deprive, deprive. You will have the upper hand enough that this meager card draw is irrelevant.
- This or Weathered Wayfarer needs to go. Reason being is that they counteract each other. You can keep both if you think you can play around it, but really I don't think it would hurt to let go of one or the other. Your call.
- Im sorry man, but this card is not very good. I can show you so many lands that would be better. Scrap this one.
- Really, games won't go on so long that you will have to recast Avy enough times to worry about this. Plains would just be better.
- I know this has a decent ceiling, but there will be games where you have 10 lands out and still don't get this trigger.
- This is a good card, but really I don't think it will be all that relevant. Your call, but a basic would be just as good, really.
- Really I don't know what this does for the deck, besides coming in tapped. Not trying to harp, but I don't see you using this ability hardly at all.
- This card is sooooo baaaad. It's very overrated, and it's too slow. You want to just outrun your opponents long enough until they trip. This makes you trip and your opponents catch up.
This is up to you. It can whiff hard, even more than Sky Ruin. Especially with the land destruction in the deck. I say pass on this, and I'll find you a better but similar replacement.
Cards to Add: Show
With all the artifacts you should be running, this card is great. Even without a ton of artifacts, this just tells your opponents "no".
- You might want to get rid of Ghostway, but this is great. It shuts down flicker/blink decks, shuts down Worldgorger Dragon combo, and so much more. All of my goblin cheaters, everything. This is a good card.
- Winter Orb on a creature. This should go in (all of this land hate will make sense in a little bit).
- Basically Pithing Needle on a critter. Both of those are almost as good as Nevermore, but cheaper. So they balance out.
Maybe Sanctum Prelate
- Almost Trinisphere. Again, both of those are good.
- Needs. More. Thalia.
Good graveyard hate. It does have the chance to nonbo with Emeria and maybe some others, but again, you control when to cast things. Also, you can play RIP years before Emeria. So think about what can get you more use: A card that sticks around for 8 turns, or one that sticks around for a few?
- Good combo card with RIP. I know you think it's confusing, but all it says when paired with RIP is, ", : Mill all cards in target opponent's library."
- Great taxers. You should have enough artifact ramp to negate this effect.
- This might be better than, equal, or mutually good compared to Quicksilver Amulet. Lower CMC, easier to get benefit from, but takes time to set up. This is up to you, but it is not mana intensive, meaning you can lock up the board and play stuff for free each turn. Thats huge.
- You know tons of cards to name with this card. Lands, booger creatures, etc. Plus, if you see your opponent has their commander with an activated ability, name that!
Maybe Grafdigger's Cage
- This is more graveyard hate, but really might just be a worse card than RIP. Both might be good, but really this is just a suggestion for you to see at the very least.
- Might as well deter your opponents from attacking you as much as possible. This is not a great card, but paired with all of your locks and Prison effects it nearly stops your cold.
- Hurts your opponents for playing without any repercussions on your behalf. This wrecks against mono-colored or when paired with Winter Orb
- Both this and Hokori, Dust Drinker. You will see why lands dont matter as much in this deck.
- Maybe also the moxen (Mox Diamond, Chrome Mox, Mox Opal) because theyre free ramp
- These all are abusable mana rocks. They generate tons of mana, bypass all of the taxers you set up, and can let you get Avy, or really any of your high drops, out super early.
- I think this is a must. This lets you reuse any mana rock that generates more than 1 mana.
This is a little gimmicky, but it can turn off Winter Orb and the likes, plus it lets you reuse mana rocks again. If it had a little lower CMC then this would be an auto-include.
Remember when I said that I would suggest a better Temple of the False God? Well, here ya go. Right out of the gate it works. Yes, sac it if you play a land, but the tempo this skips you ahead is justifiable without a doubt.
- Dude, come on. Run this. Hell, maybe even run Wasteland.
This is not all that great, but after an Armageddon you get an extra body, and every bit of a lead you get makes it harder and harder for your opponents to win.
1 month ago
I'm sensing a Sphinx Tribal/Artifacts Matter theme. Here are my ideas to help things along:
Most people are familiar with the slew of black tutor cards available so I won't list those here.
Instead, here are some alternative tutors that would benefit your deck:
Sphinx Tribal Enhancement Suggestions:
benjialbert on Monks
1 month ago
1 month ago
how does Helm of Obedience perform in multiplayer?