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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Heroic Intervention
Instant
Permanents you control gain hexproof and indestructible until end of turn. (They can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy them.)
kamarupa on Tails from the Crypt
4 days ago
First off, nice work. It's not easy to build decks such as this - there's just never enough space to pack everything you want in and I think you made a lot of solid choices.
Why Apostle's Blessing instead of Faith's Shield as a budget replacement for Heroic Intervention? Artifacts? Mana?
1x Hall of Heliod's Generosity to the manabase?
I feel like it needs some draw card/filtering/tutors. I like 3-piece combos because they're fun when they work, but they almost always need so much coaxing. I'm fairly certain you're not going to find near duplicates of any of the combo pieces, either, which always makes a brew both riskier and more difficult to pull off.
Another concern I have with this brew is that Fog, Suppression Field, and Authority of the Consuls won't slow down opponents enough. Those spells account for 1/6 of the deck, which sounds like a lot, but odds are you'll only hit one in the opening hand and maybe a second before the game ends. I don't think that's enough.
I don't know that there's a solution per se. I'd experiment with trying tutors and draw engines and also more pillow fort spells like Ghostly Prison in place of Nature's Claim and Tamiyo's Safekeeping. Protection spells are great, but if you can't get the combo, there's nothing really to protect.
For the record, I playtested it about 6 times and never got the entire combo within 10 turns and never had much defense either. I think, yes, given 15+ turns, it would start to look viable, but that's asking a lot from a fast format like Modern.
Profet93 on Kosei Canseco, Modified, Allegedly (MonoG Voltron)
1 week ago
Skyshroud Claim > ranger path - Upgrade
Return of the Wildspeaker > Soul's Might - Too expensive for what it does
Eldrazi Conscription - Death to enemies
Conqueror's Flail - Anti-interaction as they can kill your commander in response to enchant/equip/counter
Heroic Intervention > Fog - Protection
Yavimaya Hollow > Forest - Protection
Profet93 on Dopplegangbangers - Historic Flash Convoke Copies
1 week ago
Last_Laugh +1
I hate tokens with a passion, both playing and playing against them so sadly I can't offer much meaningful feedback. I do think that since you're going wide with tokens, a Heroic Intervention > Masako the Humorless - Masako requires a board Prescence and costs 1 more while heroic prevents your deck's weakness of overextending.
For whatever it's worth, I'm unsure if you produce enough tokens in the deck to make full use of convoke. Should you have other token producers you wish to include in the deck, I would swap out K-9, Mark I as it's unnecessary/redundant.
Hope this helps!
Profet93 on Selvala
2 weeks ago
Elemental Bond/Guardian Project - Draw
Legolas's Quick Reflexes - Utility
Vines of Vastwood - Protection + buff
Heroic Intervention - Protection
Atheist on Angus McHaggis
3 weeks ago
Lol, I agree Angus looks a lot like Tim the Enchanter and is one of the reasons why I built the deck!
Group Hug simply means cards that everyone playing benefits from. For example, almost all of the card draw is for everyone at the table not just myself. The cards that are under "Group Hug" let people play more lands each turn, play permanents for free, and cast their spells as if they had flash. This is also why I made a category of "Only I benefit".
But, as you pointed out traditionally group hug decks don't have win conditions. I just couldn't help myself and try and win cutely and cheekily.
I have had a lot of fun playing this deck so far but, I am going to be adding a few cards to it as I found I needed more ways to protect myself! The following cards are for sure going in Disallow, Voidslime, Heroic Intervention, and consider possibly these cards as well Azorius Guildmage, Flawless Maneuver, and Ouphe Vandals
TheoryCrafter on Fungus
1 month ago
My recommendation is to cut The number of colors to 2. Green and Black should be the way to go. If you must have a third, then I'd recommend White or Blue so you can play either Ghave or Xavier Zap, respectively. Even then I wouldn't run more spells of white or blue.
Either way, a Fungus/Saproling deck should be creature intensive, so I wouldn't recommend adding more instants or sorceries except for Tear Asunder-- mainly as an option for dealing with Indestructible permanents.
Once that is taken care of your next step is to decide what kind of deck to build. You'll want to build around either Mycoloth, Slimefoot the Stowaway or The Mycotyrant. Fungus and Saproling creatures should have death triggers or activated abilities with more controlling aspects like Cankerbloom.
If you insist on having Spore counters then have Thelon, but only put in any combination of Utopian Mycon, Thorn Thallid, Spore Flower, Psychotrope Thallid and Deathspore Thallid. Otherwise Thelon should only exist in your deck to pump up your creatures. If you choose to go this path I'd recommend The Ozolith so you don't lose the spore counters. In which case I'd recommend adding Heroic Intervention.
As for Lands I would highly recommend Urborg, Tomb of Yawgmoth and Yavimaya, Cradle of Growth. Adding any combination of Evolving Wilds, Fabled Passage, and Terramorphic Expanse should only happen if you are playing Sporemound. Bojuka Bog is highly recommended.
I hope this helps. Thank you for reading me out. Happy Hunting!
UltimateRoxas40 on Glissa, Traitor of Mirrodin [Artifact Primer]
1 month ago
Profet93 Finally got my hands on a Mystic Forge, which took the place of Phyrexian Fleshgorger. I'm a little sad to lose one of my two Phyrexian Wurms haha, but the Forge is much more useful. I also ended up slotting in Heroic Intervention in exchange for Haunted Mire. The average CMC of this deck is low enough that I don't mind going to 33 lands. Thanks again for the suggestion!
NV_1980 on The Elves Of Elder Deep
1 month ago
Looks solid. Some ideas:
- Copperhorn Scout: allows you to attack with your Elves, while still being able to defend with them 9or tap them for other reasons) during the opponent's turn.
- Elvish Champion: giving all your Elves forestwalk will really hurt opponents featuring green.
- Freyalise, Llanowar's Fury: much better suited to this deck than Nissa, Who Shakes the World.
- Galadhrim Brigade: very strong as it boosts all your Elves and has the potential to cast infinite elves with infinite power/toughness if you can pull off an infinite mana combo.
- Heroic Intervention: better version of Gaea's Gift and Tyvar's Stand.
- Skyshroud Poacher: a handy, repeatable Elf-tutor. Especially fun to use during opponent's turn as you can immediately use the tutored Elf on your follow-up turn.
- Tajuru Preserver: makes your Elves a bit more resilient against removal.
- Umbral Mantle: a pathway to infinite when equipped to some of your creatures (like Circle of Dreams Druid or Elvish Archdruid
Hope this helped. If you're interested, feel free to check my Elf-tribal with Ezuri in command.
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