|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Commander 2013 (C13)||Rare|
|MTG: Commander (CMD)||Rare|
|Promo Set (000)||Rare|
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: Add to your mana pool.
: Each player gains control of all creatures he or she owns.
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Homeward Path Discussion
3 days ago
Not to beat a dead horse, but I thought I'd bring up Shirei again (and my deck specifically, The Recursion Nightmare), just because I've actually changed it around a fair bit since last time. Workhorse , Harvester of Souls , Heap Doll , Myr Sire , Diabolic Revelation , Homeward Path , Mindslaver , Arcbound Reclaimer , Sorin Markov , Dictate of Erebos , and Coffin Queen are all out in favor of Midnight Reaper , Mausoleum Secrets , Skyscanner , Dusk Legion Zealot , Sensei's Divining Top , Cabal Stronghold , Petrified Field , Burglar Rat , Liliana of the Veil , Sanguine Bond , and Exquisite Blood .
The wincons are stronger, the mana curve is lower (and more balanced), the cabal-tron package is now super-redundant (with Cabal Coffers , Nykthos, Shrine to Nyx Urborg, Tomb of Yawgmoth , Vesuva , Deserted Temple , Petrified Field , Cabal Stronghold , and Expedition Map ), the stax effects are stronger, and the utility spells are cheaper. I'd say the deck has gotten at least 12% better, which, admittedly, goes against what I said ealier about the deck being almost perfect (though, in my defense, I hadn't yet taken a good look at some of the cards they've been printing recently--that's the great thing about Shirei, he only gets better the more worthless black commons they release).
I might take out the sanguine bond + exquisite blood wincon for Desecrated Tomb and Torment of Hailfire . Desecrated Tomb is more value, but obviously not really a wincon unless things are going way too well for me, and Torment of Hailfire isn't nearly as straightforward as Exsanguinate , but they might be better, anyhow.
Also, I still stand by Damnation --especially now that I'm playing Midnight Reaper and Dusk Legion Zealot , my life total is kind of a precious resource--sure, toxic deluge might be worth it anyhow, but it also kills my commander (read: I get my board state back after a damnation), so it's not strictly worse--though, I might consider playing deluge over Oblivion Stone , even though that card is my one way of dealing with problem enchantments, for instance.
Oh, and, I considered adding Pitiless Plunderer , but, again, the list is really tight, and I'd rather have Black Market over him, as I don't need more than one color of mana, the mana from Black Market accumulates, and it triggers whenever anything dies (relevant with Grave Pact ).
There are probably still better Shirei decks out there that still wouldn't qualify him for tier 3, but, frankly, even given a casual glance, tier 3 could easily be split up into multiple tiers (or just not have so many commanders crammed in it, and maybe we add a new bottom tier). I mean, Ghost Council of Orzhova and Ambassador Laquatus probably shouldn't be in the same category as Aminatou, the Fateshifter and Oloro, Ageless Ascetic , for instance. All the same, just in case these somehow weren't already obvious, let me detail a few of the more interesting interactions Shirei has with some of the dorks in this deck:
Mesmeric Fiend has an O-ring trick going on where, if we sacrifice him before his first ability resolves, the second ability triggers and does nothing, then we exile a card from our opponent's hand permanently. Doing that every turn with a sac outlet can be pretty good, and if you do it for long enough, you'll have everyone topdecking. I used to play Brain Maggot in this vein, but later learned that that works differently--it's all wrapped up into one ability, so if he dies before it resolves, during resolution, we take a card, the game sees that it's dead, then we immediately return it to their hand. Not very good, obviously.
Coffin Queen has a slightly different but effectively equivalent O-ring trick--if she's sacrificed before her ability resolves, the ability resolves, but since she's dead, the game doesn't remember her as an object and the delayed trigger of the ability can never happen, so we keep the creature permanently. When Coffin Queen comes back, she is, of course, a new object with a different timestamp.
Oh, and, in case this one wasn't obvious, cards like Mindless Automaton work with Shirei because their power is 1 or less when they enter the graveyard, thus triggering Shirei's ability, and their power doesn't become more than 1 until they've already entered the battlefield, as per layering rules.
1 week ago
Other people have said a lot, so I'll focus on lands: I'd consider Path of Ancestry . At my count, you're running 11 creatures that trigger it, Also, Command Beacon is a way you can get around how heavily your deck relies on the commander and the risk he gets removed. The same goes for Homeward Path . Also, I noticed you're running Shinka, the Bloodsoaked Keep and Rogue's Passage . Shizo, Death's Storehouse goes very nicely, here. The other land I would seriously consider, especially since it just tanked in price after the reprint is Phyrexian Tower .
The other big thing I noticed here is that you have a LOT going on, which is sweet, but you might want some redundancy. For example, in addition to Grim Haruspex and Harvester of Souls , add Midnight Reaper .
2 weeks ago
Thanks for the comments!
I've seen Phyrexian Ingester and Duplicant, and they certainly do work. The reason they aren't in is because I already have 7 removal cards which can only affect creatures, 3.5 of which kill all of them anyway (Luminate Primordial is the .5).
Stonehorn Dignitary is definitely powerful. It's maybe one to try out, I'm worried about maybe it being too powerful.
I was originally designing the deck to be mostly functional without relying on Roon, so I left out his specific enablers like Swiftfoot Boots, Lightning Greaves, Thousand-Year Elixir, and Illusionist's Bracers. Some of these may find a way in if there are blink cards that don't pan out (I'm looking at you Mistmeadow Witch).
I tried to get a mix of green land ramp and artifacts, since there are some possible synergies with the artifacts (Brago, King Eternal especially, but also Felidar Guardian, Flickerwisp, Glimmerpoint Stag, Ghostly Flicker might rarely untap a signet). Maybe Explosive Vegetation/Circuitous Route might make it in later with Azorius Guildgate.
I wish I could play Soul of the Harvest, Sphinx of Uthuun, AND Prime Speaker Zegana. But then I start to worry about consistency and curve, 1 out of 3 sounds like a fair compromise. And you've changed my mind about which one, I'll put Prime Speaker in and pull Soul out.
Planar Guide is very unique. One shot telegraphed instant speed delay flicker for ALL creatures. Can work like a fog. Can backfire against other ETB creatures. Also does Homeward Path. Wraths tokens. Undoes Ixidron. I'm having a hard time evaluating this, cool card.
Mnemonic Wall is what I would consider a core card in the deck *facepalm. Now I just have to make room. I'm very surprised it does not appear on the EDHREC page.
Minion Reflector I like, and also the new Bramble Sovereign. Sort of like Panharmonicon, but for 2 mana each time. It's just unclear how to make room (and also I'm already over budget, sorry Bramble Sovereign).
Thanks again for the kind words :)
3 weeks ago
3 weeks ago
Homeward Path add this in and No more stealing your commander from you :)
4 weeks ago
Hmmm Jhi69 if you have problems with other people's commander you can always use Song of the Dryads, Lignify, or Darksteel Mutation to get rid of enemy commanders. Or there is always Homeward Path to gain back control of your creatures. There are plenty of tutors to get them consistently also, like Crop Rotation or Enlightened Tutor as well as Open the Armory if need to be.
Hope that helps!
1 month ago
1 month ago
Mana ramp decks are fun, though I tend to be more of an Izzet/dragon player. Overall, it seems pretty good, with a good mix of small creatures ramping into bigger creatures.
My main concern is the lands. Only twenty of your cards are plains and/or forests. I would recommend increasing that number, mostly of Karametra's ability. Homeward Path I don't believe would come into play enough to be worth it, though that depends on your local meta.
Gateway Plaza seems bad for this deck. You don't need access to every colour, or most colours, and the drawbacks for the card don't seem worth it when you're only playing 2 colours. Command Tower seems a better choice. Less so Survivors' Encampment, but you don't need to tap your creatures for mana, and if you don't need that extra mana, don't do it.
High Market again seems not worth the cost, this is a creature based deck, and you shouldn't be saccing creatures for only a gain of 1 life, and it only nets you colourless mana.
Emeria, The Sky Ruin seems like it would better as a plains. Getting creatures back is good yes, but this doesn't allow to cast them, it just puts them back into play. Not what this card needs, and there are many cheap spells in green that put cards back into your hand from the graveyard. Wildwood Rebirth comes to mind.
Sylvan Primordial is also just stright up bannd in commander. If your playgroup is cool with that, that's cool, but you should be aware.
But overall, I love the deck. It seems like it would be pretty fun to play.