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Return all artifacts target player owns to his or her hand.
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Hurkyl's Recall Discussion
1 day ago
I think you may be getting enough counters on your creatures to consider Tezzeret's Gambit for greater card draw with the bonus of proliferation.
2 days ago
I just try to throw in some stuff, maybe you can use some of it.
Well known combos which might be nice here:
Grim Monolith/Basalt Monolith + Power Artifact = infinite colourless mana.
Grim Monolith/Basalt Monolith + Rings of Brighthearth = infinite colourless mana.
Tidespout Tyrant + Sol Ring/Mana Vault/Mana Crypt = infinite colourless mana.
Tidespout Tyrant + infinite colourless mana + Candelabra of Tawnos/Palinchron = infinite coloured mana.
Tidespout Tyrant + infinite colourless mana + Izzet Signet/Mox Opal/Fellwar Stone/Gilded Lotus = infinite coloured mana.
Palinchron + Phantasmal Image = infinite coloured mana.Candelabra of Tawnos + High Tide or similar = good mana rock.
Future Sight + Helm of Awakening + Sensei's Divining Top = draw.
Dramatic Reversal + Isochron Scepter = a lot of infinite stuff possible.
I'd probably play Preordain, Gitaxian Probe, Impulse and Fact or Fiction. Maybe also Gush and certainly Frantic Search. These help you go through your pile quicker, which is quite important, since you don't have access to a lot of the good black tutors. Gamble and Intuition might be good, tutors are important for in cEDH. Turnabout seems good. I think most red cEDH decks play Pyroblast/Red Elemental Blast. Chain of Vapor probably belongs here and also Hurkyl's Recall. I think Dack Fayden belongs in every commander deck. Past in Flames. Baral, Chief of Compliance.
I'd streamline the deck towards fast combo (similar to a storm deck) and remove the stax elements. Usually if you try to be between fast combo and stax you don't do either right. I like Mind Stone, but for cEDH it's probably too slow. Library of Leng doesn't do enough in this deck I think.
1 week ago
Hexproof is good, but the real menaces are cards like Hurkyl's Recall, Shatterstorm,Stony Silence, Kataki, War's Wage and Creeping Corrosion. Against them, Hexproof is useless.The sole things i can think of to fight those menaces are Blue counterspells like Negate ore Spell Pierce.
1 week ago
Hey, GlistenerAgent. Yeah traditionally that is the case with Wear / Tear, however I believe a lot of that comes with the thought it's a useless sideboard card with other options. However l what's I've found is if you're on the draw, it can destroy your strategy. On the play, don't side it in. I still run the Ancient Grudge but as a one to supplement Hurkyl's Recall. Both are mainly in for the mirror but I see where you're coming from. The idea is if you swing big enough you only need one time. And recall can clean a board, get rid of counters, and return the nexus lands. Some guy ran it like that and I've played it ever since and haven't been disappointed. As for he singletons of Thoughtseize, Stubborn Denial, and others, this deck aimed to create more consistency. The Thoughtseizes are still there. The denial and pierce have been replaced with Chalice of the Void and at 2 rather than one. Which also shuts down storm. I play 3 etched champion. That's typically where they run. With the rise of jund and Fatal Push a decent amount have run 4, but with it being a 3 cost most just run 3 and switch with Master of Etherium still to keep the average CMC down. I would strongly consider changing the Engineered Explosives so a grid or other Ancient Grudge as the grid is good(I forgot about it while making this), and grudge is good for the reasons you said.
1 week ago
Hey everyone, recently I've been working on a Affinity deck and have put the full 75 together; however, recently I've been pondering the sodeboard strategy in Affinity. So, put together a short primer focusing just on a Affinity sideboard.
An affinity deck wins games on its own and really, there aren't very many cards that shut the deck down. There's Stony Silence and kataki, war's mage, recently Harsh Mentor, but the latter doesn't seem to pop up too much yet. On top of that, affinity packs galavanic blast main board to deal with the creatures. I'm sure I'm missing one or two others, but other than the said, removal is really the only other threat (perhaps the biggest of all). The point of the removal in turn becomes to slow Affinity down to the point where the other deck can go off. With that thinking, that they're simply trying to slow you down mosty, why not create a sodeboard that really just stops their deck to the point where removal won't help? The problem with that theory seems to be that it's hard to hit that much of the meta with three cards. I've noticed that most, if not all, affinity decks run a very generalized reactive sideboard for this reason. Cards such as counters, removal, board wipe, and discard, enchantment and artifact removal. All of which don't shut down one deck, but improvise and buy time against any deck instead of completely shutting down one. Even worse, the sideboards typically run so few of each to combat so much meta, that there's really no consistency with drawing what you sideboard. The later is probably due to just how well the deck runs. Could this not be improved though? Surely affinity can gain consistency and completely shut down major threats within the meta, without sacrificing to much of the flexibility of the sideboard. So, here are my thoughts on some cards that I think should be staples in every sideboard and the number to which they should be played. Let me know what you all think.
Slots 1&2: Spellskite seems to be to slow for Affinity at first, but when you're thinking about what you would put spellskite up against, it's not that bad. The most obvious is bogles. It steals the auras which actually makes it the pretty fast. Other than that it stops infect by stealing their pumps, stops burn by eating two spells which is crucial against burn who empties their hand fast, and eats any removal to protect the goods. It also pumps Cranial Plating and arcbound ravanger. It's not the most important card as it only shuts down two or three decks and bogles and infect are fringe at this point, and for this reason it's a 2 of for alright consistency since without it you might not face those matchups anyways.
Slots 3-5: Blood Moon is a 3 of because of how much of the meta it can shut down at this point. With the inclusion of fetches and shocks in recent years, many decks are only running maybe two or three basics at this point. And the biggest, or one of the biggest problems for Affinity? Jund. It can completely stop jund when on the play. And jund is packed with a ton of ant affinty cards. It also shuts down tron, death's shadow, collected company, storm on the draw, valakut, infect, and a lot of control. It can win games and there's a reason there's a deck built around it. At three of, th chances of drawing are near the best. Four could just give a dead draw.
Slots 6&7: Chalice of the Void also shuts down a lot of the top meta right now. Casting on turn two can land a chalice for 1 and will completely shut down burn, deaths shadow, and storm. While it takes othe the effectiveness of Signal Pest, it's probably getting sided out anyways with how easy both decks can kill it. Outside of that, it stops a ton of removal and counters at that point against Affinity. Ceremonious Rejection? Spell Snare? You know the rest. Again, I know I'm missing a lot of what the card hits. It also pumps the artifact synergy within the deck. Against all these decks Affinity does do well against, so the card is a two of as it will probably win the game against a lot of decks, but you could win without it.
Slot 8: Engineered Explosives may not appear that great, and it's number of slots reflect that; however, it can cripple a deck such as shadow who went all in on the shadow, auras, collected company, tokens, and merfolk. Again, sure I'm missing more. This is more of a good against a general population that can cripple a deck and pumps for artifact synergy. The problem is that the mana cost can be sketchy as you likely are going to only be able to cast it as 1 but two isn't out of the question, and it's a card that you could win without. All of which lead to the card being included but only as a one of.
Slots 9&10: there is no specific card here, rather two graveyard hate. I prefer a split between Graffdigger's Cage and Rest in Peace here as Rest in Peace stops arcbound ravanger, doesn't offer artifact synergy, and doesn't always stop collected company. Graffdigger's Cage doesn't stop delve and Tarmogoyf. Making them two copies wouldn't be bad, but graveyard hate is necessity which both do well in slightly different ways. At two, the chances are higher of drawing the one I see most decks run.
Slots 11&12: Hurkyl's Recall in the mirror, whoever has the most artifact hate will win and recall is a big one that can cause devastating results to Affinity. It also works against many other decks that will grind the game out. These re the two big ones for affinity but aren't the only artifact hate as reflected in slots 12 and 13.
Slots 13: Here's where I run Wear / Tear. Since I already have Hurkyl's Recall, I stray away from ancient grudge here in favor of the anti Stony Silence option the card gives you. It cost the same amount and you still pack deadly hate against the mirror while having the same amount of cards as your opponent will have Stony Silence. Coincidentally, also hits cards like Ensnaring Bridge and other control. Here's where the sideboard becomes more reactive, but doesn't give up consistency. Maybe consider running one more or a copy of Ancient Grudge.
Slots 14&15: the last two slots are a toss up to your local meta in my opinion, and can be two separate cards, however I'd lean towards keeping the two cards the same for consistency if you can. My immediate suggestion is Thoughtseize as it gets rid of key combo cards, creatures, and removal that might hurt your speed or ability. Two would be fine to run with. Outside of two Thoughtseize you can look at additional Etched Champion, a Whipflare, Spell Pierce which I'm not keen on because it requires you to keep mana and slow the deck, Dismember, or Dispatch. I'm a fan of dispatch since it exiles any creature, but I'm not too sold on the latter with Galvanic Blast and Thoughtseize.
Let me know what you think about this sideboard primer of affinity. I'm interested to see the community's response to some of the changes I've made to the sideboard, mainly cutting variety for consistency and power.
2 weeks ago
Concerted Effort is probably better than Odric, Lunarch Marshal. (not legendary, starts at Upkeep instead of Combat Step) If you decide to work on this deck more, I'd suggest 4x Concerted effort, 1-2x Odric.
Creatures to cut because they don't jive with Effort or Odric: Lost Leonin, Priests of Norn, Blighted Agent. Since Infect doesn't work with the Effort or Odric, I'd also swap out Tezzeret's Gambit for Divination.
If you want Hexproof, I think Slippery Bogle is going to be just as good as Invisible Stalker for 1 less CMC since neither the Effort nor the Odric can grant unblockable. And, with First Strike/double strike/flying, you don't really need it either. All that said, since none of these abilities are truly static, I think hexproof is probably just not really worth it at all.
Aerial Responder and Fencing Ace strike me as pretty good here. I'd probably go at least 3x for each. I also think Knight of the White Orchid would be really good (mana ramp+First Strike) and Courier Hawk would be good here. All together, I'd want at least 20 creatures for this build, maybe as many as 24.
I think Faith's Shield or Gods Willing will also be pretty good here. I like the Shield because it will work on Concerted Effort but can also be cast on a creature to give all your creatures protection. On the other hand, Gods Willing will also work on your all your creatures and give you a Scry. I'd drop some Ice Over or Spell Pierce for it.
You might seriously consider swapping Black for Blue. Typhoid Rats sharing deathtouch sounds pretty nasty to me. You'll also get access to black evasion: Fear, Skulk, Menace, etc.
I'd drop Aether Vial because it's stupidly expensive.
Add Glacial Fortress if you're sticking with white/blue.
2 weeks ago
How budget is your budget?
Firstly, I think if you want cards in your graveyard you should look at Thought Scour, which is run in the tiered decks that need a fast graveyard. It replaces itself at instant speed and can be used to mess up opponent's draws when they use stuff like scry.
Bedlam Reveler might be good in place of Cryptic Serpent, as it draws you cards late game. It can also get nasty with prowess and instant spells. I've been belted by it a few times.
I would drop the white completely. Unless you're running fetches the odds of you drawing one single white source when you need it are very slim. You'll be much more consistent running Anger of the Gods instead of Day of Judgment. In fact Anger of the Gods might make a good maindeck inclusion at the expense of Dispel, which is a great card but a bit narrow. You can also free up a valuable sideboard slot by dropping the Plains. For Kataki you could run Hurkyl's Recall and you could even run an extra in the slot where you have the Plains. Hurkyl's synergises with so many other cards in the deck where Kataki synergises with none.
Echoing Truth is strictly better than Disperse, and is strong against tokens.
There's really no reason to run Highland Lake. Temple of Epiphany allows you to set up you next draw and is good with Delver. Swiftwater Cliffs is strictly better and costs nothing. ANother option is to drop a few tap lands for basic Islands. In order to reliably have a turn 1 untapped blue mana source you need to run 14 in the deck. You're currently running 9. Increasing the number of basic Islands is unlikely to hurt your chances of casting red spells too much because you don't run many red spells that want to be cast early. This would allow you to get a turn 1 Delver or Serum Visions more often. The downside is that you will reduce the consistency of a turn 2 Kiln Fiend, but you can't have it all (without the expensive land base, which is why those cards are expensive). You could also consider dropping Geier Reach Sanitarium for a basic, as boring as that sounds.
Consuming Sinkhole is not a good option in my opinion. It only kills land creatures (cards that are a creature AND a land, not creature OR land) and 4 to the face for 4 mana isn't very efficient. I think you could easily put in some graveyard hate, which is good against so many decks (including Dredge, Living End, Storm, Death's Shadow, anything with Tarmogoyf, anything with delve creatures like Tasigur, anything with Snapcaster Mage, etc). Relic of Progenitus is a good cheap option with heaps of utility, although it does hit your yard too. You could consider Tormod's Crypt which would also do a good job without hurting your yard. Both have their benefits and detriments.
I think Summary Dismissal is too expensive with 19 lands even with the presence of card draw. It's also fairly narrow as it only answers a few strategies (basically just Storm as far as I can tell, although I'm sure some other scenarios will pop up occasionally). It could be cut for one of my prior suggestions.
Anyway, hope this doesn't seem like I'm tearing the deck apart, it looks quite good but needs a few tweaks. Good luck!
2 weeks ago
Most people try to just rely on Stoic Rebuttal to prevent Artifact locks from ever reaching the battlefield, but if you go up against a hard artifact control deck with Stony Silence, Kataki, War's Wage, Hurkyl's Recall, and removal (Like Path to Exile), you're probably screwed.