|Commander / EDH||Legal|
Printings View all
|Aether Revolt (AER)||Common|
Combos Browse all
Enchantment — Aura
Enchant artifact or creature
Enchanted permanent doesn't untap during its controller's untap step.
Price & Acquistion Set Price Alerts
Ice Over Discussion
2 months ago
I've got a two-part card. One for when Jace realizes his daughter went missing, and one for when he finds her.
Scry X where X is the number of non-land permanents you control. Whenever you Scry this turn, reveal those cards to your opponent.
"I can still hear her. I don't know where she is, but I swear I will not stop until I find her again." - Jace Beleren.
Search your library for any Planeswalker card and reveal it. Put it into your hand. Planeswalker spells you cast cost less until end of turn.
Planeswalkers you control enter the battlefield with an additional loyalty counter on them until end of turn.
"You're safe now." - Jace to Shandra
(Cheesy WOTC flavor text, admittedly. But it fits so meh.)
And because I recognize the Shandra I made is quite OP, especially her +2, I've decided to make the Planeswalker deck version of her. You know, a more "common" and less OP one. Also, I'm just suuuuper bored right now.
Shandra, Mental Static
Legendary Planeswalker - Shandra
+1 Exile target creature or artifact. It gains Suspend 2.
-3 Tap or untap up to two permanents. They don't untap during their controller's next untap step.
-9 Exile all player's hands. You draw cards equal to the number of cards you exiled. You get an emblem with: "You may cast non-land cards from any player's exile zone."
And, screw it. Just because every good set needs some sort of reprint of Ice Over / Claustrophobia / Encrust / Sleep Paralysis / Eternity Snare / Bonds of Quicksilver / Containment Membrane / Unquenchable Thirst / Encase in Ice / Frozen Solid / Ice Cage / Malfunction ... well, you get the idea...
Trapped Between States
Enchantment - Aura
Enchant creature or artifact.
The next time enchanted creature or artifact would become tapped, exile it. It gains Suspend X. When it returns to the battlefield, it enters the battlefield tapped.
Cornered and fearing for her life, Shandra's mind crippled her posture in an agonizing and piercing pain. After her screams subsided, she looked up from her tears and saw her attackers merely ceased to be.
So her magic would be focused around phasing material objects in and out, sort of control over the Suspend mechanic. Using her mind to connect and erase / move objects across space but not so much across time.
Well, this is honestly like the third time we've done something like this. Before this it was The Newcomers, and now it's this whole NewWatch... so, I don't really know.
Continue their story, I suppose. Make a series of cards that explore their powers and personalities. If you want, make more than one like I did.
4 months ago
that make sense. Ice Over is cheap, but they still get one attack with it. Waterknot will probably be my go to. It also has the added benefit of not rotating out of standard in 6 months. My friend runs 3 flyers that always see play- he likes to buff them to high heaven and keep swinging, with Waterknot I could cut him off before the damage even started.
4 months ago
For flying defense, I'd suggest either semi-creature removal in Waterknot or Castaway's Despair. You could also get Merfolk flyers in Wind Strider or Shaper Apprentice. But TBH, there aren't many strong flyers in Standard right now so I don't think that you need flyers or flyer defense. This is why I only have 3 flyers in my Simic Standard Merfolk V 2.0. As an afterthought, you should take Ice Over away because it doesn't tap the enchanted permanent when it ETBs.
4 months ago
How often does this actually go off? Seems pretty fun either way, though.
You might want to try Supreme Will - it's in your colours and doubles up as a counter and a finder, both things you're already doing. I'd also recommend Aether Meltdown over Ice Over - basically the same thing in the early-mid game, but one has Flash.
7 months ago
I play a casual blue black that utilizes a lot of "freeze/stall" spells as I like to call them. Creatures like Frost Lynx, Watertrap Weaver, and Fogwalker; Harbinger of the Tides. Enchantments such as Malfunction, Ice Over, and Claustrophobia. Play instants like Send to Sleep, Chilling Grasp, and Ojutai's Breath. As far as black...Deathstroke, Assassinate, Royal Assassin, Rathi Assassin, Stalking Assassin, Murderous Compulsion. Throw some nasty flyers in the mix and you're sure to piss off your friends.
7 months ago
A nice starting point, heres a couple things to remember that really jumped out to me at a glance
You have a lot of singles, drawing these makes it less likely to draw the card you want right away. perhaps consider getting more copies of cards which you would like to play
Cards such as Ice Over are your best friend and much more valuable to you compared to Taken into Custody, its just so annoying for your opponent to have creatures which are useless rather than being paralysed for a turn.
Dovin Baan is also really useful for disassembling opponents, if you want to splash white that is
Gifted Aetherborn will become your new best friend, play 4 copies!
Mechanised Production is really great with Texzaret and an easy win
Also, if you want to deleve more into Artifacts, check out pirates in Ixalan, theyll be in standard longer so you wont place too much into a deck which will rotate out sooner
7 months ago
I'm not sure if Arcane Adaptation is all that useful, since the majority of your creatures are already elves. Your mana rock package could use some work, the 3-cmc rocks are kind of bad when compared to green ramp. Simic Signet and Thought Vessel are some great 2-cmc rocks to consider. Some fantastic green ramp options are Rampant Growth, Sakura-Tribe Elder, and Cultivate. Being able to play at instant speed is very strong in Rashmi, Leyline of Anticipation and Vedalken Orrery are great ways to enable this. However, if you're on a budget, Yeva, Nature's Herald is a great way to let you play the majority of your creatures at instant speed. Tap-down removal like Ice Over and Claustrophobia is kind of eh in my opinion. Some straight up removal options are Rapid Hybridization, Pongify, and Beast Within. On the other hand, if you want removal that gets around indestructible/recursion, Song of the Dryads and Imprisoned in the Moon are great. Finally, having knowledge of your top card is always great in Rashmi, so I'd suggest Vizier of the Menagerie. It gives you knowledge of your top card without revealing all your draws to opponents, fixes your mana, and lets you play creatures off the top.
9 months ago
I have a deck focused on that combo over here: