|Commander / EDH||Legal|
Printings View all
Combos Browse all
Illness in the Ranks
Creature tokens get -1/-1.
Price & Acquistion Set Price Alerts
Illness in the Ranks Discussion
4 days ago
It wouldn't make unlimited elves. Flourishing Defenses says only makes elves when a -1-1 counter is placed on a creature. Illness in the Ranks gives token creatures -1-1 but doesn't put -1-1 counters on them.
6 days ago
This deck doesn't have any card advantage, so when you once empty you'r hand you can't refill and that is why this won't work. Bedlam Reveler is good refill effect and when you cast it, it usually costs 2-3mana which is pretty good for 3/4 Prowess and draw 3 cards.
Surrakar Spellblade Isn't good refill in Modern as it dies to everything and every deck plays a ton of removal AND it has to hit players
Reach Through Mists Just why, if you would have something to splice i would understand. You can use this slot a lot better
Also maybe Kiln Fiend so you can kill opponent much faster.
Illness in the Ranks Likes this deck also, remember to have sideboard response to that.
1 week ago
Please link all cards in your question using double brackets
2 weeks ago
I figured it might as well serve that purpose. But I dont think they are worth a saving spell, since they are so cheap and you have so many of them.
Mercy killing can use green already, the forbidden orchards give you any color, and maybe 2x breeding pools will be enough to mana fix.
With green, another interesting option is Hunted Troll. Although it doesnt synergize with CoCo.
Other options that come to mind are:
Jace, Architect of Thought, to keep the tokens from damaging you.
Ghostly Prison, also to deter the tokens from attacking, aswell as regular creatures.
Yahenni's Expertise to kill a whole bunch, while also allowing you to cheat a phantasm.
As it is, your deck works really smoothly. I got a lot of T5 kills when playtesting it. So all my suggestions are not aimed at improving it, but rather give you other alternatives or approaches to toy around, just for the fun of it.
2 weeks ago
thanks everyone for all the suggestions and +1s I greatly appreciate it.
Primal Vigor is a little to mana costly, I find by turn 5 my opponent is already dead and without any mana ramp I wouldn't be playing it until turn 5 which would be too late to be helpful. Besides Cloudshift and Essence Flux are what really shine at duplicating my tokens.
I definitely like the Street Wraith idea, I was thinking of taking out Hunted Horror since 2 tokens that don't die immediately thanks to Illness in the Ranks or have their first attack negated thanks to the life gain from a few cards wasn't really working out as well as I hoped. I was going to throw in Hunted Troll but I don't really want to add fourth color and the free card draw from Street Wraith would be extremely helpful.
I was originally thinking of adding Authority of the Consuls but I found I never needed to attack with anything other than my Hunted Phantasm which is unblockable anyway. Definitely a good sideboard option for fast agro decks, gives me extra life gain and slows them down a bit. Also I never really thought of how well it goes with Mercy Killing I just had it stuck in my head that all the tokens I give them come into play on my turn anyway but that's not the case with Mercy Killing.
Beast Within is only in the sideboard because I was thinking about adding green I just forgot to remove it. I don't think I would need Crib Swap since I already have Mercy Killing which does basically the same thing but gives them more tokens to be drained by. I love the idea of Genesis Chamber, that will be a great replacement for the Beast Withins in the sideboard for fighting creature heavy decks. Against anything else it is kind of a dead card since it doesn't duplicate the tokens I give them.
3 weeks ago
Yes. Trigger conditions only care about whether something happened. Not whether it still exists when it's time for the trigger to go on the stack. They're different from state-based actions this way.
The full progression goes like this:
- Spell or ability that's creating a 1/1 begins to resolve (lets say: Ant Queen's ability).
- Ant Queen's ability creates a 1/1 insect.
- Intruder Alarm triggers at this point, but does NOT go on the stack yet.
- Ant Queen's ability leaves the stack.
- The game moves to give the active player priority, but fist has to check SBA's and trigger conditions.
- SBA's are checked. The game notices that the the insect token has 0 toughness because of Illness in the Ranks.
- The insect dies as a SBA.
- SBA's are checked again because an action was performed.
- If no other SBA's need to be performed, the game moves forward.
- Triggers that are waiting to be put on the stack go there at this time. If there are multiple triggers waiting to be put on the stack, the active player's triggers go first in whatever order the AP wants, followed by the non-active player in whatever order the NAP wants. (The NAP's triggers always resolve first.)
- Just Intruder Alarm's trigger is waiting in this example. It goes on the stack.
- The active player gets priority, and can cast spells and abilities. (Note that something is on the stack, so non-instant non-flash spells can't be cast.)
- If no player wants to cast or activate anything, Intruder Alarm's trigger resolves.
3 weeks ago
I'm having some trouble understanding this specific component of rules section 704, State-based action and I'd appreciate some help understanding it.
Now, someone attempts to create a 1 toughness token. Does Intruder Alarm actually see the token ETB and cause all creatures to untap? Or does state based play take priority and prevent ETB from being acknowledged by triggered abilities?
1 month ago
Okay, so I think you're having an identity crisis here?
I personally see a significant difference between enforcing the seven deadly sins, and punishing them. The latter of which is not strictly possible solely within Grixis colors without some seriously specific card effects (though I will thusly try to point them out in my suggestions).
In my mind for instance I see the punishing of each sin like this:
Lust: dealing with longing means they want for a specific card, so, simultaneously disallowing them that card and/or the ability to go get it would be how you punish this. ex=Praetor's Grasp or Mindlock Orb.
Gluttony: excessiveness being this sin's focus would mean any myriad effects that scale up in power when opponents have something in abundance. ex=Decree of Pain or Price of Progress, but this doesn't truly include cards that are just more effective when the opponent has a lot of it, like with Vandalblast
Avarice: aka greed aka want of everything. Punishing this sin is easy enough to do because you just punish people for essentially wanting at all. ex=Trespasser's Curse, Underworld Dreams, Erebos, God of the Dead (he stops the want for more life).
Sloth: simply put this is inaction or accepted laziness. Thus, simply hurting someone for not playing spells, or not attacking is the point here. Although that's not that easy to do unless you allow for effects that force the person to take action. ex=Citadel of Pain, War's Toll, Curse of the Nightly Hunt.
Wrath: While not strictly the opposite of sloth, anger/hate does often invoke aggressiveness and rash action. To punish such actions you simply need to have negative effects for doing so. ex=Blood Artist, Exquisite Blood, Kazuul, Tyrant of the Cliffs, Library of Leng (this makes forced discard pointless).
Envy: Similar as gluttony, lust, avarice, and this all seem, they have their differences. Envy for instance specifically wants what it doesn't have that someone else does, which is easily punished in the same way as the related sins. But Envy can also be said to want the same thing as everyone else, so they may want an abundance of the same thing, so you punish them for having same named cards I guess? ex for latter type=Illness in the Ranks, Evil Twin, Swiftfoot Boots (for stopping stealing spells?)
You could also say envy will want you to have nothing, so maybe just have cards that work when you have your cards countered/blown up or stop them from doing so? ex here=Price of Glory, Defense Grid, Gibbering Descent.
Pride: maybe better interpreted as arrogance you could say this is punishing people with hubris? As in taking something they have and punishing them with that thing? You could also punish them for thinking they're "above everyone else". Some overlap could be had with the other sins at this point. ex=Backlash, Repay in Kind, Soul Conduit, Mind Slaver .
Sorry that I can't say how to balance out your card choices to also be competitive, but this is a super thematic deck building idea you have here. Past this all I can say is good luck!