|Commander / EDH||Legal|
Printings View all
|Oath of the Gatewatch (OGW)||Uncommon|
|Promo Set (000)||Uncommon|
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Destroy target attacking creature.
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Immolating Glare Discussion
2 weeks ago
Thanks for the help Kajunkrawdad! Hanweir Militia Captain Flip is a great card for this deck. I will have to get a couple of those. Tragic Slip and Blessed Alliance are excellent suggestions. I think I only included the Immolating Glare because I have 2 foils of that card and didn't have anything to replace it yet.
3 weeks ago
I have a deck similar to this. Skirsdag High Priest is a house in that deck. Finishes games out quickly if they don't deal with it. Also, Westvale Abbey Flip and Ravenous Demon Flip don't generally flip as often as you would hope, but when they do it's awesome. I started out with 4 of the RavDemons in the deck but ended up dropping down to 1-2 as I was either clearly going to win/lose the game already by the time I'd get to flip one. In all honesty, Lingering Souls is usually enough to get you through the day (especially with Intangible Virtue or Anointed Procession already on the board) and can be in as another win-con if you like. I'd also consider swapping out Death Cultist for either Blood Artist or Zulaport Cutthroat (bonus for Zulaport that it's also human). Same type of effect only it triggers on all of your creature's deaths. Thus creates additional synergy with Bone Splinters, Ravenous Demon Flip, and Westvale Abbey Flip. Another card I use for token generation is Hanweir Militia Captain Flip grows your board state as well as itself as the game goes on. Plus it can continue to feed your Ravenous Demon Flip each turn for free once you flip them. And one more card I like a lot is Tragic Slip. With what you've got going on here it's a 1-drop removal spell that deals with just about any creature in the format and gets around indestructibility without giving a free land drop to your opponent (I'm looking at you Path to Exile). And lastly I'd recommend Blessed Alliance instead of Immolating Glare. Again, same basic effect, but also gives you some other options as needed.
1 month ago
This does OK, but it could be tweaked a lot more.
I would make these changes:
I don't like Auras like Tricks of the Trade. If an Opponent destroys the Creature it is attached to then they have spent ONE card to get rid of TWO of yours. I would rather see -2x Tricks of the Trade +2x Essence Scatter.
You need a full Sideboard if you are going to play this at FNM.
I would make it look something like this:
4x Authority of the Consuls - to shut down aggro decks
2x Cancel - extra because it is so versatile
2x Cast Out - extra Planeswalker removal
2x Farm / Market - the two modes on this make it very useful
2x Immolating Glare - cheap and versatile removal
3x Skywhaler's Shot - extra Creature removal for big threats
Just so you know, Ice Over doesn't tap the Creature it is attached to, so the Opponent can just leave it untapped and use it as a blocker.
1 month ago
Pull from Tomorrow is really awkward in a lot of situations, Glimmer of Genius is much better and is rarely stuck in hand like Pull can sometimes be. Kefnet, Oketra, and Gideon are fine, but Torrential Gearhulk is an absolute monster, and is almost always a 2 for 1 if not better. I would go up to the full 4 Cast Out, cutting Revolutionary Rebuff, a mediocre card at best. I would also run some number of Essence Scatter mainboard, I play UR control with 3x Essence Scatter and it's never been a dead card, even in the control matchups for Thing in the Ice Flip and Gearhulk.
Speaking of Thing in the Ice Flip, you should definitely have some number of them in the sideboard, as they are a real all-star in post-board games when your opponent boards out most of their removal.
Hostile Desert. Really? Why? How do you get lands in the graveyard, I see no discard outlet. It just seems like a colorless land that never gets activated. I guess you have the discard from Pull from Tomorrow, but pull itself usually finds the threats you need, so running it seems useless.
1 month ago
To cast a spell means to take the card from where it is (usually your hand) and put it onto the stack. A spell is a card on the stack.
Once a spell has begun resolving, it resolves completely, without any player being able to do something during that process.
So, what happens is this:
- You cast Approach of the Second Sun.
- Before it resolves, you cast Failure, targeting Approach.
- Maybe other stuff happens...
- Failure resolves and returns Approach from the stack to your hand.
- The stack is now empty. Approach didn't do anything, because it never started resolving.
- In your next turn, you cast Approach.
- When it resolves, it checks whether you cast it from hand (yes) and whether you already cast a spell named Approach this game (yes, even if it didn't resolve). Both conditions are true, so you win the game.
1 month ago
New to Magic so trying to figure out Interactions with certain cards.
Will the interaction be:
- You play Approach of the Second Sun and just bounce it back into your hand with Failure with the effect of Approach going off.
- You can play Approach of the Second Sun into a Failure without Approach of the Second Sun casting because of stacking.
- You can use it as a response and bounce spells and use Approach of the Second Sun and then bounce it before putting it into the 7th slot of your deck.
Reason for asking was someone told me I was able to cast Failure to return a spell right after you cast it meaning I can Cancel and return Cancel with Failure without it bouncing the effect. How I originally read the text is someone plays fumigate and in response, I play Failure to bounce it right back in his hand before it ever casts/goes off.
Also have another example, not just with Approach mechanic. Can I Immolating Glare an attacking card and then Failure it to return it to my hand without using it or will it bounce my own Glare and fail to go off?
1 month ago
You will also need a Sideboard for FNM.
This is where things get more difficult, since Sideboard cards generally cost more, and will be more difficult to find, as everybody wants them.
This is a possible Sideboard:
3x Immolating Glare - extra removal against Creature heavy decks
2x Cast Out - helps to deal with Planeswalkers and Indestructible Creatures
3x Negate - Counters Planeswalkers, Artifacts, Enchantments, etc.
Just so you know, I have spent hours tweaking this deck.
If you do play it at FNM, please write a match report on how it goes.