|Commander / EDH||Legal|
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|Masters Edition II (ME2)||Uncommon|
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Whenever a creature is put into a graveyard from play, you may pay (3). If you do, draw a card.
Price & Acquistion Set Price Alerts
1 month ago
Glad you could extract something useful from my questionable ramblings, have some more:
For the purpose of ramp, would you consider Mana Echoes? Now hold on, I know this isn't a tribal deck, but from what I can see there's a decent amount of overlap when it comes to the subtypes of the large quantities of creatures your cards can generate, either for yourself or others (it works in either case):
- Human: 8 creature cards
- Scout: 4 creature cards
- Cleric: 3 creature cards
- Cat, Shaman: 2 creature cards
Spider, Samurai, Angel, Troll, God, Advisor, Monk, Golem, Giant, Rogue (10): 1 creature card
Elf, Warrior: 5 creature card + tokens: on tap + X on 2 cards
- Insect: 3 creature card + tokens: active mana ability + damage provocation + on opponent casting + EoB
- Dragon: 2 + tokens on all upkeeps
- Spirit: 2 creature card + tokens: 1 land tapping + 1 card
- Goblin: 1 creature card + tokens on opponent step
- Ogre: 1 creature card + X tokens on hostile declared attacks
Beast, Knight: 1 creature card + token on 1 card (doubt you ever use Selesnya Charm for this purpose though)
Soldier: tokens: on upkeep + X on 1 card
- Elemental: tokens: on all upkeeps + X on 1 card
- Saproling: X tokens on 2 spells (maybe there's room for a minor Saproling subtheme somewhere by virtue of Psychotrope Thallid & Utopia Mycon?)
- Treefolk: tokens on 1 card
- Fairy: enemy tokens on 1 card (only works with changeling)
(Also Rhys' cloning, which is potentially massive even if it only works for your own tokens.)
Obviously the exact amount of mana you'll get will probably vary a lot between both different turns and games, but I think on average it will be pretty high. (If you do decide to get Mana Echoes, also switch Beast Within for Crib Swap. Less arms dealing but much more ramp. If you want to amplify ETBs I guess you could also include a championing changeling creature.) The fact that you'll get some extra mana during other people's phases might be a little awkward though, but you could maybe use some combination of Symbiotic Deployment, Carnage Altar, Slate of Ancestry, Book of Rass, (Mind's Eye) and Inheritance as card advantage mana sinks (in that category there's also Seer's Sundial, Mangara's Tome and your old friend Mentor of the Meek, although I don't think they're very reliable on turns other than your own). (On a related note, I assume you've already looked into Pursuit of Knowledge, Abundance and Sylvan Library?)
Finally, mandatory killjoy condescension: This might be a silly question, but is Mystic Barrier still giving you a net positive of enjoyment? The reason I'm asking is that while I can see why the card is fun from a broad perspective, it seems to me that it conflicts with the two main aspects of the deck, which I think would make things less fun since it limits the escalating purpose of the deck. (Man, do I sounds square right now.) First of all, one person is forced to attack only you, which conflicts with the pillow fort cards' point of encouraging the opponent to go for someone else, which also kinda means any tokens they've been given go to waste for the purpose inter-enemy damage. Second, escalating curses like Curse of Opulence become less powerful when they can't pain a target on someone, which both detracts from the previously mentioned inter-enemy damage, the relative deterrence of your pillow fort (why attack someone with Ghostly Prison if you can get Gold from a cursed player?) and your own ability to broadly benefit from such general chaos both directly and indirectly. I'm well aware the deck is more about entertainment than winning all day every day, so it's not irrational to keep the card if it's doing you more good than harm, but I think it's worth considering. (Also, since you've got Academy Rector you could potentially replace the Barrier with a single overcosted but powerful & fun enchantment that works in line with the deck, like Sandwurm Convergence, Zendikar Resurgent, Lurking Predators or even Vicious Shadows.)
That's all, hope reading that didn't take too much of your time and you'll be able to squeeze something good out of it, keep up the good work
1 month ago
The above advice is all very good. Mono W can be difficult to play at first, so some general EDH strategies should be applied first. Always having enough ramp as addressed is the best place to start. Oreskos Explorer is another card I've run, and its a creature which is a bonus for your commander. Solemn Simulacrum is also worth a spot since its pure value in a white deck, if it falls into your budget.
Card draw is another thing you need to look at, but in your colors is more difficult. With lots of creatures, Inheritance could be an option. Mentor of the Meek as well. If you want to add more low cost creatures to trigger Anafenza, Bygone Bishop is a nice little card that can make a lot of clue tokens. Hallowed Moonlight is an all-star for me since people I play with love cheating big things in, and Scout's Warning in a deck like this with low cost stuff is worth a look.
The third thing you want to make sure your deck can answer multiple situations, or can do different things and synergize for your deck. Hallowed Moonlight is an example of a very narrow card, but in an emergency it basically can cycle itself for a new card. War Priest of Thune and Kor Sanctifiers can both kill pesky non-creature permanents while also triggering Anafenza. The cub and proest you're already running are very much a good direction. Intrepid Hero can deal with a problem creature each turn, instead of once like some of your spells, and again triggers your commander. Stonecloaker is instant speed graveyard hate, can bounce itself to recast for more bolsters, or saves an important creature from dying. And all of these cards would be getting you clue tokens if you had a Bygone Bishop, and most of them would be drawing you cards if you had a Mentor of the Meek.
As a random thought, I have been destroyed by the tap part of Citadel Siege more times than I can remember, or it bolsters.
I think you have the start of a good deck, and it should develop into something really fun!
1 month ago
I think I'm going to remove Sunforger, as much as I like it as a card, I don't want to rework my deck to work around it. Here's what I've so far come up with as outliers in my deck.
Avarice Amulet is expensive. I need a good draw card to replace it, maybe an artifact? Suggestions welcome. Boros sucks for draw. Same with Inheritance. It's good in theory, but when I get done playing a creature, and casting Threaten and activating Fling on Brion Stoutarm I'm likely to be out of mana.
Yosei, the Morning Star A generally awesome card, but it's death effect doesn't make a huge impact most of the time, even if I'm tapping their lands etc.
1 month ago
I mean, your custom categories make the decklist extremely difficult to follow... You have a category listed angels, and then there are angel creatures outside of the 'angel' category. As for your 'tempo' cards:
Avarice Amulet is a lackluster equipment that gives negligible p/t buff, limited draw potential, and not worth spending a 6 total mana to cast and equip.
Conqueror's Galleon Flip is a horrible creature, 2/10 is nothing but worthless. Needing to be crewed is just insult to injury. The flip side land is not worth it (6 mana Regrowth + Jayemdae Tome is bad).
Humble Defector would be fine, except that it is weak and gives your opponent card advantage.
Inheritance's ability is overcosted. You do not have enough ramp in the deck to have 3 mana left over to also utilize that enchantment effectively.
Magus of the Wheel is risky, like all a-symmetrical cards. You're opponent might end up better than you and you have no way to mitigate any bonuses that your opponent(s) would receive.
Well of Lost Dreams (forgot that brion had lifelink*), Sol Ring, and Skullclamp are all good cards that enhance the deck. The other 5 cards listed do not (as stated above).
Cards that you need to at least 'consider' adding:
better removal, i.e. keep Angel of Serenity (do not remove it ever), but find room for Wear / Tear, Path to Exile, Swords to Plowshares, Wrath of God, and/or maybe Austere Command.
Lightning Greaves, Sword of Feast and Famine/Sword of Light and Shadow, and or Loxodon Warhammer to make your artifact/equipment tutors viable once Sunforger is already in play/hand.
As mentioned previously you have minimal ramp, and this is a serious problem. Sol Ring, Boros Signet, Pearl Medallion, and Land Tax should all be considered. If you are interested in more explosive plays, Neheb, the Eternal, Seething Song, Pyretic Ritual, and Vessel of Volatility (and such forms of fast mana) would be worthy of consideration.
So: I wonder if I am trolling you or just giving advice that you do not wish to hear?
5 months ago
How about a True Conviction to double up?
I find Inheritance to be a decent card draw engine in white - creatures are gonna be dying anyway.
A nice build.
6 months ago
Nicely done. Mono white draw engines are hard to come by - Inheritance does pretty well.
6 months ago
Inheritance is low-priced reasonable card draw.
6 months ago
Inheritance isn't amazing, but it draws cards in white, which is nice.