|Commander / EDH||Legal|
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Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
Price & Acquistion Set Price Alerts
3 days ago
My first thought is that I'd drop all the lands that ETB tapped for no benefit. Temple of Malice, Bojuka Bog, Canyon Slough get a pass. Along with cards like Rocky Tar Pit and even Terramorphic Expanse/Evolving Wilds. When you're a mana hungry control deck, you can't afford to take turns off because your lands aren't untapped.
Illusionist's Bracers is totally worth taking a look at. You have several powerful vampires that would only be better with a double use of their abilities. Not to mention your commander. Always worth it.
Patriarch's Bidding might be worth looking at if you're not in a tribal heavy meta.
How about cards like Call the Bloodline and Stensia Masquerade to get some more utility for your vampires. Also, with Call, you can slowly stockpile your yard to get a huge swath of creatures with a mass rez, while defending yourself. Would also benefit to look at Skullclamp if you decide to go that route.
Enchantments will wreck you. Chaos Warp might be worth it to get past pesky ones that are locking you down. Red will give you all the artifact destruction you need, and I love Rakdos Charm for this and other flexibility.
Aggravated Assault seems weird in a more control oriented deck. It might be best to figure out if you want to go all in on attacking or build your vampires up over attrition...which reminds me Attrition, Grave Pact/Dictate of Erebos are super strong. Vampiric Rites can also help trigger the Pact/Dictate and get you some cards off your vampires/tokens.
Your deck is overwhelmingly black, so you can't go wrong with Jet Medallion, Ascendant Evincar or other cards that focus on the benefit to playing a single color. Like running Hero's Downfall over Dreadbore instant speed is going to be so much better, unless you decide to run Vedalken Orrery.
Okay, that's a lot of stuff, so I'll cap it off there. One last thing though, and this is kind of pricey so I get why this might not be in your deck: Volrath's Stronghold. It works great with Vampire Nocturnus by being able to chunk a dead vamp on top to get the boost when you don't have it naturally. Mortuary Mire can work in a pinch, but you only get one shot at it.
6 days ago
Insurrection is a one-card win con. Two if you count the counterspell you may need to counter the guy who counters Insurrection.
Time Stretch doesn't have that raw power, but that does not make it unworthy of inclusion.
6 days ago
1 week ago
This looks like the type of deck that want to sow some chaos and doesn't mind your opponents having creatures, here is some tools that I think you may be interested in Death by Dragons, Boldwyr Heavyweights, Hunted Dragon, Insurrection, and Tempt with Vengeance.
My personal favorite is Hunted Dragon, a 6/6 flying haste for 5! Yes please! Who cares about the 2/2s when you make 3/3s when they come after you?
1 week ago
Indeed you are correct, priority passes to each player in turn before a step/phase can end. If you are doing something like cast Insurrection and immediately try to start swinging, your opponents have privilege to tell you to hold the fuck up. If they realise they could have done something after saying they had no response or after a reasonable amount of time, well then that's tough.
1 week ago
Fun game today vs. Omnath, Locus of Mana and Karlov of the Ghost Council. Omnath, Locus of Mana built her board with Snow-Covered Forests and Extraplanar Lens ramp into multiple big stompy creatures, while Karlov of the Ghost Council built his board with Urborg, Tomb of Yawgmoth and Cabal Coffers ramp into Teysa, Envoy of Ghosts and Karlov of the Ghost Council. I played an Acidic Soil to keep everyone wary of counterattack and waiting to see who gets an advantage first. I then ramped with multiple rocks, gained card advantage with Queen Marchesa and Delaying Shield, and eventually played Burning Wish to Insurrection to take out Omnath, Locus of Mana and deal 6 commander damage to Karlov of the Ghost Council with Karlov of the Ghost Council. Karlov of the Ghost Council controlled the board by exiling all the creatures I brought in until I was finally able to play an Act of Aggression on Karlov of the Ghost Council, equipped Sunforger, tapped Teysa, Envoy of Ghosts with Pacification Array, and then Boros Charm'd Karlov of the Ghost Council for 20 more commander damage, winning the game. Crazy game! Both opponents were killed with their own creatures, Karlov of the Ghost Council with commander damage! The addition of Threaten effects has been a good change.
1 week ago
Simply put: Magic isn't a game of reflexes. A player can't lock their opponents out of making plays or responses by skipping steps and playing too quickly. If a player wants to communicate that they're skipping ahead to a certain step, then they simply need to say something like "go to (step)" and see if anyone says "hey wait, I have something before that happens".
If you want a reference from the Comprehensive Rules, consider the rules about Shortcuts in Section 719. I won't quote it all here, but these are the important parts:
- A player with priority can propose a shortcut with a legal sequence of decisions/actions based on the current board state and the predictable results of those decisions/actions
- The next player in turn order chooses to either accept that shortcut or propose a new, shorter one where they take a different decision/action at some point versus what was originally proposed
- The next player in turn order will make their choice based on the new shortcut (not the original one) and so on and so forth around the table
- When the last player in turn order makes their choice, the final "edited" version of the shortcut gets played out
The answer to your essential question is that if a player doesn't give their opponents a chance to either accept or alter a given shortcut before playing it out, then they aren't following the rules of the game. They need to back up and do it correctly (from Section 720, "Handling Illegal Actions").
In your example with Insurrection, the player who's thinking about casting Cryptic Command only gets once chance to make that choice. They can't go back and change their mind based on what someone else says later (some groups are okay with a bit of table talk to strategize before anyone starts making choices, but some groups aren't).
1 week ago
If the active player declares that they are moving directly to combat (and simultaneously turn their creatures sideways) or ending their turn after the draw step, do the other players have the chance to play spells and activate abilities at the end of phases until the declare attackers step becomes the current step in the turn? If there are any official rules that support this, can you please link them? I have looked through the Comprehensive Rulebook and could not identify any direct rules that support this (rather, they support my stance, as indicated below).
For background, the impression in my playgroup is that if the active player untaps, upkeeps, draws, declares "Move to combat" and turned their creatures sideways (or "pass turn" or "move to X step") without the active player activating any abilities or casting spells, nonactive players cannot interject to say "I have a response at the end of your [insert desired phase here]''.
To my understanding, whenever the active player passes priority in this way, even if they do not verbally declare this, they still require the other players in turn order to actively pass priority before confirming the creatures they attack with in the declare attackers step. The rest of the group do not believe that this is the case, declaring that I have already missed my chance, despite the active player being unclear about which step they are in.
Similarly, whenever a player casts a spell, or uses an ability that uses the stack, they have to wait for other players to declare that they either have or don't have a response (and thus action that response accordingly) in turn order.
The simplest interaction that I can think of is if the active player casts a spell, such as Insurrection, then immediately declares combat. Typically in my playgroup, a player that is not next-in-line to pass priority publicizes the want to Cryptic Command, taps the mana and casts the spell, choosing to counter Insurrection and "Tap all creatures your opponents control". However, the next on-active player intended to activate War Tax in response to casting Insurrection, which changes the Cryptic Command player's decision to cast Cryptic Command.
This typically causes angst from the active player, as they believe that the turn is already in the combat step and not giving the other players the chance to cast spells or activate abilities at the end of phases.
Sorry for the wall of text.
Your help is greatly appreciated :)