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- If I enchant an artifact land (i.e. darksteel citadel) with ensoul artifact could I copy the creature it creates with fated infatuation?
- When does it die?
- Earthcraft + Shrieking Drake = infinite?
- Can you return Savage Knuckleblade to hand before it is damaged by a blocking creature?
- What is mana cost X when I have cards that reduce colourless costs by an amount?
Basic Land — Island
: Gain .
Price & Acquistion
1 day ago
Island is what I'm going with for the island.
I believe that the academy but even if it isn't. It's a castle and the castle has walls my dragon is on a castle wall so...it maths.
As for the forest I didn't find anything particularly wall..ish
So I'll probably use the ones from Rise of zendikar and maybe in the future I'll get something with an nice Stone slab all the way across.
Thank you everyone gave me ideas scryfall helped me out the most.
3 days ago
In your maybeboard I like:
Giltspire Avenger Exalted and can deter attackers, but 3 colors and $1+ makes sense to be a cut.
I would make room for Battlegrace Angel, has exalted and gives your Exalted Attacker lifelink. $0.56!
Cathedral of War was the land I was thinking about Friday, but it's $1.50! Can't include.
Sovereigns of Lost Alara is very powerful, tutors the exact aura you need for any situation, and probably makes them unblockable or lifelink in the process. With every strike it becomes lethal. $5 hard to account for but might be a way.
Rhox Charger is exalted and he has built in Trample, 3/3 Exalted for CMC4 isn't too bad for $0.25.
Stoic Angel would be an auto-include for me, especially with all of your guys making creatures come into play tapped. Swing with your Vigilance (Flying) Angel alone, and avoid any type of counter-strike from opponents. No going to find a better card for $0.50.
Grunn, the Lonely King is another option, he's CMC6 for 5/5 no Trample, but when he attacks, Stack his triggered ability, and then layer on all the Exalted, after the exalted get added, he doubles himself. If you have the kicker 3 a 10/10 for 9 is still ok. Needs a Rancor but he's pretty reasonable, especially with all the built in evasion effects.
Suprised you don't have Knotvine Paladin, he gets +1 from the Exalted ability, and stacks a second +1 for each "untapped" creature, which they all are, so doubles the Exalted when he attacks, another good finisher like Grunn, the Lonely King when evasion is available.
Cold-Eyed Selkie can draw some cards, since your not using blue much you don't have as much draw, since he's still works. Also if you can Exalted and Islandwalk someone, can repopulate your hand.
Swords to Plowshares is the best removal in Budget for $1.
Sigil of Valor is the exalted equipment because it doubles the Exalted effects!.
Sigil of the Nayan Gods not bad, because if it useless, it has Cycling.
I'll continue further review later, off the top of my head,
Reciprocate generally bad, once it's hit your life it's too late, someone (situational) it will be good, but most creatures you NEED to remove aren't attacking, and if they are, the specifically have to attack you, and you have to choose to let them hit your life. Condemn is better because it can attack anyone, and doesn't have to connect to your life specifically.
Skarrg Goliath is too high CMC to be useful, and his bloodlust is also too high CMC.
More to come later, I used to have a Daxos of Meletis deck, so I have some ideas, but I utilized the quite a bit more. Fun Selesnya build. +1.
3 days ago
1 week ago
1 week ago
2 weeks ago
Hi again! I've been looking through the list a fair bit in the last few days and have been playtesting it here and there. In regards re: Mind's Desire, cutting a card for this glorious piece of fun is actually... pretty hard. The deck operates well in regards in what it needs to do, so what exactly is key and what isn't? This question had me thinking for a bit, as I was reworking my own UR spellstorm deck. I've narrowed down a couple of options.
-Magmatic Insight: A red and a discard for a draw 2 effect is really good. However, of all the availible and cutable options, this one might be fair to cut. The reasoning behind it is the fact that it needs a land card to be discarded, which is (in both competitive and casual) fairly conditional and situational, leaving it a unworkable card in some cases. Now, these cases are rare, to be honest, but it's worth the pondering methinks.
-Island: Shaving 1 island away for some extra value in the spellslot. Not optimal, but the difference between 31 and 32 lands can be calculated statistically with the website in %, so perhaps it's worth it to look at the numbers and see how drastically this changes the % of times you draw a land in the 99 and the amount in opening hands.
-Ideas Unbound Draw 3/discard 3: real good, I think, but maybe not always what you want? Would be really bad if you'd have to discard sweet sweet gas on a low handcount.
That's it for now. Of course, this is all personal preference, but these are the ones that I've elected. The most important things I kept it mind was the chainability of the spells, the 1 mana draw-a-card spells are really good and, quite frankly, exactly what you want to do. So I've MOSTLY stayed away from these. Creatures seem really fine. Further cuts, I don't know for sure. I'll have to play a bit more in goldfish-mode in order to find that out. Hopefully this helps, I do enjoy the discussion!
2 weeks ago
Also it looks like your Mana base could use some tweaking. You've got several come into play tapped lands when you don't need all that much Blue compared to black. Might be worth toying around taking out Dimir Guildgate Submerged Boneyard Jwar Isle Refuge and Spawning Pool and just replace them with Island and Swamp to fit the balance of your cards casting costs. Dimir Signet and Chromatic Lantern are also good for color fixing.
4 weeks ago
In my opinion, this deck would be improved by trading speed for consistency. We can disagree, but I believe a control shell would give a more consistent kill.
I like your combo because it doesn't get blown out like Polymorph when they cast it targeting a token. But, it can be interrupted by most graveyard hate in Modern, like Nihil Spellbomb(which doesn't stop Extirpate) and Rest in Peace(which does). If the opponent is lucky enough to draw their sideboard Pithing Needle, you'll also have a difficult time. I suggest Selective Memory as the alternative because it doesn't share the same weakness to removal the other strategies do, mostly because it can pack removal and doesn't target or use the graveyard.
Control decks can far more reliably set up Little Miss in the top 4 cards for Shelldock Isle with Serum Visions and the Wallet Sculptor(if you can afford him). If control decks can make enough mana to swing with a Celestial Colonnade, they could cast Selective Memory and threaten both Remand to protect it or a game won if the opponent doesn't respond.
It's not like 4 mana is unreasonable in modern: Cryptic Command comes to mind as proof control decks easily make it happen. In fact, you could run up to 26 non-fetching land with a control strategy, since you know you want to have 4 land for the Selective Memory, and 1 Island and 1 Shelldock Isle when you combo.