|Commander / EDH||Legal|
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|Masters Edition IV (ME4)||Rare|
|Starter 1999 (S99)||Rare|
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Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
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Last Chance Discussion
1 week ago
TheGeneralAdvisor thank you very much for your considerations, you have given me a lot of food for thought.
I agree with your view that Wheel of Fate probably doesn’t earn the place. The more tuned the deck has become, the more suspend has been situational (need to cast it in the first few turns otherwise it’s a dead card). This might be a good cut to try Apex of Power . My only reservation is ten mana is a significant investment as would normally be expecting to win (or have been knocked out) by then. Certainly worth trying though!
If I could afford a Gauntlet of Might I would definitely swap out Extraplanar Lens . I have lost count the number of times that it has ramped me to a win when the early game had been thwarted. I also plan to pick up a Grim Monolith just to tune/speed the deck up a bit.
Goblin Bushwhacker is always cast for its kicker cost as a 2-mana, single turn haste enabler to combo off. Goblin Ringleader is a holdover from when it was more tribal based deck, and your probably right it needs removing. Moggcatcher is there to tutor up Skirk Prospector or one of the haste enabling goblins. With this list’s lack of tutors, I would definitely think she earns the spot to stay.
I used to run Aggravated Assault , but took it out to lower the curve. Now that the deck has lots of ways to produce infinite mana, I think it may be worth testing again.
I have tried Anger but could never consistently get it in the bin and don’t have space to dedicate for it to work. Hopefully a more efficient haste enabler than Ogre Battledriver comes in time and I will drop it.
Thank you so much man, your comment was awesome!
1 week ago
I think I would speed the deck up. You have a lot of control here, and if your meta needs it that’s fine, but cards like Stranglehold , Blood Moon and the like are all very slow. It’s basically skipping a turn to play them and hope that nobody deals with it, and they don’t actually advance you winning the game. Wheel of Fate is way too slow as well. As a personal opinion, I also find cards like Extraplanar Lens very clunky and vulnerable, and they rarely speed the game up faster than a Gauntlet of Might . Power is a fine substitute although I think it’s probably too slow for what you’re doing.
Sword of the Paruns is a slow combo piece that I probably wouldn’t run over the other options you’re already running. Goblin Bushwhacker , Goblin Ringleader , and Moggcatcher can be cut as well. You don’t have enough gobos unless you recruit them and it’s not worth a slot in the deck for that synergy. Finding another card draw would be much better. Bushwhacker isn’t necessary; you just have more efficient ways of winning. I think even Boggart Shenanigans could be cut as it’s somewhat redundant and slows the deck down.
If you find yourself going infinite pretty quick (which is the goal obviously) Apex of Power will get you there. It’s easy to cast (sometimes just with a ritual or hymn) and should finish the game for you. Aggravated Assault is pretty standard for Krenko combo as well.
You already have most of the cheap rocks aside from Grim Monolith , so I’d probably add that one. Also Final Fortune and Last Chance are essentially Time Walk for a deck that really just wants another turn to finish the game. Anger is a better haste enabler than Ogre Battledriver and you can add Cathartic Reunion to give you another discard outlet.
I think as a guideline for straight combo decks, a card should answer a few basic questions:
Does this card help me win, and if so, how fast is it compared to the rest of the deck? (ramp, lands, tutors, card draw, turns)
If this is a combo card, is it the most efficient one I can run? If it’s not, is it worth having the redundancy?
If it’s not a combo card and it’s not helping me win faster, why is it in the deck? (Meta, utility, maybe some recovery)
I’m sure there’s something I missed but hopefully this is useful to you.
2 weeks ago
You'll probably want as much Ramp as possible for this theme.
Isochron Scepter is also a must. You'll probably also want to drop in Dramatic Reversal. You can make copies of Isochron Scepter with a different imprinted spell on each copy by using Copy Artifact, Copy Enchantment (use it on Copy Artifact) and Sculpting Steel.
You might also find this theme fun to combine with taking extra turns. Blue has a LOT of extra turn spells but, red also has a few however, they are a little more difficult to use because you lose at the end of the extra turn unless you have a way to stop the extra turn before the end step such as using Sundial of the Infinite. The red extra turn spells are:
- Final Fortune which, is the best of the 3 since it is an instant and can be imprinted onto Isochron Scepter
- Warrior's Oath
- Last Chance
Galvanoth is an interesting creature that could work with this deck.
2 months ago
First of, thumbs up on your youtube channel: it's in my opinion some the best commander content available on the platform!
The issue with these two is that once somebody has seen the deck win a single game, none of the one-eyed partners live to see two turns... Knowing this, I built my version based on pure chaos to virtually and politically protect them, with an artifact subtheme which allows me to have a nice tutoring package for Krak's Thumb (something you mentionned in your last video I think).
I'm also using as many Hive Mind effects as I can to win games with certain extra turn spells like Last Chance or Final Fortune, which fit the spirit of the deck quite well. I wouldn't advise somebody to do this though, it's not the most efficient way to win a game (but then again, we're still playing coin flipping commanders)...
3 months ago
3 months ago
Ocelot44 I appreciate the recs! I own all of those cards already except Last Chance and Warrior's Oath, but I certainly have thought about putting them in. I actually have no problem playing mass land destruction which probably seems mean but it's the honest way to combat excessive ramp and really good nonbasic land bases. Plus if I'm set up and I blow up lands it would be a potential game winner. I totally get it--I'm just not sure what I'd take out for the cards you've suggested. Anything seem particularly weak to you? Lately, I've been even considering adding Treasure Nabber for some board control on artifacts and added potential ramp.
Appreciate the comment and upvote!
3 months ago
If creatures aren’t totally out of the question, Godo, Bandit Warlord could have some synergy with your equipment and your vigilance enablers
I feel like a piece of crap for recommending this, but Decree of Annihilation is infamous because it’s instant speed MLD, and since cycling it is an activated ability, it can’t be countered - it has to be stifled instead
5 months ago
I think I will definitely have to give Razia's Purification a shot.
I agree with you with respect to Strionic Resonator, while a good card capable of granting me an extra combat phase, would probably not be an optimal addition into my 99. I do run Combat Celebrant, but aside from him and Helm of the Host I have no other means of extra combat steps; however, I did use to run Savage Beating.
I honestly never knew about these red 2-drop take an extra turn cards, and I think running just 1 (possibly even 2) of them will likely be beneficial since this deck can deal so much damage. I do already run Angel's Grace, and your suggestion of cards like Last Chance etc. make complete sense.
I checked out your Modern Sunshine Burn list, and really like it. I had a Boros burn deck a while back in Standard when RTR, Theros, etc. where legal. I used to run the legal burn spells (i.e. Magma Jet, Skullcrack, Boros Charm, Shock) with cards like Chandra's Phoenix, Satyr Firedancer, Spark Trooper, Ash Zealot, and Boros Reckoner. Really miss playing that deck, and would be playing something just like Sunshine Burn if I played Modern.