|Commander / EDH||Legal|
Printings View all
Combos Browse all
Enchantment — Aura
You control enchanted permanent.
Cycling 2 (2, Discard this card: Draw a card.)
Price & Acquistion Set Price Alerts
Lay Claim Discussion
3 months ago
Hey there! This looks like a sweet Standard ramp deck! I have a few suggestions for you:
- Naga Vitalist is a great piece of early ramp that can help you cast your late-game creatures (and Nissa).
- Haze of Pollen can probably help you stay alive longer against some of the format's more aggressive decks, and can be cycled away if you don't need it.
- Pull from Tomorrow gets better the more mana you have, and can really help you in the late game.
- Commit may not look strong, but Memory can be critical at refilling your hand and deck, and has the added bonus of disrupting your opponent's graveyard shenanigans.
- Censor is probably the best counterspell in Standard; and I would highly recommend running at least 2.
- While maybe a little expensive $-wise, Nissa, Steward of Elements is probably significantly better than Nissa, Genesis Mage, and is good both in the early game and the late game.
If you're looking for cards to cut, I'd start with Majestic Myriarch (it's good in go-wide strategies, but not really any place else) and Lay Claim (more of a Limited card than anything else). In any case, have fun!
3 months ago
Definitely twoards the ramp direction. Her ult in a creature heavy deck cam summon 7-8 creatures and with cards like Sifter Wurm I can gain a bunch of life or create a 16/16 with Majestic Myriarch. For mana ramp I know that Weaver of Currents is good and when paired with the Nissa so is Oasis Ritualist I'm looking for some 2 drop ramp that can survive a magme spray I don't know what it's called of if it's rotation proof but I know there is one in standard right now I already know about Channeler Initiate and Naga Vitalist finally I want to run Lay Claim I know in a ramp deck that that card can be really good
3 months ago
My version of this deck is a lot different from yours so you might disagree with some of this, but here is what I would remove. Lay Claim just isn't worth the 7 mana, and it looks like you have a lot of stuff that accomplishes the same goal. Elixir of Immortality is probably in here for a particular match-up, right? Ulamog, the Infinite Gyre and anything else with his last ability would probably accomplish this same goal. Jhoira's Timebug, Rift Elemental, Shivan Sand-Mage, Timebender, and Clockspinning are pretty slow. Generally, it's better to run cards which delay the game instead of time counter removal because they accomplish the same goal and are also usable when you're just behind. I'm not convinced Turn / Burn is really value, but I've also never tried it. In general, I think you have too many suspend targets and not enough ways to protect them or Jhoira herself. None of this is really meant as critisism; it looks like your deck is responding pretty directly to your playgroup, but if I were cutting that's where I'd cut.
4 months ago
Mono red aggro is best deck of the format and it just rans over decks like this. I don't know how much people play it in FNMs but you have to be prepared for it.
There is list for that mono red: https://www.mtggoldfish.com/archetype/standard-ramunap-red#paper
Lay Claim Just isn't card you want to play in current standard it is waaay too slow and rarely hits anything really good.
4 months ago
First off no Scarab God, that's my commander :p. Plus the Scarab God can't steal commanders, whereas Silumgar can. I would recommend putting in Lay Claim as it can steal any permanent on the field and has cycling. It would also up your steal effects. I also probably wouldn't put Annex into the deck until people start playing homeward path. It's not worth it for just that effect. However, Annex could steal more than just Homeward Path's, take for instance Nykthos, Shrine to Nyx. That is the card that would win me the game, and if you are able to steal it there isn't much I can do about it. So yeah I would still include Annex, not because it hoses Homeward Path, but because it can grab any land on the battlefield.
I can't wait to see this deck in action, and all I hope is that I am not on the receiving end of it! (Maybe I could play The Scarab God, and you Silumgar and we just steal all of their stuff!)
4 months ago
A minor thing, after your ability resolves, each player, starting with the player who's turn it is gets another chance to respond before Lay Claim does. Letting the top spell or ability resolve is not the same as letting all the spells/abilities underneath resolve.
4 months ago
Your play works, and prevents your opponent from taking control over your creature.
What you're doing involves a lot of rules, so I'm not going to quote them all. Instead, I'll give you a rundown of what's happening:
- your opponent casts Lay Claim, choosing your Scribe as a target. After the pay the costs, the Lay Claim enters the stack as a spell. Now each player, starting with the player who just cast a spell, may act "in response"
- you choose to activate your Scribe's activated ability in response. This is legal because activating activated abilities is instant-speed, meaning you can activate them even though there's a spell on the stack, or when it's not your turn
- as part of activating the ability, you have to choose a legal target for it, meaning an instant or sorcery in your graveyard. If you don't have one, you're not allowed to activate the ability
- as part of the costs of activating the ability, the Scribe is sacrificed. The ability is eventually put on the stack.
- if noone else does anything, your ability - being the topmost object of the stack - will resolve, and return the chosen card to your hand
- then, Lay Claim will try to resolve. However, because it's only target is illegal by the time it would have resolved, it's countered by the game rules, and put into its owner's graveyard instead of on the battlefield.
The rule for the last one is probably the most important one, so I'll quote that one:
608.2b If the spell or ability specifies targets, it checks whether the targets are still legal. A target that's no longer in the zone it was in when it was targeted is illegal. (...) The spell or ability is countered if all its targets, for every instance of the word "target," are now illegal. (...)
In case that the missing word "target" is the cause for any confusion - auras always require a target as part of casting them, which has to obey the "Enchant [...]" requirement.
5 months ago
I have to agree with LittleBlueHero that Unquenchable Thirst is an all-star. I played 2x Unquenchable Thirst, Compulsory Rest, Cast Out, Lay Claim, bounce spells like Galestrike, Unsummon, Consign / Oblivion, Failure / Comply, and some of the white burn spells. Keeping their creatures on the battlefield is a really mean way to tease your opponent hahaha