|Commander / EDH||Legal|
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|Urza's Saga (USG)||Rare|
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Whenever a creature dies, if another creature is on the battlefield, return the first card to the battlefield under its owner's control at the beginning of the next end step.
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1 week ago
Lifeline is an old one that's pretty neat, since you can sac your stuff with no consequences!
2 weeks ago
Hahah very nice! I run a Brion Stoutarm so I have great respect for this deck!
Since your creatures die a lot Skullclamp will be great value.
Mimic Vat is sorta recursion... 3 mana for a sackable creature every turn.
You definitely want Illusionist's Bracers here, then you get twice the power for every activation!
Sort of a stretch but god is Phyrexian Dreadnought fun. Drop him for 1, sac/fling him in response to his self sacking ability.
Phyrexian Devourer + fling or Brion + kill someone!
Lifeline will get all of your sacked creatures back consistently. Might be good here!
Bloodshot Cyclops is another Flinger you might want.
I can see a place for a lot of these in here... hope some of them help!
2 months ago
You may need to include black if you are wanting people to attack you. That will give you access to things like Marchesa's Decree, Blood Reckoning, Hissing Miasma, No Mercy, Dread, and Teysa, Envoy of Ghosts.
I would also recommend running mostly rattle snakes for your creatures like Ophiomancer or Archetype of Finality. You are not only looking to make them attack you but also gain some kind of advantage from the attack. If you are not gaining advantage you are just making a deck designed to lose the game.
Due to the variety of colors in my post perhaps O-Kagachi, Vengeful Kami would be the right commander? I will note that I built this deck and couldn't really get it to work but perhaps I just didn't give it enough time to sort out.
3 months ago
So I'm a believer that the best way to build this deck is through playing big dudes with no butt for dirt cheap! So cards like Ball Lightning, Cosmic Larva, Blistering Firecat, Phyrexian Dreadnought, and Nova Chaser (fyi you can respond to Nova Chaser and Dreadnought's ability on the stack and sack them into Brion). Malignus is also great and I think a STAPLE in this deck. Other than that...
- Scuttling Doom Engine: All value, all day
- Soul's Fire: You basically get an extra fling
- Sneak Attack: Great way to cheat big stuff out and fling it.
- Flameshadow Conjuring: Get an extra creature to fling/attack with everytime you cast a creature
- Bearer of the Heavens + Faith's Reward : Your friend's won't like you for this combo, because no lands or anything and you are the only one with creatures but... it's effective.
- Thornbite Staff: This I believe is a must.
- Lifeline: I didn't even know this card existed until helping my friend build his deck, it's literally one of the most broken cards I've ever read.
- Gisela, Blade of Goldnight: Duh.
Oh and this may be obvious, but in this deck always swing your creatures before you sac them into Brion! You never know what your opponent will do but at least you will force them to react, and then be able to react accordingly.
3 months ago
Thank you so much for your comment,
I must disagree with your statement that all Yahenni decks should be the same and run a large quantity of board wipes. The true beauty of Magic, and more so Commander/EDH, is that you can take any deck and build it in one-hundred different ways.
If you are worried about the deck not being able to control opponents creatures, there are plenty of cards that do that already:
Archfiend of Depravity is like a board wipe that happens every end-step; awesome, right?
Killing Wave is a board wipe that forces sacrifice instead of destroy, often being more reliable.
Additionally, because I am running many different combos with Lifeline, a board wipe wouldn't really do me any good.An important aspect of building a singleton-style deck is that you have to make each of your hundred cards important; each part of your deck should be able to mesh with the rest of it.
However, I always appreciate the time people take to comment on my deck.Thank you for your time.
4 months ago
Nice deck! It looked so fun, I made my own ;)
Looking at your sideboard, I would definitely add these to your mainboard:
- Trailblazer's Boots to keep your monsters unblockable (especially Blightsteel)
- Quietus Spike deathtouch and massive life reduction
- Voltaic Key to untap a big monster after attacking to block with, or untap a mana rock (BFF's with Basalt Monolith)
Some other neat ideas to consider:
- Bloodforged Battle-Axe, makes copies and copies and copies of itself
- Darksteel Plate
- Hammer of Nazahn, free equip costs + indestructable (and cheaper than the Darksteel Plate)
- Mask of Avacyn
Pristine Talisman seems too expensive for what it does. If you were a lifegain deck, then it might be justified but I think a -cost rock like Mind Stone would do you better. This is probably all personal preference, of course. I also avoid Dreamstone Hedron because when I have 6 mana, there's way better things I want to be casting.
I avoided Lightning Greaves in my Hope deck because Shroud prevents you from equipping anything more to that creature (and my Hope deck is all about equipping my commander). I also skipped out on Whispersilk Cloak for that reason. You're not all-in on equipment here so this might be less of a concern - the Graves are nice on some of your big scary guys.
I avoided the Urza lands because I have such little tutor ability that I wouldn't waste it looking for a land. I figure the odds of me ever getting all 3 Urza lands into play during a game were slim to none, and I'd rather more basics for Strata Scythe.
Similar to my case against the Urza lands, I skipped the Helm of Kaldra, Shield of Kaldra, Sword of Kaldra cycle because it'll be a rare event to ever get them all into play. On their own they're each okay, but I have other equipment that does similar things (often for less mana).
I agree with you on Terrain Generator: It's hard to imagine having a hand full of land and nothing else to do that I want to pay to drop another land. I included it in an early list of my own deck but replaced it with another Wastes.
I haven't seen Lifeline before! Looking it up, they changed the ruling so it impacts all players. Still more beneficial to you?
Not of This World seems pretty good, but I wonder if it's too conditional or win-more? I used to run it in an Eldrazi deck I have but I found I spent most of the game with it sitting useless in my hand. It wasn't until later game when I was dropping big scary threats and already ahead that it had any effect. Not a strong opinion here - just feel like most of the time it might be a dead card in hand.
Okay, serious chat time. This is totally just my opinion, feel free to ignore it. But I think TheRedGoat might be right: It feels like you're trying to do two very different strategies at once. The very aggro, cheap-to-cast commander who gets loaded up with equipment and quickly starts applying the commander damage, racing to hit 21. Contrasted against the battlecruiser strat of ramp hard to drop big, scary monsters. Trying to do both at once makes each strategy weaker because you'll regularly run into the wrong cards for what you need. You'll be on turn 2-3, hoping to equip something to Hope before combat and draw into a Platinum Emperion, Planar Bridge or Dreamstone Hedron.
There's a really fun solution to this problem though: Build a separate battlecruiser deck! Make a mono-green ramp deck, move alllll your big scary colourless fatties over to it and tweak this Thopter deck to really take advantage of aggressive Hope. Eat your cake and have it too!
Okay enough of that. This deck does look really fun to play. And I'm very jealous you have all 5 swords. Someday I'll get there :)
4 months ago
Skullclamp: For Draw
Nirkana Revenant: For Ramp
You run Dictate and Grave Pact, then you'd want to run recursion or a sac outlet
4 months ago
For the second part, time stamps don't matter. With Lifeline even if the creatures die at different times, it's not until the end step where the delayed triggered abilities actually trigger that you actually put the abilities on the stack and choose their relative order. At the End Step you'll look at all the creatures that Lifeline is going to return and pick an order for them to return in. One by one you'll return them.
As for the third part, with Warstorm Surge when a creature returns it will trigger both Goldnight Commander and Warstorm Surge. You'll choose the order those abilities go on the stack, and obviously have Goldnight Commander's ability resolve first, the Warstorm Surge's. This will let you eek out one more damage, but both abilities will have to resolve before the next creature enters, so you won't be getting the massive boost to damage you want. If all the creatures came back at once (like if you were returning them all with a Twilight's Call) you'd be able to stack all the Warstorm Surge triggers under all the Goldnight Commander triggers to give all the creatures the full boost before all the damage was dealt.