|Commander / EDH||Legal|
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|Rise of the Eldrazi||Rare|
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Whenever one or more creatures attack, Lightmine Field deals damage to each of those creatures equal to the number of attacking creatures.
Price & Acquistion Set Price Alerts
Lightmine Field Discussion
1 week ago
Looking at the new Mathas, Fiend Seeker, I had an idea for a deck with him.
2 weeks ago
Cards that limit attackers.
Crawlspace, Lightmine Field, Silent Arbiter, Fight or Flight and the ideal Dueling Grounds.
Orim's Prayer and Path of Bravery dont really stop attackers but they are deterrents.
Sigil of Valor for when you do attack alone.
Maybe Blade of Selves, that would work around cards like Dueling Grounds but it wouldn't synergize with your commander or any exalted effects.
Also, if you really want to break the game, look for any cards with the "Banding" mechanic.
Noble Hierarch might be worth looking at if you start to feel like dropping knights tribe and going for human tribe. (although I know knight synergy is really fun).
4 weeks ago
4 weeks ago
Looking to pull out cards that affect everyone (stuff like Lightmine Field) and add in more poisoned apples - things that I can give ownership of to them and have them be penalized for it (Like Cinder Giant or Grafted Skullcap as examples). I probably can free up 20 or so slots for poisoned apples.
Commander / EDH
3 COMMENTS | 85 VIEWS
1 month ago
Thanks for the comment. I'll add those to the maybeboard. Also, about my friend's goblin deck - Lightmine Field is an interesting option, but simply having a hexproof first striker that's slightly beefed up is enough to stop him from attacking. The real problems are Gempalm Incinerator and Goblin War Strike. (That's also why I have some creatures giving me hexproof in the maybeboard.)
I'm probably gonna end up adding Adorned Pouncer. I playtested it a bit and most of my creatures end up 3/3s or 4/4ish. I need a better way to beef up my creatures, possibly Boar Umbra, Increasing Savagery, etc.
1 month ago
You have a lot of hexproof on your creatures, but little other combat tricks. IMO, creatures and Umbras are better than enchantments and sorceries when it comes to buffing Odric. If you want some ideas of other spells to put in, there's Felidar Umbra, Adorned Pouncer, and Sacred Cat. The creatures are resilient due to them being able to come back (Adorned Pouncer comes back as a 4/4 Double Strike!) and the Umbra protects your creatures as well as gives another ability. If your friend plays a goblin tokens deck, you could add the very flavorful Lightmine Field
1 month ago
Beebles, thanks for taking a serious look at the deck. I appreciate the feedback, since this is a work in progress, as evidenced by the huge comment thread and the various updates.
Sphere of Safety - Enchantments are one of the things that just seem to stick around more than other permanents. There are only 8, but I end up collecting them, and three of my most tutored for cards are enchantments, so they often come out. There once was a few more enchantments, and I am not sure of my threshold below which I would get rid of it, but you are right, I haven't really considered removing it. I was just recently thinking that I would put more Ghostly Prison type cards in if I could, and Sphere of Safety is just an overcosted and typically weak version of Ghostly Prison. Academy Rector would potentially fit the bill, in that I would be able to search for that Ghostly Prison, but Aurification may be counter to my strategy. Unlike No Mercy, Aurification leaves them with defense, and I dont want other players to have defense, if possible. I have considered Lightmine Field, but that is only worthwhile against swarm attacks. I will keep in mind that replacing Sphere of Safety with Academy Rector may actually work out nicely, and would lower my curve ever so slightly, and would even be another creature for my recently added Worship. I appreciate the suggestion.
Boros Fury-Shield - This was a card that I did consider early, and have not returned to it since, for no really great reason. I excluded it early for a few simple reasons. It is a fog that only affects the damage done by a single attacking or blocking creature. This seriously limits its ability as a fog. Every other fog I added could stop all damage aside from Deflecting Palm, and the ability to redirect any damage source makes it far superior. The ability to redirect damage is essentially shared by every other fog in my list aside from Dawn Charm, and the other modes of Dawn Charm make up for this. It sort of behaves like a highly conditional Backlash or Delirium, and maybe I should think of it that way. In that case, it actually could fill a role in the deck. Thank you for the reminder. I may consider trialling it as another conditional copy of Backlash or Delirium.
Lotus Vale and Scorched Ruins - These cards are there for much more than as a way to mitigate the damage from Price of Progress. They work somewhat subtly in the deck, and the real reason has to do with another synergy that you did not mention as well as a psychological reason. The risk has been mitigated in my meta by an overaggressive (others said abuse) of targeted land destruction by myself. After a fun bout with a Life from the Loam deck that abused Strip Mine and its various friends, when I tried playing Strip Mine in a few other decks, including this one, and there were enough complaints that we agreed that land destruction is not fun, and we basically all agreed to take it out of our decks. No one enjoys non-basic hate or color specific hate, either, so no one plays them. I understand that this is a very specific meta that I play in, but this mitigates the risk, and there is little risk in playing these lands at this point. The value of these cards has to do with keeping my land count low. This helps with Acidic Soil and Price of Progress, but also makes Tithe, Gift of Estates, and Weathered Wayfarer stay active. These three cards draw me a ton of cards, which I can pitch to Key to the City or Solitary Confinement. These three cards are a decent amount of my non-Monarch card draw. Solitary Confinement is my most tutored card, and extra cards in hand are really valuable. Trimming my lands with Lotus Vale and Scorched Ruins, as well as the Ravnica Karoos and Gemstone Mine all lead to lower land counts, and ensures these synergies with both my offense and my card draw, while leaving me with the same potential mana as everyone else at the table. This is where it gets subtle and tricky. When people look around the table for threats, number of permanents plays into threat assessment. Appearing to have fewer lands makes me appear as less of a threat. It is super easy to overlook the fact that I can often get 7+ mana from 4 lands. Scorched Ruins is actually Ramp, and is a little like a Sol Ring in disguise. When people actually count, they are not fooled, but it is surprising how often people just glance at your lands, unless they are looking for responses to their plays. Not playing Blue means I get less scrutiny than some, and this lowers my threat level. Altogether, the cards in the deck have many synergies as well as subtle psychological effects that the whole package together is much more powerful than the basics that could replace them.
As far as reactivity goes, I would break it down into two categories: Instants, and interactive permanents. While instants make up the bulk of the deck, interactive permanents are super interesting. I have 22 instants, 17 of which are tutorable with Sunforger. You dont need that many, even as a Sunforger package. As a toolbox, Sunforger packages are usually 10+ cards. Less than that is probably underpowering it. Aside from that, I have never had a goal in mind for reactivity. I thought about how I could lose, and set about trying to overcome those conditions, hopefully in a way that wins me the game. I also thought about what sorts of game states are common, and went about trying to punish those game states. Finally, I thought about how to create exciting game state swings in ways that would not make me a global target. Some of this lead to some Mardu goodstuff, but many of these cards are somewhat uncommon. What evolved from this thought process is the deck you see. It now has 22 instants, 18 of which are truly interactive and reactive, as well as a couple of interactive lands, a couple of interactive artifacts, a couple of interactive creatures, and an interesting interactive enchantment. In essence, I have no threshold, and would not consider the underlying philosophy of deck construction used for this deck to be particularly interested in thresholds.
I like the idea of Electropotence, and agree that the synergy with Lifelink and Deathtouch would be great, especially for Assassin and Snake tokens. I think that Warstorm Surge, Baneslayer Angel, and Exalted Angel are too mana intensive for my tastes. Thanks for the suggestion of Electropotence, I may trial it, and it may prompt me to add more Deathtouch creatures again. Ogre Slumlord with Electropotence is a wrath and token bomb all at once. Interesting.
Thank you for the suggestions, and the discussion. It always helps. You have given me a few cards to consider, or even just reconsider, as the case many be. These kinds of discussions have been what has lead to this decks long evolution to what it is now, and will continue to evolve it. Thanks.