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: Put a charge counter on Lux Cannon.
, Remove three charge counters from Lux Cannon: Destroy target permanent.
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Lux Cannon Discussion
1 day ago
The way I normally win is destroying multiple targets per turn with Lux Cannon or the Master Transmuter + Spine of Ish Sah while controlling the game in numerous ways. You can allways replace the counter suite for win cons to put more pressure.But, as you said, this deck can struggle in cutthroat metas. It is more designed to nhave fun with a wide variety of synergies rather than outpace fast combo
2 days ago
I only play casual magic with my friends as well, but land drops are always very important. With 18 lands in your deck it's difficult to get a drop every turn. And if you're 2 or 3 lands behind an opponent there is almost no way to make a comeback.
If you're playing casual on a budget I have some suggestions that might intrest you:
Drover of the Mighty is amazing with dinosaurs, it fixes your colors and becomes bigger when you just play the game. I'd say play atleased 4 copies of him.
Priest of the Wakening Sun is fun if your games go long, gaining life and eventually being able to find any dinosaur. In this way you could play single copies of your big expansive dinosaurs and you can always find them.
Ranging Raptors will be useful for your deck, even if you get in for a kill and find a land, you can get some extra value for your creature and fix your mana colors!
Commune with Dinosaurs will let you dig for dinos or lands, only costing 1 mana!
Savage Stomp if you ever want to get rid of some pesky creatures (for example unblockables or flying) you can grow your dinos and let them fight them! This is really efficient removal for green and only 1 mana with your tribe! it's a great replacement for Lux Cannon since it's so slow.
Enjoy your casual play! You don't need to change anything I'm just suggesting to make your deck a little more consitent
2 weeks ago
As a more detailed comment from the one I made the other day-
Part I) Cards to remove and why:
A) Angler Drake- You have this in here mainly so you can abuse your "enter the battlefield" effects. There are plenty of cheaper options to do this.
B) Storm Sculptor- Basically the same reason as Angler Drake.
C) Sylvan Primordial-Depending on who you ask, this card may or may not be banned. Might as well play it safe and take it out.
Part II) Cards to consider removing and why:
A) Emperor's Vanguard- It's a decently powerful creature for its cost and can help you get land, but there are some more reliable ways to get card advantage. If you add more ways to get through opponents defenses (i.e. unblockable effects) then I guess this can stay.
B) Blossom Dryad- It's good because it can untap the lands that tap for two mana, but you might want to go for a more reliable, cheaper mana source (i.e. Birds of Paradise, Curse of Bounty, Deserted Temple, Krosan Restorer, Bloom Tender, Elvish Mystic, Gyre Sage, Llanowar Elves, Quirion Elves, Rofellos, Llanowar Emissary, Sylvan Caryatid
C) Carnage Tyrant- It's a powerful creature, and it's hard to get rid of, but other than that, it doesn't offer much. Considering you have other power creatures in your deck (i.e. Vorinclex, Voice of Hunger), you might want to consider replacing the tyrant with something just as big that can offer more synergy with the rest of your deck. Consider: Sphinx Ambassador or Colossal Whale, among others.
D) Last Thoughts- Gives you a single card with the promise of more cards later, which is nice, but for 4 mana you could probably reliably get more card draw than this card offers.
E) Growing Rites of Itlimoc- In many decks this card is very powerful, but for your deck, in playtesting it turns out you rarely have 4 creatures out at a time, making this card not really worth having in your deck. You have plenty of other ways to get loads of mana, so you can probably remove this one without problem.
F) Jace's Erasure- It's nice to mil cards especially since you're drawing cards anyway, but mil is an unreliable way to debilitate your opponent unless your whole deck is built around the strategy. You might be able to remove a good card or two, but it's a gamble that often doesn't pay off in the long run.
G) Loxodon Warhammer- Good card, not much synergy with your deck. There are better cards that you can use to combo things.
Part III) Small creatures to consider:After playtesting a bunch, it seems your deck likely needs a few more small creatures so you have a better chance of defending yourself or making a dent in your opponent early on. Here are a few suggestions:
A) Invisible Stalker- Small dude, unblockable and hexproof. It's pretty neat and you can combo with those cards that let you draw if you deal damage to an opponent.
B) Ohran Viper- Smallish creature, gets you early card advantage. Deathtouch is a nice touch.
C) Slith Predator- Smaller than Ohran Viper but it gets bigger the more often you poke an opponent with it.
D) Slith Strider- The best of both Ohran Viper and Slith Predator. You might draw a card, you might make the little guy bigger, either way, you get a good early-game bonus.
E) Thada Adel, Acquisitor- Smallish creature, and chances are your opponent as a good artifact or two you can abuse. Early on you can exile cards you don't want your opponent to use, and later on you can just summon that shit for yourself.
F) Zhuge Jin, Wu Strategist- Smallish creature, makes one of your other creatures unblockable every turn. Early game helps with the little dudes like the Slith bros or Thada Adel, late game helps with your big guys to deal big damage to your opponents.
G) Stealer of Secrets- Another small dude that gets you card advantage early on.
Part IV) Removal to consider:The other big thing I noticed when playtesting with your deck is you don't have much removal for when your opponent sneaks past your counter spells. Here are a few suggestions to remedy that.
A) Cyclonic Rift- If you would put any of my suggestions in your deck, you should definitely put this one in. Reacts effectively to early-game threats as well as late-game ones (Plus it hilariously screws with token decks since tokens die instead of going into a hand). When you overload it, it bypasses both hexproof and indestructible. Very few cards can resist it at that point.
B) Wash Out- Can be pretty helpful, especially if your opponent doesn't play blue or green. Works as cyclonic rift in regards to bypassing defenses.
C) Dissolve- Yeah it's another counter spell but this one lets you scry.
D) Voyage's End- Removes a threat and lets you scry.
E) Duplicant- You probably remember this one from my karador EDH. It's not as good here, but it's still good removal. Exiles an enemy while getting yourself a decent creature in the process.
F) Phyrexian Ingester- Blue Duplicant.
G) Brittle Effigy- Exiles a threat and puts your opponent on edge because WHO WILL YOU EXILE OH GOD!
H) Heartseeker- Somewhat reliable destroy effect for creatures, which is uncommon in blue.
I) Curse of the Swine- Exiles multiple creatures and replaces them with cute lil piggies (I love Theros lore, it's just straight-up greek mythology)
J) Reality Shift- Cheap exile effect with an insignificant drawback.
K) Pongify- Cheap destroy effect with a drawback that's only a big deal in the early game.
L) Rapid Hybridization- Same as Pongify.
M) Lux Cannon- Pretty decent late-game removal, but it takes time to set up.
N) Ugin, the Spirit Dragon- Pretty neat planeswalker addition with removal and card draw.
O) Steel Hellkite- Pretty neat creature that removes stuff, easy to hit opponent with your unblockable shenanigans.
P) Krosan Grip- Good cheap removal.
Q) Acidic Slime- Good mid-game creature. Removal and deathtouch.
R) Song of the Dryads- Can hilariously be used on commanders without sending them to the command zone.
S) Evacuation- The blue version of a board wipe.
Part V) Abusing "Enter the Battlefield" effects, aka "Flicker" effects.You probably want a few more of these.
A) Deadeye Navigator- Flicker whatever you want as many times as you want, provided you have the mana for it. You can change soulbonds every time you flicker.
B) Ghostly Flicker- Flicker two different things and you can do it in response to an opponent targeting something to prevent it from succeeding.
C) Archaeomancer- You want this almost as much as you want eternal witness.
D) Eternal Witness- Bring back any card into your hand. Wanna use any of your instants/sorceries again? Cuz ya can. Want a creature back? Revive that shit.
E) Equilibrium- Works on both your creatures and your opponent's.
F) Mulldrifter- For three mana, it's basically a sorcery that draws you a couple cards. For five mana, it's a creature that can be flickered.
G) Palinchron- Considering the lands you have that provide double mana, you may end up with an infinite mana combo here.
H) Nephalia Smuggler- Reliable flicker effect.
I) Augury Owl- Small flickerable creature, plus you can get an early-game scry which is nice.
J) Omenspeaker- Same as the owl.
G) Cryptic Annelid- More scrying.
H) Fool's Demise- Keep your big guys alive while abusing their "enter the battlefield" effect.
I) Mystic Snake- Since you love countering so much, why don't you flicker to get even more countering?
J) Prime Speaker Zegana- Hey this looks kinda like your commander, doesn't it?
K) Strionic Resonator- This works on any trigger effect, which includes every one of your "enter the battlefield" effects.
Part VI) Land ShenanigansYou can always use more land shenanigans. It's pretty easy to replace a basic land with one of these options.
A) Hinterland Harbor-Good dual land. Chances are you can get it out untapped, and it's not even a big deal if it comes in tapped.
B) Rogue's Passage- Why is this not already in here?
C) Breeding Pool- Another good dual land option. It also counts as a "forest" or "island" for effects that specify those words (i.e. Hinterland Harbor).
Part VII) Other cards to consider and why:A) Prophet of Kruphix- Really synergizes with your counter spells. Feel free to tap out all your land to play a creature, cuz at the beginning of your opponent's untap step (even before their upkeep), all your land is free to use again to counter stuff (and use other instant-speed effects).
B) Genesis- Bringing back your dead creatures is usually a good thing.
C) Sphinx Ambassador- Fun big card.
D) Colossal Whale- Another fun big card.
E) Hunter's Insight- Easy way to get a good amount of card advantage.
F) Veil of Secrecy- Creature gets hexproof and unblockable for a turn, which is neat.
G) Artful Dodge- More unblockable.
H) Boundless Realms- ALL THE RAMP
I) Protective Bubble- The blue whispersilk cloak.
J) Aqueous Form-Unblockable AND scry
K) Into the Wilds- More ramp is nice.
The problem with EDH is you ONLY get 100 cards, which always sounds like a lot more than it is. At one point it just becomes a question of what do yo personally like the most. Have fun narrowing this list down.
3 weeks ago
Current Deck Criticisms/Upgrades
- Tooth and Nail, Craterhoof Behemoth, and Blightsteel Colossus seem out of place. Tooth and Nail feels like there should be a combo win in here to fetch. I don't know how you play, but I always hold a few creatures in my hand. I try to stay around 2-4 threats on the field at once so I can recover from wrath effects. Craterhoof could be an Overrun essentially, but that's merely a preference I believe.
- Living Death feels too symmetrical. You don't want them to get their threats back. Sun Titan might do the same job albeit it more slowly.
- Reanimate feels like not enough punch for the deck for a one-and-done effect. Phyrexian Reclamation is a permanent source of card advantage.
- Triumph of the Hordes is another card that could be Overrun/Overwhelming Stampede for one more colorless mana. More bang for the buck than +1/+1.
- Seedborn Muse - You don't have a lot of tap effects or cards with flash. What is this card adding to the deck?
- Counterspell - Negate and Arcane Denial are easier to cast with your mana base even though the former is slightly limited. The latter provides replaces itself. Both also seem better than the conditionally useful Corrupted Resolve.
- Crop Rotation - Is this the Inkmoth Nexus-finder? If you need more infect creatures, I would just add more creatures instead of fetching up a land.
- Slip Through Space - Although not a cantrip, Artful Dodge does the same thing and you can use it twice via flashback.
New Card Suggestions
I would strongly recommend some mana ramp and mana fixing:
Increase Color Availability
- Golgari Signet
- Noble Hierarch - Fixes mana and pumps creatures -- win-win!
- Orzhov Signet
- Plague Myr - colorless mana in a pinch AND infect!
- Simic Signet
- Contagion Engine - You really want this card. It closes out games on its own.
- Spread the Sickness - Slow/late game (5 CMC) removal, but it proliferates.
- Fuel for the Cause - Slow/late game (4 CMC) counterspell, but it proliferates.
- Corpse Cur - Eternal Witness #2 (almost) and it has infect.
- Lux Cannon - Not the fastest around, but a steady source of removal.
- Spinebiter - Infect with built-in "evasion".
- Trigon of Infestation - With a proliferation source, you can keep using this to recover from board wipes or cost-effectively overwhelm opponents.
1 month ago
You're right. If I wanted to support the tribal, Zirilan would be the better choice. However, in this build my goal is to showcase Kurkesh's abilities as a supportive commander a little bit more.
Often the dragons are enough to win a game but after a board wipe or two, even they can have a hard time recovering.
So with Kurkesh, I can get a better use out of my several specific artifacts:
Sensei's Divining Top = 1R: Draw a card.
Codex Shredder = 6R: Return target card from your graveyard to your hand.
Commander's Sphere = R: Draw two cards.
Tamiyo's Journal = Tutor for two cards instead of one, draw to cards of a clue.
Lux Cannon = Put two counters on the card, eventually destroy two permaments.
Journeyer's Kite = Search for two instead of one basic land.
Burnished Hart = Put four instead of two basic lands on the battlefield
Mimic Vat = Create two copies of the imprinted creature card.
and so on.
2 months ago
I see you have Lux Cannon in the maybe-board. If that direction interests you as an alternate plan, there's a few related cards that make a fun combo plan.
- You run Contagion Engine, Inexorable Tide and Winding Constrictor as proliferators (you already have 2/3 in main.
- Astral Cornucopia + Filigree Sages makes infinite mana with cornucopia on 4
- Lux Cannon can then destroy all permanents. Magistrate's Scepter can also frequently go infinite without the sage/cornucopia combo (although it takes 2 turns to set up without at least sages to untap it).
Titan Forge is another potentially fun card in that general plan.
One of the things I like about that plan is that all of the pieces are pretty good even if you only have 1 or 2 of them. If you happen to be able to get enough pieces (with say something like Liliana Vess or Ring of Three Wishes, you just win on the spot.
2 months ago
A big ol' +1 for the wonderful theme deck! Always been a fan of Moonfolk.
To the issues you describe in the comments, I have the following suggestions:
- To better search up those essential artifacts, Trophy Mage will help her Trinket and Treasure brothers. She will get you your precious, precious Heartstone and another helpful card I'll suggest later. Tutoring for creatures will be a pain in blue no matter what, so rely on card draw as much as you can. I'd move away from big, single-use draw spells like Blue Sun's Zenith and instead focus on ability-based effects. You've got a fair number of Moonfolk Wizards; maybe Azami, Lady of Scrolls can be of service.
- When you're rockin' a deck as powerful as Moonfolk tribal, people start to get jelly. And when people be jelly, they blow up your stuff. But there's a Vedalken that can help protect your colorless stuff: Padeem, Consul of Innovation. For your creatures...I can't believe I'm about to suggest this... try Tortoise Formation. And when you're done laughing at my poor judgement, the best thing blue can do to prevent destruction is counter, so invest even more in that.
- Finally (and I'm so sorry this has turned into a long comment), I'd like to suggest making some changes to specific cards. Lay Bare isn't doing you any favors. Run literally anything else...okay not Fold into AEther, but other better counterspells. Contagion Clasp, Contagion Engine, Titan Forge and Lux Cannon just seem to be reasons for others to attack you. As they don't help the overall theme of the deck, I'd look to more relevant artifacts like Rings of Brighthearth, Eternity Vessel, Metallic Mimic, Brass Herald, or Door of Destinies.
3 months ago
So, this may be a little out of scope, but have you considered using Kurkesh, Onakke Ancient as your commander?
The top-end of Daretti where you have an emblem and you've recast him is amazing. But I found that without the emblem, using his -2 to get a little extra value out of artifacts was almost always worse than just being able to play R to copy triggered abilities. Stuff like Basalt Monolith, Planar Bridge and Contagion Engine go from "great" to "absurdly broken" and you can easily slot in Lux Cannon and/or Magistrate's Scepter.
At the very least, if you're just looking to mix things up at some point, it's probably something you could mess around with pretty effectively changing only a handful of cards while running this as your main list.
Also, cheers for Colossus of Akros. It's such a great card that seems really underplayed in EDH relative to its power.