|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Rare|
Combos Browse all
Magus of the Balance
Creature — Human Wizard
, , Sacrifice Magus of the Balance: Each player chooses a number of lands they control equal to the number of lands controlled by the player controls the fewest, then sacrifices the rest. Players discard cards and sacrifice creatures the same way.
Magus of the Balance Discussion
1 month ago
Okey, cool! Then I would firstly recommend to take away four lands since (mathematically) you only need about 36 lands to have a good enough chance to draw them without drawing too many at any given time (also depends on how you shuffle of course ;) ). Then I would also again recommend to take a look at my deck when it comes to which lands you should play to up those a notch since there are a lot of lands that aren't very useful (especially the double-lands with no other effects) in the precon.
Other cards I genereally recommend to take out other than the lands:
So these are cards that I don't feel are good enough for the deck idea (casual/budget or not) or simply lack theme-quality. Feel free to ask if you need help replacing these cards with the cards you have or find cards that could fit the deck! :)
4 months ago
Id suggest adding,
6 months ago
You're welcome. At the moment I'm also trying to work on this button, would you be so kind and check, if my upvote-button in the description section of my Saheeli's Ironworks (KCI) does work?
But I'm not only here for your coding, I've also tested your deck. I think it does work well in a multiplayer-game. You're never the main threat on the board (for your opponents) until you get in the position of dealing high damage. I'd recommend Settle the Wreckage , it works well with your Land Equilibrium , maybe Magus of the Balance or an early Restore Balance . Shimmer would definitely create some hate against you, but could be useful. Standstill is very effective for control decks, because in normal case you'll get some card draw for cheap and also hinder some opponents in their board development. In the Maybeboard put something in against Graveyard-decks like Remorseful Cleric , but this depends on your play group.
6 months ago
+1, my stax deck might give you some ideas: Mishra's Awkward Group Hug
6 months ago
The first thing I would recommend is finding a way to copy your namesake card the turn it's cast. Copies aren't cast, so both will resolve! It's pretty expensive, so having onboard ways are the best. Primal Amulet Flip is probably the best. If you utilize spell based ramp and tutors, you should be able to flip it. Swarm Intelligence , The Mirari Conjecture could also work.
Since you're not planning on using your hand or lands into the late game, you might as well have onboard tricks that use those resources.
To use your hand, you could play Rix Maadi, Dungeon Palace , Words of Waste , Null Brooch , Restore Balance , Jolrael, Empress of Beasts , Mageta the Lion , Stronghold Machinist , Stronghold Biologist , Greel, Mind Raker , Alexi, Zephyr Mage , Notorious Assassin , Knollspine Invocation , Pyromancy , and Magus of the Balance .
10 months ago
I like what you're trying to do with this. My friend have a ST deck too. A few improvements you could make is to take out some of the less useful creatures like Magus of the Balance and Silent-Blade Oni and replace them with Wrath of God and Day of Judgment because otherwise your deck will struggle with creature heavy decks. Adding in Descend upon the Sinful for an Exile effect is probably also a good idea. Swords to Plowshares is a cheap removal you're missing. It's the best removal spell ever printed. Personally I'd swap it for Condemn as that requires something to attack first. Hero's Downfall is another good one to add because it's just a better version of Murder and it pretty much a dollar rare.
10 months ago
A few thoughts:
Urza's Ruinous Blast seems like a good fit for the deck since many of your non-land permanents are legendary. You can't cast it without a legendary creature or planeswalker, which can be a pain, but that shouldn't be too much of a hurdle for this deck.
Wrath of God, Day of Judgment, or Fumigate might be worth thinking about instead of Hallowed Burial. You might prefer creatures go to the graveyard so Yomiji can send the legendary ones back to your hand. (If you never find yourself wanting to wipe the board while you have your commander and another legendary creature, ignore this suggestion.)
Several of your Legendary creatures (including your commander) are quite expensive, so you might want Land Tax to ensure you have lands to play every turn. Sword of the Animist or artifact ramp like Marble Diamond, Mind Stone, Hedron Archive, or Dreamstone Hedron could also help here.
I'm not sure whether you want mass land disruption like Armageddon, Cataclysm, and Winter Orb. They can be effective at converting temporary advantage into a win, but the deck looks like it will play best when you have a lot of mana to cast your spells, and recast your legends if they die with your commander on the field. If you do, focus on effects that destroy or force the sacrifice of lands (Armageddon, Cataclysm, Magus of the Balance, Fall of the Thran, Ravages of War (though that last one is way too expensive because there weren't many printed)) instead of Winter Orb, and use Crucible of Worlds or legendary lands you can get back with your commander to break the symmetry. I'd recommend looking at Flagstones of Trokair, Mikokoro, Center of the Sea, Gods' Eye, Gate to the Reikai, Eiganjo Castle, Geier Reach Sanitarium, and maybe Hall of the Bandit Lord or Legion's Landing Flip. You might also want Dust Bowl in this case. I'm not sure you have enough density of legendary spells for Untaidake, the Cloud Keeper to be good, but it might be worth it.
I don't think Darksteel Forge is that useful here: you have useful artifacts, but not that many and you aren't super reliant on them.
There don't seem to very many activated abilities for Rings of Brighthearth to copy. You may not need that card here.
10 months ago
I'd recommend focusing on Aura and adding a few key Equipment to support, or vice versa. Trying to run both may stretch the deck too thin and lack focus.
Card Draws and Tutors
Mesa Enchantress is a great card, as a redundancy for Sram, to help with card draw since card draw effects are rare for mono white decks.
Idyllic Tutor though restrictive, is the rare few enchantment tutors out there.
There are plenty of equipment tutors available should you chose to go that route though.
Sigil of the Empty Throne is a useful alternate Wincon if you're able to keep spamming auras/enchantments and provide you with some blockers in the air.
Replenish is useful recursion for your enchantments but use with caution. If someone removes all your creatures while this is on the stack, you'd be left with no choice but to put even the "good" auras on your opponents' creature(s) instead.
Open the Vaults a symmetrical spell that benefits your opponents too and cost 2 CMC more than Replenish. Worth considering if you need more redundancy for Replenish or play in a mass destroy heavy meta.
Second Sunrise Imho, it's a "Winmore" and very situational. Just putting it here so you've more options.
Magus of the Balance is an interesting card as it doesn't affect enchantments and artifacts. If you run a Voltron strategy, chances are, you're usually the player with the least creature on the battlefield.
Winds of Rath is a necessary board wipe that excludes your enchanted creature(s).
Being mono white, we've to rely entirely on artifacts to ramp us.
Mana Crypt casting cost that provides per turn, I'd gladly take the damages!
Pearl Medallion help makes your white spells cheaper.
Caged Sun Mirari's Wake without the need for Green.
Chrome Mox Good to have but not absolutely critical.
Magus of the Balance occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%