|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Mythic Rare|
|Vintage Masters (VMA)||Mythic Rare|
|Masters Edition III (ME3)||Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
Counter target spell. At the beginning of your next main phase, add to your mana pool, where X is that spell's converted mana cost.
Price & Acquistion Set Price Alerts
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Mana Drain Discussion
1 week ago
So I have spent a while doing some research, and I have found a few things that I want to pick your brains about.
Third is Cover of Darkness. It makes the entire brood extremely difficult to block, which could come in handy if Sliver Queen or some other combo piece gets exiled and you need to win through commander damage or combat damage.
Urza's Incubator Gives a cost reduction of for only to cast. Seems great to me.
Also, I built my own version of this deck. I do not have the original duals, so I replaced them with the Shadowmoor/Eventide filter lands. In addition, I made the following substitutes for budget reasons. (I tried to get each substitution to fill a similar role but I just dont have the library manipulation cards, so I went with ramp and card draw)
Any thoughts would be greatly appreciated thanks!
1 week ago
The cards that would make this deck better are all above $50 lol
1 week ago
I kept improving my deck, on increasing budget, and local meta-game, wich is all around turn 3/4 combo. And when I found LabManiac channel and then this list, i was happy to see how similar it was. Although i find strange you don't have none of my "important" win-cons, Beastmaster Ascension, Triumph of the Hordes. Wich finish the game sooner, as you can actually fizle, trying to chain turns if you are a bit behind on hitters, and drawing like 3 cards per turn.
This being said, I run some GY hate, and then a bunch of counters to try to prevail over the turn 3 combos, and only once was able to chain a Win at turn 3.
Wanted to know what are your thoughts on Aether Vial, Biomass Mutation, specially with access to Gaea's Cradle and maybe Mana Drain. (I used to have it when it was a budget version, and now i dropped it off, but it's now that i can actually get more of it with these 2 i mentioned)
Care to check/comment on my build?
1 week ago
1 week ago
should add Mana Drain, one of my new favorite counter spells
2 weeks ago
List of things that could be better.
1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.
2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.
3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.
4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.
5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.
6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.
c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.
Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.
Cast these rocks and generate 3 colorless 2 blue and 1 green mana.
Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.
You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.
Winning the Game with inifinite mana
d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.
f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.
The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.
Hope this helps out.
2 weeks ago
Consuming Aberration, Snapcaster Mage, Dack Fayden, Sensei's Divining Top, Chrome Mox / Mox Diamond, Force of Will / Mana Drain / Counterspell / Swan Song / Flusterstorm / Pact of Negation, Yawgmoth's Will (& Past in Flames), Gamble / Gitaxian Probe / Lim-Dul's Vault / Impulse, Damnation, Corpse Dance (& Shallow Grave)... maybe?
2 weeks ago
no Urborg, Tomb of Yawgmoth if you don't have a way to double black mana, don't rely on other players for that kind of stuff, replace it with a reliquary tower. Also, get rid of the cavern of souls, you're not running tribal obviously and almost none of your creatures share a creature type and if you have it to name "angel horror" just for Atraxa, Praetors' Voice that's a little bit much just for her. As for your sorceries, get rid of hand disruption and put in supreme verdict maybe wrath or damnation but you need some board wipes beside Cyclonic Rift. As for instants, you have some solid removal in swords and path but you might consider, don't go overboard, but a few counterspells for insurance purposes. Ya know the good ones like Force of Will, Counterspell, Mana Drain I don't really think Pact of Negation is a good fit for this deck simply because you want your main phase mana to play big threats. The only artifacts you're gonna want is rocks and rings and the chain vail and you cannot go wrong with astral cornucopia for proliferating purposes. and maybe a couple other rocks, although I do like crucible of worlds for fetches or strip mine. Which brings me back to land, throw in some kind of land destruction land like (and maybe ghost quarter but giving lands out isn't something you wanna do too often. and finally, too many creatures, much too many. If your running Atraxa, Praetors' Voice (AND IM NOT TRYING TO RUN YOUR DECK FOR YOU JUST HELPING OUT I HOPE) typically you want to run walkers, not 4 more like 30. Which ones? That's up to you but here are just a few key ones: Jace, the Mind Sculptor Teferi, Temporal Archmage Ajani, Mentor of Heroes Tamiyo, the Moon Sage Tamiyo, Field Researcher Vraska the Unseen BUUUUUUUT if you're not going for walkers than that's your call BUT IF YOU ARE RUN Doubling Season and Inexorable Tide If you want more advice just hit me back and I'd be more than happy to help out! Please don't think I'm trying to mess with what you're doing, it's just that I play Atraxa Super Friends and it's freakin awesome.