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- How does Doubling Cube interact with mana from Savage Ventmaw?
- Order of priority for Mana Reflection plus other mana fixers
- Can I have upkeep abilities trigger the way I want them?
- How much mana do you get from a land when having Mana Reflection + Zendikar Resurgent + Vorinclex, Voice of Hunger?
- Does Rings of Brighthearth reference a permanent becomming tapped, or just the effect?
If you tap a permanent for mana, it produces twice as much of that mana instead.
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Mana Reflection Discussion
1 day ago
With the announcement of the reprint of Seedborn Muse in BattleBond, it'll become a great addition to the deck, allowing me to cast more spells, and use Thrasios ability.
With it, I might also add Mana Reflection, for in case I don't draw/or lose Zendikar Resurgent.
2 days ago
First deck I made and it's been pretty cool :
Kresh Gun Give It To Ya - Strategy in a nutshell
- Build Kresh to lethal Damage by sacrificing stuff
- Kill an opponent within a few turns via Commander Damage (by trample, doublestrike, evasion or combination of any of these)
- Easy removals for roadblocks when needed
- Direct damage as finisher for dragged out matches
However, I've been running into some roadblocks and I could use some expertise on crafting some sideboards.
Two decks in particular that are giving me trouble :
A cost-reduction heavy Avacyn, Angel of Hope commander deck that can reliably get her out by turn 4, with tons of spot removals and boardwipes. Both destruction and exile. It also focuses on giving angels +2/+2 effects and constant vigilance and lifelink. If anything doesn't go my opponent's way, there is a high chance of a boardwipe. If I get too far ahead, there is a landwipe waiting.
A Progenitus commander Hydra deck that can get commander out by turn 5-7 reliably. Once commander is out, I'm just taking commander damage. The real difficulty, however, stems from the other hydras that grow insanely fast and have trample. X cost hydras mixed with Mana Reflection gets out of hand quickly. These come out way before the commander and are typically all that are needed to finish the game.
If I can get a good sideboard for each of these, it would bring a smug grin of joy to my face. Right now I'm a guy with a stick fighting Kaiju and Mobile Suits.
6 days ago
Bonds of Mortality, Grow from the Ashes, Azusa, Lost but Seeking, Doubling Cube, Mana Reflection, Soul's Majesty, Summoner's Pact,Greater Good, Shaman of Forgotten Ways,Utopia Sprawl, Sakura-Tribe Elder, Xenagos, God of Revels, Temur Battle Rage, Rampant Growth, Seething Song, and The Immortal Sun
Also if you want to keep earthquake, consider Clan Defiance
1 week ago
2 weeks ago
2 weeks ago
3 weeks ago
After looking at your deck, this aggro approach seems very doable and nasty, but theres a handful of cards I see that just shouldn't be included. Nature's Spiral is just a worse Regrowth, so that's a start. I see with all of the artifact removal that stax is an issue for you. Bane of Progress is a great addition to solve this, but i would take out one of your removal spells for Nature's Claim. You don't care about their life gain when elves can smash for 100+ damage. Another great way to give a stax deck the middle finger is Creeping Corrosion. The card rarely hurts you and gives them a hell of a time. Krosan Grip is a fantastic card that also helps in this situation. For these 3 excuses to shit on rocks, I'd at least take out Sundering Vitae and Natural End. Nullmage Shepherd is a fantastic elf to throw in your deck to solve this issue as well. Hum of the Radix is also a fun little card for artifact decks that no one will expect you to drop. If you need enchantment removal, just throw in Back to Nature and you'll be fine. If you're having a hard time with killing creatures, run Taunting Elf, or just run it anyways if you can regenerate it and hit people for free every turn. Aluren will help your elfball rolling, and running Primal Rage will help make sure that even when Ezuri is gone that you get your damage through. Talara's Battalion was a cool card I experimented with in my deck, and it did quite a bit of damage. I would definitely include Marwyn for her beefy presence and massive mana ramp. Something like Predator's Rapport is just not useful, as gaining life tends to be some of the most useless magic cards unless you're running a deck that focuses on it. Instead I would try to tutor for a card like Dwynen, Gilt-Leaf Daen, Nissa Revane, Wellwisher, or Essence Warden which help a lot more with solving this problem. Triumph of the Hordes is a great meme to drop on your opponents in a tough situation, as it gives you a nice little one shot, or at least eats through indestructibly and "prevent all damage" creatures. Most of the artifacts you run arent necessary, so I would just replace them with lands. While you have an extremely low mana curve, 28 lands is very dangerous with no rocks. Unless you add some very fancy $$$ rocks (which if you dont wanna drop 1k on artifacts), I would just run some more forests. Primal Order was a neat card I haven't seen in a while, and I think that can prove very useful in your deck if you're having a hard time getting through to other opponents running decks with multiple colors. If you want to stick with the aggro theme, I would add a Coat of Arms, since by the time you hit turn five you'll have about 4-5 elves, and this can turn 7 damage into 50. The risk of helping your opponents is worth it. Selvala, Heart of the Wilds is actually insane in this deck, and if your opponent draws a card or two off of it, nobody is gonna care. She can give you a ridiculous amount of mana with Ezuri pumps and elves like Drove of Elves. Concordant Crossroads is an absolute necessity if your goal is aggro. This card hurts sometimes, especially if your opponent has a creature-heavy deck. The payoff is huge though when you drop mana dorks with haste or drop your hand on the field, tap your Priest of Titania for a crazy amount, and have Ezuri pummel everyone with your hasty elves. As for mana doublers, you can run whatever you'd like, although I would say you don't need any of them for the deck to work: they're just a waste of a turn. Over all the others, I would run Mana Reflection so that your elves can tap for double as well as anything else. Overall, this deck is pretty solid, and with a few tweaks it could be an unstoppable force! Let me know if you need any other suggestions on anything else (:
3 weeks ago
Really love the concept of Naya control. I too have a Zacama deck but it's more of a ramp and combo style.
Rings of Brighthearth make Zacama a bit cheaper to use and can combo with untappers like Deserted Temple to produce infinite mana. Bonds of Mortality could be helpful to target hexproof and indestructible creatures.
Command Beacon is a very helpful land to make sure you have access to Zacama. Is there a reason you're playing Path of Ancestry with no other Dinosaurs in the deck?
What creatures do you stack with Congregation at Dawn?
Archangel of Thune and Vigor are really not that efficient since you don't have many other creatures to pump and they don't synergize with that many of your cards. I'm also skeptical about Aurelia's Fury as a wincon, compared to more efficient ones like Comet Storm or Jaya's Immolating Inferno. If you're including Godo, you could add Helm of the Host for infinite combats, especially since Zacama has vigilance.