|Commander / EDH||Legal|
Printings View all
|2012 Core Set (M12)||Rare|
|2010 Core Set (M10)||Rare|
|Tenth Edition (10E)||Rare|
|Classic Sixth Edition (6ED)||Rare|
|Fifth Edition (5ED)||Rare|
|Fourth Edition (4ED)||Rare|
|4th Edition Foreign Black Border (4EDFBB)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.
Price & Acquistion Set Price Alerts
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1 month ago
I've not seen many decks like my Divine Decree. Marchesa is always nice to get out but not needed for the deck to win. Other than the combos some of the big players in the deck are Manabarbs, Wound Reflection, and Kaervek the Merciless. Using Kazuul, Tyrant of the Cliffs or other pillows tends to stop most decks from getting traction against me. Makes for fun games quite often.
The Druken Enraged is another that is fairly unique from what I've seen. Much more reliant on combo but again the commander is only a nice piece and not needed. I have retired this deck because it has too much in common with In His Belly but it was pretty fun abusing enrage.
1 month ago
Well... Apparently everyone claims I should run Aurelia...
...& Boros Stax.
Shame I already have a Stax Deck in the works. I just wanted some options for this kind of deck: Alms Collector against X Draws, Rule of Law to lockdown combos, Manabarbs which can deal damage just by tapping lands, Aven Mindcensor/Stranglehold to stop tutors, etc. Those kinds of cards. I hope you understand. I'll settle on Aurelia if nobody can find some options too...
1 month ago
Jimmy_Chinchila - I like where your mind is at! Those cards never even crossed my mind when building this deck! Given that I don't have many ways of gaining life and I actively have ways to not gain life in this deck, I don't feel like I would be able to make full usage of Lich's Mastery and in many cases I could see it hurting me more than helping me. Platinum Emperion and Platinum Angel on the other hand I really like. I'm a little scared that they'll be like Kaervek the Merciless was in this deck and be a high CMC card that gets immediately removed before it has any impact due to my lack of protection in this deck. But since it's not actively damaging anyone else, maybe they'll draw less hate. Once I find the next underperformer in this deck I'll swap it out with one of those to give it a test run!
Gleeock - That card is hilarious! I almost want to build a deck solely based around it. Whereas this deck is pretty much purely "group-slug" I could see a deck built around that card being some weird hybrid of group hug and group slug with cards from this deck like Zo-Zu the Punisher, Manabarbs, & Ankh of Mishra while also having cards like Mana Flare, Ghost Quarter, Old-Growth Dryads, or Tempt with Discovery to have players ramp and hit those "punishing landfall" triggers like Ankh of Mishra. Not quite sure how the stack works in this case, but you could even potentially also try and get lucky with Warp World and see if you can Ankh or Zo-zu from your library to have players take damage from the lands they put into play from it. Either way, that's a really fun card!
acscreamholy - I've considered it and reconsidered it over and over. I'm still considering it! Unfortunately it only takes out one player at a time before you need to sacrifice Xantcha to do it again and you don't want to leave Xantcha under your control for an extended period of time. So it essentially takes a 2 card combo and turns it into a 3 card combo once you include a sacrifice outlet. I also don't have a lot of colorless mana sinks aside from Xantcha or Exsanguinate; so generating infinite colorless mana in this deck is much less useful than in most other decks. All that being said, it still is a way to take a player out of the game and it still is infinite colorless mana so it's definitely worth considering. I just would need to find approximately 5 slots for it (rings, monolith, and probably a minimum of 3 sacrifice outlets) and that's the hard part to do. Thanks for the suggestion and I didn't realize it wasn't in my "maybeboard" until you suggested it! Throwing it in right now.
1 month ago
@Suns_Champion: Tried to put in Generator Servant, but T/O database didn't recognize it for me. XP What I mean by the query was that there was one card/combo (Whichever it was.) that bypassed whatever ruling stuff like Spiritualize couldn't. But you'd have to halt the combo before you deck out while immolating foes, & gaining life; and when all foes lose before deck out, it's too late. BTW, I found this out via Reddit. A RW deck, in Commander as a whole, without Sunforger?! That might be an interesting idea... Considering your deck is "Casual" (Kind of...), right now it only seems fair to call this so far, "Core" (In-Between Casual & Hardcore.). I'll check the decks later. I have to pull off a Sorin Markov currently.
@DespairFaction: Hmmm... Cards that slowdown others... Well, Manabarbs might work with Personal Sanctuary, but what to use when it's not your turn? I'll see what to cut for Rule of Law; I got to add basic lands at some point... Alms Collector could easily shut down X Draws, I approve. I suppose Stranglehold does need an Avian Menace working for the God-Pharaoh to ally with...
Thanks guys. I'll see what I can do...
1 month ago
My suggestions are Rule of Law, Alms Collector, Aven Mindcensor, and Manabarbs. Each of them is good against certain styles of play. Manabarbs will need some testing, but I figure if you are gaining decent amounts of life, everyone else should be losing it pretty quickly. It works better with Gisela, but I think it could be useful with this deck as well.
I think your focus needs to be on slowing the game down enough to get Firesong and Sunspeaker out. While I think Boros has the ability to make it to tier 2.5 I think its going to be tough with F&S. Even in casual and semi competitive commander, tapping out for a 6 mana creature that you need to untap with doesn't always work great. So again I think you need to be focused on slowing everyone else down.
2 months ago
lol @ Academy Rector - so good
(Dope deck RyDog, no idea if my thoughts were good or bad. I just know that they were thoughts.)
2 months ago
Gleeock Oooh I love the deck! Nature's Revolt seems pretty disgusting in this kind of build... I secretly love it. I also didn't know about the "hunted" cycle! Seems really interesting and it looks like it might be exactly what this deck needs. I can make my opponents attack every turn, but when they have no creatures to attack with it doesn't really help anything. Also Varchild, Betrayer of Kjeldor looks even better now that I take another look at her; I'll have to consider her for this deck too.
As far as redirect spells are concerned, I'm not sure what I would use them on! There's nothing really that this deck plays that needs to be protected from targeted removal except from Xantcha herself and maybe a couple huge enchantments like Havoc Festival. I LOVE the redirect spells in my Zada, Hedron Grinder deck because they effectively work as counterspells for my opponents' counterspells, but not sure how they would really help in this deck. Can you explain a little further?
scumbling1 Thanks for showing interest!! It's still a little too early to tell what's good and what's not but I was able to play two games with her using a proxy for the commander (because my cards finally arrived a couple days ago!) and I'll give you my first impressions below before I give a "formal" update after I get to jam a few more games.
First game I played went pretty horribly. Got mana screwed but I think that was moreso bad shuffling and WAY too greedy of a keep (2 lands and a Star Compass). I was only able to get a Spellshock and Xantcha to stick in the early game. Xantcha was great because I was able to use her activated ability to try and draw myself into lands, but I had to go about 4-5 cards deep before I even found another land. By the time I was able to play Painful Quandary my opponent combo'd off and took out the table. The deck ran 9 mana rocks and 35 mana producing lands (excluding Glacial Chasm and Maze of Ith at the time, which I felt was plenty. I added Thaumatic Compass Flip to help consistently get land drops and change into a functional Maze of Ith for the late game, but might also replace one or two of the weaker mana rocks with a 36th/37th land for more early game consistency. I'd want to play a few more games though since this was a greedy keep and the first game I've played.
Second game was MUCH better. My opening hand was 3 lands, Sol Ring, Last One Standing, War's Toll, and Manabarbs. Thanks to the early ramp I was able to get Xantcha and my damage dealers online much quicker. I drew into Eidolon of the Great Revel (which didn't really do much damage that game), Furnace of Rath, Spellshock, and Exsanguinate. Unfortunately, we made a ruling mistake that allowed me to do much more damage than I was supposed to. We didn't know that War's Toll's trigger doesn't draw the mana from your lands when you tap them. Because of that, Manabarbs ended up dealing about twice the amount of damage it was supposed to. With that all being said, I was able to play Furnace of Rath, have it survive a turn around the table, and then Exsanguinate (where x=7) for 14 damage and gain 52 life. Then for the remaining player, I cast Mob Rule to take the majority of their blockers and knock them out of the game. Even though there was the ruling error that caused me to deal more damage than I was supposed to, the deck was still sitting in a prominent position and probably would have won regardless. The only complaint I had with the second game was that it took until ~turn 4 before I felt like I was really impacting the game. I wish there were more cards like Harsh Mentor, Eidolon of the Great Revel, or Pyrostatic Pillar that I could replace some of the top-end cards with. I really wanted to order Polluted Bonds for the deck for the constant damage and lifegain, but considering the curve of this deck I think I'll hold off on it.
No more major changes slated until I get to play a couple more games with it! Like I said, would love to add more low cost cards.