|Commander / EDH||Legal|
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Creature — Beast
When Manglehorn enters the battlefield, you may destroy target artifact.
Artifacts your opponents control enter the battlefield tapped.
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5 days ago
Wow! Thank you for all the responses. I am making my way through the decks mentioned and seeing a lot of good stuff.
TheDevicer It sounds to me like there are a few things that could help. First up, if your opponents feel like they have to team up to win they may need to look at what their decks are lacking. Usually when this happens it boils down to speed, budget, or subpar pet picks.
Speed: Prossh, Lord of the Food Chain created this problem in my group. The deck was too fast for any of us to deal with so I began to craft my Tactical Beauty to be able to inhibit or at least slow this and other fast paced combo decks. Your table's game doesn't need to go faster, but your opponent's need to understand they can control the pace of play if they understand what tools they have available and how to correctly disrupt decks that are blatantly faster.
Budget: This can be rough to work through but discussion forums like this are great at finding budget solutions to problems. Usually the budget options are just more narrow or cost 1 more mana. Thanks to cards like Manglehorn and Eidolon of Rhetoric though budget lists are becoming more and more viable. Also remind people that putting value into their cEDH deck instead of their binder or random box is a great way to ensure your collection gains value over time due to staples always steadily increasing.
Subpar Picks: This is often the hardest point to get across. Often times what the deck needs is not what the player wants. I wanted to run Kiki-Jiki, Mirror Breaker + Zealous Conscripts in Marath Says No but that isn't what the deck needs. I needed to focus on disruptions and low cmc high value plays to make up for not drawing very many cards and often destroying all lands. Over time players become so attached to their pet cards and combos they don't even consider that they might be holding the deck back. Crowd sourced feedback is the best way to get around this. My group will often times have one player sit out and work on their deck while the rest play. This keeps the others playing but creates an environment that the builder can be asking for feedback in real time as the deck is being crafted. Someone should always play devil's advocate but make it clear that they are only challenging the idea to ensure it holds up to scrutiny not just disagreeing because of opinion.
I hope that helps work through that situation.
6 days ago
Okay. So here's what I personally would change around:
Ingot Chewer or Reclamation Sage for Manglehorn - This one is tricky because it depends. Either way you're getting a artifact, but manglehorn also has artifacts enter tapped, where ingot chewer has the potential to get 2 artifacts for the same cmc with Riku and Rec Sage gives you enchantment targets which your deck is lacking.
Spellskite for Rattleclaw Mystic - You have enough ramp in your deck. What you are missing is easy ways to protect your 5cmc commander from spot removal. You want to save counterspells in this deck for other peoples win cons. Riku is meant to be able to pick a new win con if one is foiled, and its much harder without him.
Vandalblast for Decimate - This one is hard, but I think it benefits your deck better. You know your meta, but there is always someone who plays a gross artifact and you wish you could deal with it. Well just deal with everyones while you're at it. The reason I say no to decimate is because you have to have all the targets. So if you cast, you HAVE to target an enchantment, artifact, land, and creature otherwise it fizzles. So if someone never plays a enchantment besides you, and you need to get rid of a artifact, bye bye to your enchantment.
Capsize for Blasphemous Act - You have the kit for inf mana so you're also adding a wincon with this one. Blasphemous act can hurt you just as much as them. Boardwipes have no home in Riku. Leave those to the white and black players.
Sunbird's Invocation for Fabricate - This one is the same as trinket mage. You don't have artifacts worth fetching. Maybe Panharmonicon but still. Cast big spells and be able to copy the things you roll into with this beast. I've resolved this spell twice and proceeded to win twice. Coincidence? I know for a fact not.
Twincast for Manamorphose - The color fixing and draw is nice but not worth it. However, copying a juicy rite an extra time or having a situational counter or maybe someone casts something juicy that you want. This cards an all-star.
Your deck looks super fun, but exactly like you said "I tend to just ramp and hope I draw into a combo. It's a bit frustrating to durdle." The simple fix is take out some ramp and useless cards and replace them with interaction. You wont always ramp hard, but now when you do, you'll be drawing into more answers AND combos, not just waiting around to win when u draw a Palinchron.
1 week ago
Ok, thanks again for the help! I will remove Knotvine Paladin for Conqueror's Flail. I had a question as well. I was wondering if you though it would be worth it to remove more of the "Bant Good Stuff" as I call it to put in more hate to protect Rafiq?
So doing something like this:
1 week ago
Yes, you will want to construct your deck preferably around multiples of certain cards. This makes the deck a lot more consistent in what it is trying to do.
Also become aware of sideboards if you arent already familiar with those. This is where outside your main deck you are permitted to have an 15 additional cards that in your 2nd or 3rd game against an opponent whether you have won/lost are allowed to swap cards out for. You will want to have your 15 card sideboard contain cards that help shore up some weaknesses that your deck may have. For example, in your first match maybe you have a deck that has an issue with dealing with artifacts/enchantments, or perhaps evasive creatures with keywords like flying and, in your second and or third rounds it would never a good idea to swap in some cards that might help you deal with this issue. So you might have cards like Nature's Claim or Manglehorn to deal with noncreature permenants, or in the example of flying creatures you might have something like Plummet.
I have 2 standard decks anyways, one is a deck based around the energy mechanic. In my sideboard I have included things such as Duress, Gifted Aetherborn, Yahenni's Expertise and Lost Legacy. If Im against a deck that plays a ton of removal and such I generally will put 3x Duress into the main deck to help protect my creatures like Verdurous Gearhulk from dying. Or if Im against decks with creatures that can get quite big, I.e. Bristling Hydra or Longtusk Cub J might consider playing Gifted Aetherborn to gain a little bit of life and kill big threats. Yahenni's Expertise I use if Im against real swarmy decks that flood the board with a lot of weak creatures. Lost Legacy I formerly have used to deal with Ulamog, the Ceaseless Hunger who use to be a big problem for this deck when it was still in standard.
Then my deck based around winning with Approach of the Second Sun, in its 15 card sideboard features Authority of the Consuls if Im against an aggressive, creature heavy deck to slow them down, and then it plays Negates if Im worried of my opponent possibly trying to countermy Approach of the Second Sun.
I think I have said enough for now, and I hope this is of help to you.
3 weeks ago
I'd drop more enchantment/sorcery, due to the nature of your commander. Risk of getting hit by your own thing will hurt.
Creature wise, you have a LOT of mana dork that will I feel may get underwhelming later. Craterhoof Behemoth would be recommended to correct that issue.
- Obliterate Doesn't fit Game Plan
- By Force Either go for better mass removal or Instant speed. Vandalblast or Smelt
- Meltdown Better Mass destruction for artifact. Furthermore if your goal is to stop a combo, run it instant. Or on a stick. Acidic Slime, Ingot Chewer, Manglehorn are recommendation.
- Wild Growth, Utopia Sprawl Doesn't help gameplan and is a hinder with your commander.
- Possibility Storm Can lead to very chaotic cases, not my favorite. Furthermore, unless you're running a specific combo or synergy for it. It ain't worth.
3 weeks ago
Any thoughts on Manglehorn over rec sage? Is there an enchantment that really hurts you? Making fast mana come into play tapped is pretty sweet.
1 month ago
The deck looks pretty solid! Maybe I would suggest a playset of Unclaimed Territory and Botanical Sanctum to make your manabase more consistent, as well as maybe some Hashep Oasis for extra finishing damage. As for some sideboard suggestions, I would run Appetite for the Unnatural or Manglehorn for artifact/enchantment hate, maybe add Heroic Intervention to not get fumigated and Sentinel Totem for graveyard hate. Hope that helped.
1 month ago
It does seem to hate a little bit of everything. Your mainboard looks like a sideboard, and some cards only work with certain cards. Such as Ramunap Excavator only working with Field of Ruin and Evolving Wilds. Things like Manglehorn just belong in a sideboard. If your opponent isn't running game-changing artifacts, it is just so underwhelming. Prowling Serpopard is a great drop but, against anything that isn't running blue, it isn't holding up its end. Solemnity is another great card, just in a sideboard. Running it mainboard when your opponent isn't running +1/+1 counters is just a dead draw. Other than that I love the aggro, maybe run Gideon of the Trials to put a nice threat on board for cheap. Maybe run Rhonas the Indomitable, or maybe even Oketra the True to increase the aggro.