|Commander / EDH||Legal|
Printings View all
|From the Vault: Realms||Mythic Rare|
|Masters Edition IV||Rare|
|Promo Set||Mythic Rare|
Combos Browse all
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
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|Have (12)||HydraOoze , greanbeaner , Hootiequack , Zomgasa , dexxter7 , EnividWodahs , Swamy , HR19 , bigc137 , TheRealPeaches , awalloftext , Poptartz95|
|Want (3)||Turtlelover73 , xpsychovampx , zachi|
Maze of Ith Discussion
13 hours ago
The problem I found with Jhoira when playing my old on MTGO is the moment people see her you are considered a big threat and the moment you suspend an Eldrazi, well it's 3 against 1. I would suggest adding some protection, Propaganda, Energy Field and Maze of Ith all fit the bill.
Oh, and not for protection, but if you can get down Omniscience before blowing up all the land...
3 days ago
Rite of the Raging Storm can help lower life totals.
Tormenting Voice, Wild Guess, Cathartic Reunion, Staff of Nin, Loreseeker's Stone and Daretti, Scrap Savant. These are all card draw, and red generally needs all the help it can get. Bonus to Staff, Daretti and Stone for being repeatable. Plus, Staff pings. Daretti also does all the artifact goofiness, which generally gets you some value, even if you don't primarily use artifacts.
Blasphemous Act is one of red's best sweepers. It always does work for me.
Cascading Cataracts and Darksteel Citadel are great in decks that destroy lands.
1 week ago
2 weeks ago
You have very few cards that cost 2 or less, in fact, almost half of your list costs 4 or more (counting lands!) That's an extremely high curve, and you will usually be glacially slow as a result.
Also, 26 planeswalkers seems slightly too many. I would cut down to 20 or so, and make room for some more cheap accelerators and tools to protect yourself. Your gameplan needs to be survival until the advantages gained by Atraxa and your Planeswalkers win you the game. So you need cards that help you cast your value engines quickly, and cards that protect them and you, then winning should be trivial.
That said, i would add: Fellwar Stone - since you are 4 colors, it will usually provide 2-4 of your colors. I like it more than Darksteel Ingot and other 3cmc rocks, since it ramps into your powerful 4cmc cards like Atraxa a turn early. Similar cards are Carpet of Flowers (It works almost all the time, and is just fantastic if it works. People play lots of islands!), Nature's Lore, Farseek, Chrome Mox and Signets.
Toxic Deluge, Snuff Out, Dismember, Moment's Peace, Swan Song, Stubborn Denial, Unexpectedly Absent - cheap interaction. The cheaper your interaction, the easier it is to cast it when you really need it to protect your planeswalkers from harm.
Vampiric Tutor, Wargate, Enlightened Tutor, Tezzeret the Seeker - a few more tutors to ensure you find the right tool exactly at the right time.
Blind Obedience, Meekstone, Maze of Ith - lockpieces that help defend you.
The cards i like the least and would therefore suggest to cut are Deploy the Gatewatch, AEtherize, Ob Nixilis of the Black Oath, Nahiri, the Lithomancer, Sorin, Lord of Innistrad, Lightmine Field, Tamiyo, Field Researcher, Dovin Baan.
3 weeks ago
3 weeks ago
The way Amulet of Vigor works with Kaalia is as follows: Kaalia puts a creature into the field tapped and attacking off her attack trigger. No matter what happens, they will not get "When this creature attacks" triggers. The Amulet simply untaps them, but they are still attacking. In other words they have "vigilance" for that combat phase in a way.
Mardu in general will always have problems with blue control and because Kaalia is treated as a Voltron general she will attract hate. That's why in my build I have more protection (Mother of Runes/Eight-and-a-Half-Tails) for Kaalia, plenty of mana access to outrace control or stax decks, and a more rounded total CMC in the event Kaalia can't remain in play I can still play my creatures (also Sneak Attack is a great alt cheat and swing ability).
I've been tweaking with my build since her release and am still trying different things out. Prime example for me is Boltwing Marauder as I'm not 100% sold on him yet, but he's being doing ok so far. The more you play with her and feel her interactions the better sense of what style of Kaalia you build.
For a few more tips I'd suggest the following:
- Cut Admonition Angel. I love the card, but she's too slow for your colors to have a big impact.
- Cut Iroas, God of Victory for a Maze of Ith or (not my favorite but it works...) Reconnaissance. The Maze can offer protection against attacks and both offer an escape for Kaalia to trigger but "not" attack.
- Maralen of the Mornsong is a risky card. She can let you grab whatever, but also enables your opponent's to grab their combos. I know she has synergy with Ob Nixilis too, but still...
- Reya Dawnbringer/Sheoldred, Whispering One are amazing cards, especially since you can cheat Reya in... BUT, they are slow. As I'm sure you're quickly discovering, they get blown up or targeted fast before they can trigger. Instead I'd recommend Necromancy and/or Dance of the Dead as they can grab anything from anywhere, they're cheap costing, and provide immediate effects.
- I know you just cut him, but you should consider giving Rakdos, Lord of Riots another shot since he's easy to cast if you don't cheat him in and if you keep the high CMC creatures, he helps alot with casting them for near nothing.
To be clear though, these are purely my suggestions and should be taken with a grain of salt as should anyone's. This is your deck and if you want or hate certain cards, by all means, do what you must. I saw you looked at my list as well, and if you haven't looked at the description it gives the reasoning for most/all the cards if you need further info. Anyway, again good luck and enjoy!
4 weeks ago
Hey dude! This is clips4lyfe from reddit. Figured it would be easier just to comment on here about your deck :).
Mana base: I saw you had some duals and fetches but not all. I assume this is a budget thing and you had some of the others lying around? Either way, I'd recommend cutting all the ETB tapped lands. Cathedral of War has been pretty bad in my experience. I dont think you need Reliquary Tower either. If Maze of Ith is prevelant in your meta, consider Wasteland type lands. I wouldn't have more than 3 colorless lands though, maybe 4 depending on your fixing.
Ramp: I see a wide variety of ramp sources from Rampant Growth type effects, to signets, to Noble Hierarch. I would highly recommend dorks. As of right now, you have the following sequence: t1 nothing, t2 ramp piece, t3 rafiq. With dorks/t1 based ramp it becomes: t1 dork, t2 2-3 mana creature, CA engine, or equipment, t3 rafiq with a creature pumped. You get a turn faster with dorks. If you decide to stay voltron based, this is even more important to get as much speed as possible. If you meta is really rampant with Wrath of God effects, then ignore that advice.
Protection spells: As we talked about on reddit, 1 off cards such as Gods Willing are a bit underwhelming imo. It's the same principle as Thoughtseize in edh. You are using 1 card to stop one other person's card, while 2 others remain unaffected. By that nature it's card disadvantage for you and the person's kill spell you neutralized. However, at the same time these effects can be essential to getting your wincon through. Therefore, I'd recommend replacing them with either straight counterspells (1-2 mana only) that add more versility to stopping a variety of other spells as well, or more static protection such as Mother of Runes, Spellskite, or Sword of Feast and Famine/Sword of Fire and Ice. These cards are still pretty good even if you decide to drop the voltron suite.
If you decide to stay voltron, I'd recommend the above protection spells such as Mother of Runes and Spellskite, in addition to Rancor, Sovereigns of Lost Alara, and an enchantress package to provide you sources of card advantage (such as Sram and Kor Spiritdancer). However, my personal recommendation is still against voltron for competitive EDH, as it is slow and clunky in a fast, combo based meta.
Here's my list for reference: Rafiq tempo cEDH. My description is pretty old, but you can at least get an idea of some of the card choices I've used. Let me know if you need any individual card advice :). Good luck dude!
4 weeks ago
Abrupt Decay in commander is meuh...., Necropotence is better than Underworld Connections in every way, considering you play no "beginning of the draw step" except Sylvan Library, I know Skinshifter is cool, but state base wise he's only a 1/1, if someone bolt it and you transform it in response, at the end of the turn it will still die, Maze of Ith is a most in commander against Voltron of deathtouch strategies, Brave the Sands is a good "vigilance all", in a commander with wall it's great, and Stalwart Shield-Bearers is another "Lord" for defender heavy strategy, Rolling Stones is also good if you run more defender, which you don't, good thing for normal commander.
Otherwise, great deck, I have a tiny leader similar, super fun!