|Commander / EDH||Legal|
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|Urza's Saga (USG)||Uncommon|
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Destroy each artifact with converted mana cost X or less.
1 week ago
No problem, I'm a tad curious as my meta is highly competitive and since we have similar deck builds with my Intet and your Yennett I was wondering how yours would do in my type of games.
I did take a gander at the section and I like it! I like reading up on how people do on their games!
Reason why I would consider, is that even as fast as we spit out mana rocks and such there is tech cards like Seeds of Innocence , Meltdown , and By Force running pretty rampant. So my question actually is, how is your meta like?
1 month ago
Adding things like Vandalblast over Meltdown , Running something like Mana Geyser would help for your big X spells. Rather than Fireball something like Jaya's Immolating Inferno might be better. In a two colour deck running Rocky Tar Pit serves no purpose.
2 months ago
By Force for Meltdown
Aggravated Assault for Entomb
Sword of Feast and Famine for Loyal Retainers
Forest for Prime Speaker Vannifar ~ pre-testing
4 months ago
Barbola I would say just win faster or try to destroy the ramp Narset needs to be cast that early t1/2 seems pretty unrealistic, at least not consistently. Meltdown can ruin a fast start pretty easily because the used rocks must all be cmc 0-1 so you just spend 2 mana and destroy all the acceleration. Mental Misstep is also important against such decks and Manglehorn is also strong, if cast early enough (t2 with a dork or maybe even with mana crypt on t1). Another option is to counter the most important spell(s) Narset reveals because then the whole table gains more time. usually it's in everyone's interest to prevent Narset from casting big stuff for free, so you shouldn't be alone there. This deck can exploit such a situation easily and force the opponents to deal with the visible threat while you collect the cards in hand that win the game for you.
9 months ago
It's not "a few red lines" but the overlapping pieces of an instant speed kill (flash or necromancy hulk) and a grindy pod game that turns random hatebears into the very same combo. Now with a commander that uses pieces that are already there for possible infinite combat phases...it has to be noted that this alternative bypasses the weaknesses of the main plan.
I mean if you want to play with 4c there are plenty of different strategies, but in 5c you want to use the 5th color and the overlapping pod and hulk lines are the most reasonable way to make good use of having all colours. I'm also rather fond of Meltdown, which blows out quite a few decks I'm frequently facing (arcum, teferi for example...artifact heavy stuff) and gets rid of all the hate that stops me at once.
In my meta chances are high that games end up being a staxy puzzle and the different ways of using the same key cards for winning have helped me a lot so far. I see what you mean with redundancy but the thing is it doesn't take dead slots to add the redundancy here with all colours. It's basically trading a more secure post-hulk-death line (like anything involving grand abolisher would be) for a better adaptability and resilience in turns 3+.
1 year 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.
1 year ago
Love the ones already mentioned. Some of my favorites you don't see very often:
Absolute Grace / Absolute Law - people tend to shy away because of their variability, but they can be absolute beatings
Gideon's Intervention - brand new, but woefully underrepresented - drop it, name Nekusar or Purpohoros, and feel excellent.. lol
Soul Sculptor - this is a very silly card that functions like a veritable toolbox of creature control
Meltdown - Oh, the things I've blown up on turn 2 (Sol Ring, Mana Crypt, artifact lands, etc)
1 year ago
You guys are going to make me cry, :)
So, for the next round of tests, I am going to do the following:
PartyJ -- yeah I should really just be focused on Ramp and tutor -- never really need to draw, and hand disruption is barely a thing unless you are playing Mindslicer (at least, it seems to me). Or anyways, I can't really efficiently disrupt hands with just a few wheels, those were a bad idea. Not to mention that I will always need elves to replace the ones who die in a fiery inferno.
So, I think I can cut those mediocre wheel / mass draw effects and go straight for some more elf includes ... then also include Priest of Titania and Elvish Archdruid. I do need some mass draw ... or maybe just more tutors? I
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