|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.
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5 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
1 year ago
hm those are some hot spicy suggestions
Meltdown is my choice for now -- I can easily cast for 3 and get the same effect (since i don't run many artifacts and my artifacts eat removal anyways). Would definitely recommend that anyone building this deck just put in whatever artifact sweeper they prefer there.
Elvish Piper -- yeah -- that's a swell idea, I'll try to find a spot.
Thanks for not forgetting m8!
1 year ago
Hi! I'm a bit late with my suggestions... was very busy
2 years ago
Since you're not running artifact sweepers like Shatterstorm and Meltdown (which you totally could) I see no reason not to run super powerful rocks like Gilded Lotus, Worn Powerstone and Coalition Relic. Those are definitely better than cloud key, too.
Surveyor's Scope has been pretty good for me in nongreen decks
Pandemonium seems very liable to backfire here, as does helm of awakening. I can easily see either of these benefiting an opponent much more than this deck, while you also have to spend mana and a card to play them.
Given your commander, I think you should work sac outlets like High Market and/or Miren, the Moaning Well into your lands. You might also appreciate Homeward Path. These are definitely better colorless lands than reliquary tower and arcane lighthouse.
Other random thoughts: Mimic Vat
To make space, I'd consider cutting: volcanic fallout, pandemonium, heat shimmer, incendiary command, helm of awakening
2 years ago
I have a friend with a couple Tiny Leaders decks that I had a chance to play at our casual Monday MTG night (he was the reason myself and a couple others started putting these together). He had two separate decks, that both beat me... but with one BIG Caveat. I didn't realize last night you started with 25 life, instead of 40 like Commander... if we had played that way, I'm pretty certain I would have won every single game! I'll have to try these again and see how it goes.
His first deck was commanded by Doran, the Siege Tower and some very tough creatures. I was able to get him down to 10 and 8 in our two games, but once he gets a few guys on the board with his leader, I just couldn't push enough damage through his defenses. Especially since my guys assign for toughness as well, and a lot of my stuff has higher power than toughness. He also was able to Arrest my commander in both games, which made things really hard. I could still trigger heroic for Anax and Cymede, but not having him for blocking and defending really made it hard.
His second deck was commanded by Kemba, Kha Regent with a bunch of equipment and some interesting small creatures. Again, I was able to aggro him down quickly, and then he got enough out that he was able to stop me JUST short of killing him. First game I got him down to 7, and the second game I had him at 1 for 3 turns! I pre-boarded Meltdown against this deck, and didn't see it either game. If I had pulled Meltdown or Red Sun's Zenith in either of these games, I would have destroyed him.
Again, we started with 40 life instead of 25, so I'm sure my aggro could kill him in both of these re-matches. Is there a rule about commander damage in Tiny Leaders like there is in Commander/EDH?