|Commander / EDH||Legal|
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Midnight Oil enters the battlefield with seven hour counters on it.
At the beginning of your draw step, draw an additional card and remove two hour counters from Midnight Oil.
Your maximum hand size is equal to the number of hour counters on Midnight Oil.
Whenever you discard a card, you lose 1 life.
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Midnight Oil Discussion
1 month ago
Got some games in with this tonight and Tragic Poet did some work with Cast Out that was interesting. Had double Poets down and was able to cycle, activate Faith, draw, sacrifice, return Cast Out, cycle, activate Faith, draw, sacrifice, return Cast Out, cycle, activate Faith, and then discard to hand size thanks to Midnight Oil and activate Faith a few more times all with just six mana to drain out a win (started with just land and Cast Out in hand and converted it into three new cards and then discard down to zero because of Oil with 0 counters on it at the end step for a total of 6 Faith activations to drain 12 life). Kambal, Consul of Allocation was an All-star as well buying all the time in the world to get set up. The abundance of Isolation effects to control the other side of the board worked exactly as planned, and Kambal did his thing to make digging, countering, and setting up combos very costly for the opposing life total. I love this :)
3 months ago
My personal opinion is you could swap out Merciless Resolve for Costly Plunder (shaves one mana for the same effect), Dredge or Quest for the Gravelord or Midnight Oil would be the posible cuts for Arguel's Blood Fast Flip. My choice would be to cut Midnight Oil. I feel that for 4 mana a bad phyrexian arena is not where you would like to be at. and arguels eventually flips and keeps you in the game with some more life gain after you drew a bunch of cards and now is an extra sac outlet for your triggers.
3 months ago
My least favorite part: rotation! lol. But it's always sad when a part of the engine rotates.
3 months ago
TheRedGoat I have no problems with Midnight Oil since I can just use the commander to go back to 20 life. I do like Tainted Remedy because it does give another reason to play Torgaar. Ill see what to swap out.
3 months ago
I believe for one that Midnight Oil is a bit of a non-bo in that the card draw it provides is pretty okay at best, and it ends up killing you with its trigger unless you just play all of the cards you draw instead. That is not unlikely, but also not worth relying on given your deck's average cmc.
I would point out a perfect replacement though in the form of Tainted Remedy. To my understanding, a life total changing to a specific amount is considered a life gain or loss based on whether the new total is higher or lower. Therefore, triggering your commander with Remedy out and targeting an already low player can induce even greater life loss, or possibly even a kill.
5 months ago
(I would add a proper community card but that feature seems to be malfunctioning right now.)
Farly straightforward, this card would mostly be Zedruu the Greathearted (although a different character, not simply her gone evil or something) with a casting cost of and an activation cost of . In EDH, this could lead to some fun usage of cards like the following:
(I realize you can basically already do this with any Grixis commander + e.g. Bazaar Trader, but that's a bit less straightforward.)
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I'm unsure what would be suitable for its upkeep ability. Just copying Zedruu's straight off isn't too inappropriate, as drawing is certainly associated with black and life gain isn't too far out either, but that's kinda boring. Replacing the life gain with something negative towards opponents like milling, discard or plain life loss proportional to the amount of gifted permanent could be one option that's more in line with the color change (thought the negative effects would probably targeted in order to preserve some political potential). Putting a +1/+1 counter per gift on Zedruu the Grixishearted to take advantage of commander damage could also work (especially when combined with auras like Herald of Torment), in which case you could also change power/toughness from the original's 2/4 to 4/2 to signal greater aggression.
For the sake of flavor its subtype would be Horse Djinn, with the artwork depicting a djinn with a mare's head, wearing a mouth-covering veil.
Feedback would be welcome, especially on ways to make Grixis!Zedruu more distinct from the original while still fulfilling the basic function of giving out torturous black cards, in addition to the blue and red ones they both share.
(A version containing green could also be made for the sake of giving that color a chance to show off its painful cards, in which case the creature in question should probably have monkey paws.)
5 months ago
6 months ago
First and foremost I'd point out you have an out of date description for your deck at the time of this comment. (no Midnight Oil in sight)
It is my understanding that, if you're wanting to play fog effects, you want to extend into the late game for some big costed creature or to assemble a combo. The prolonging of the game also results in eventual card draw (for both you and your foes), hence why white has so many damage prevention effects and little to no cantrips. And adding your extensive use of board wipes and removal means to me that you want to play a very long game. Your win cons though seem underpowered compared to the level of control you have in your build. I gather you are limited to your personal inventory, but wouldn't Cruel Reality feel better as a win con in your type of "slow game" build than The Scorpion God?