|Commander / EDH||Legal|
Printings View all
|2012 Core Set (M12)||Uncommon|
|2011 Core Set (M11)||Uncommon|
|Duels of the Planeswalkers (DPA)||Uncommon|
|2010 Core Set (M10)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Enchantment — Aura
You control enchanted creature.
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Mind Control Discussion
5 days ago
Okay, so I did some checking around and found an edhrec article on Brudiclad, and they set some good ground rules for the deck:
Firstly, don't go for too many styles of play. You've got a ton of sources for token creation, and there's no reason to short yourself by being greedy about the kinds you'd like. (by example I feel you have too few spells to trigger Young Pyromancer atm)
Secondly, there is a big difference in going big and going wide as well as versatility and power. All your tokens becoming big and hasty isn't the same as being small with special abilities. (big difference in token beaters and token Eldrazi scions)
I would point out that the article covers only two builds: artifacts or spell slinger. You say you want to emphasize a clone/theft build, but honestly I'm not sure Brudiclad is well suited to that. To my knowledge such a build would rather play Mind Control and Threaten than Goblinslide or Goblin Assault (at least to name the weaker cards I see you running).
I will say that if you want to just run a bunch of random good stuff cards to make tokens of, then you need the following package: Soul Separator, Soul Foundry, God-Pharaoh's Gift, and Back from the Brink. Those cards, plus Mimic Vat and the Feldon in your maybe board, act as a perfect graveyard package for whatever other creatures you want to run. Other "packages" you should look into are ETB copy effects (see Blade of Selves, sacrifice outlets (like Goblin Bombardment for having a mass token hoard), and if you decide to run any tokens that generate mana there's always "x-spells".
Best of luck to you! I can definitely say that I'll be trying out that grave package, but if you get to it first let me know how it plays in your meta! Also as a disclaimer I don't know what running some of these packages will do to the power level of your deck. It may be lower tier, or it may be too OP for your playgroup. Use with caution.
2 weeks ago
There are many cards in this game that allow a player to take control of another player's permanents, but, amazingly, there are no cards that prevent such an effect from occurring, so I shall now remedy that. If Tajuru Preserver and Sigarda, Host of Herons can completely stop forced sacrifices, there is no reason that there cannot be cards that completely stop players from taking control of another player's permanents.
Indomitable (this permanent cannot be controlled by any player other than its owner).
The indomitable mechanic prevents a permanent that has it from being controlled by any player other than its owner; temporary effects, such as Act of Treason or Dominus of Fealty's ability, may target the permanent, as normal, but simply fail. Auras that steal permanents, such as Mind Control, may attach to such a permanent, but have no effect.
Of course, I shall now also create an example of a card that has this ability, as seen, below:
Undying Loyalty Show
Permanents that you control have indomitable (they cannot be controlled by any players other than their owner).
I chose red and white for this card, because those colors are the colors that are most often associated with loyalty and bonds.
What does everyone else say about this subject? Why is there no way to prevent players from stealing each other's permanents, and is my idea a good one?
2 weeks ago
Yes, it can. Control-changing effects are part of a system of "Layers" that the game uses to figure certain things out. If two conflicting effects are trying to apply in the same layer and neither of them are somehow dependent on the other one then the newest effect wins out over the old one. In your example the control-changing effect created by Homeward Path is newer than the one created by Mind Control, so Homeward Path wins.
2 weeks ago
This came up when I was talking to my husband about using Homeward Path to take control back when creatures have been taken from you. Since unlike a lot of effects, Mind Control is an aura that would stay on the creature, we were wondering if it would override the Homeward Path activation, or at least undo it later. Could someone clarify please?
2 weeks ago
In order to control a creature you own, it must be on the battlefield (otherwise it's a "creature card, not a "creature").
In the case of Seal Away, you still control the creature. It's just been exiled.
4 weeks ago
Biggest issue I see here is a lack of focus and not enough creatures for a creatures only matter deck.
Animar, Soul of Elements wants two main things: Cast creatures and get +1/+1 counters to cast larger creatures. Everything in the deck should be focused on those two goals.
Setting up the deck to achieve this purpose will make it efficient and powerful. All cards should therefore do one of the following:
- Ramp up to Animar.
- Protect Animar.
- Place counters on Animar.
- Cast game ending creatures for cheap or free.
- Draw cards to allow us to do 1 through 4.
Priority should be given to cards that does something now > does something before your next turn > does something on your next turn > does something eventually.
Because Animar offers a discount based on creatures played, the deck shouldn't be filled with only high cmc game enders, but creatures from low to high cmc, preferably with as little colored mana symbols as possible, to give the deck a natural progression to casting free or cheap high cmc game ending creatures.
Let's split the deck into 3 parts. Pre-Animar setup, Post-Animar setup, Finale.
Note that $: (0 to 0.99), $$: (1.00 to 4.99), $$$: (5.00 to 9.99), $$$$: (10.00 to 19.99), !$!: (20.00+)
Unnecessary on a computer, very helpful on a phone.
- Exotic Orchard is pretty good and cheap and can usually offer every color in multiplayer, especially if an opponent has a Command Tower out or even a Vivid Grove without even needing charge counters. - Kazoo lands such as Simic Growth Chamber, Izzet Boilerworks, and Gruul Turf are good in casual EDH where there is lack of land destruction and they artifically increase your deck ammount by posing as two lands in one. Though overall you do not want too many tap lands as you'll constantly be a entire turn behind.
- Zhur-Taa Druid creature ramp & burn. $
- Bloom Tender creature ramp. !$!
- Coiling Oracle ramp or card draw. $
- Cyclonic Rift removal or 1-sided board wipe. $$$$
- Explore ramp and card Draw. $
- Sakura-Tribe Elder creature ramp and color fix. $$
- Sylvan Caryatid creature ramp and color fix. $$
- Beastcaller Savant creature ramp and color fix. $$
- Kiora's Follower creature ramp or vigilance on a stick. $
- Rattleclaw Mystic creature ramp and color fix. $
- Walking Atlas potentially free creature ramp. $
- Simic Charm so versatile. $
- Lightning Greaves Protection and quick haste for a large creature. $$
- Spellskite For those , & removals. $$$
- Ring of Kalonia Ramp every turn and makes Animar a lot more threatening. $
- Sage of Fables Emergency card draw. $$
- Pestermite Vigilance, chump blocker vs flying or stopping a giant creature. $
- Guided Passage One of the best card draw and pick your poison spells ever. $$
- Pir, Imaginative Rascal A creature hardened scales and specific tutor. $$
- Cloudstone Curio An auto include if you can afford it. $$$$
- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $
- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$
- Solemn Simulacrum Free ramp, chump blocker and card draw. $$
- Faerie Artisans It doesn't look like much, this is card can get crazy. $$
- Toothy, Imaginary Friend A growing monstrocity that explodes into cards. $$
- Silent Arbiter Protection against swarm decks. $$
- Xenagos, God of Revels Game ender. $$
- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $
- Deepglow Skate Potential huge ramp for just . $$$
- Progenitor Mimic Very dangerous to copy one of the heavy hitters in this deck. $$
- Consecrated Sphinx All the card draw. $$$
- Deadwood Treefolk Repeatable creature recusion. $
- Steel Hellkite Situational, but very deadily against token decks. $
- Great Oak Guardian Great, quick surprise block when tapped out. $
- Pathbreaker Ibex Quick, game ender. $$
- Thunderfoot Baloth Setup for getting past defenses. $$
- Scourge of the Throne Depending on the situation, can be deadly. !$!
1 month ago
Looks good, man. I have been working on my own version of Pharika Enchantress. Here are some ideas:
Color fixing / Ramp
2 months ago
Rinzl3r FNM isn't tourney so don't talk like that then. But remember that people still play lot of meta decks in fnm:s too.
But as i always say, you can play literally anything in fnm.