|Commander / EDH||Legal|
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|Duel Decks: Zendikar vs Eldrazi||Uncommon|
|Duel Decks: Jace vs. Chandra||Uncommon|
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: Add to your mana pool.
, , Sacrifice Mind Stone: Draw a card.
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Mind Stone Discussion
1 day ago
1 day ago
No, I wouldn't really recommend running any bounce lands in a mono-colour deck. While they will help you keep hitting your land drops, they also really interfere with playing your spells on curve; wanting to play an Auriok Champion on turn 2 or an Archangel of Thune on turn 5 and having to just play an Azorius Chancery and pass the turn instead is a miserable experience.
If you want ramp in mono-white, you're going to have to look to artifacts: Gold Myr or Thunder Totem if you want to have them also be creatures, Paradise Plume or Pristine Talisman if you want to keep them on the lifegain theme but they both have relatively high mana costs for ramp cards. My personal favourite is Mind Stone since it ramps you up in the early game and then can replace itself in the late game when you've got plenty of mana and want to find more threats.
3 days ago
A random assortment of ideas:
I usually have a hard minimum of 10 of each ramp and card draw in a deck, but tune as you see fit. Ramp might be more important for you since Skittles should be doing most of your work for you anyway. +1 for Necroskitter alone. And good luck!
3 days ago
4 days ago
Addressing specific things now... I'm focusing on things to think about cutting to make room for lands.
Listing some observations, if I overlooked something this will make it obvious.
- Tutors (besides land tutors): Diabolic Tutor
- Mana Rocks: Gold Myr, Leaden Myr, Alloy Myr, Plague Myr*, Manalith, Sol Ring, Pristine Talisman
- Infect/Poison: Plague Myr, Skithiryx, the Blight Dragon, Priests of Norn, Decimator Web
- Boardwipes: End Hostilities, In Garruk's Wake
*Missed this guy when I made my first post, drat. That's why I did this summation, in case I missed something else.
You have some things that look like they are intended to work together, with limited support to find the pieces (I only saw one tutor). You need to think about if you're serious about keeping all of these. I think they are okay on their own, just not incredible.
- + + : This is a fun set and I'd keep it if it's something you like, but you don't have enough tutors to make it likely you'll ever assemble it. If you're fine with that, great. The individual pieces are not incredible apart but not the worst.
- + : This is a really common combo in mono-black, but again you'll have to luck into it. If you're serious about using it to win you need more tutors. If you just like the cards I don't blame you for running them though.
- Infect stuff besides Skittles; Plague Myr, Priests of Norn, Decimator Web: These aren't likely to kill anyone with poison by themselves. Plague and Priests have little chance of connecting against a strong opponent (you don't have much evasion support since you're not aggro); Decimator will take forever and tons of mana to do it, Priests will probably hardly do anything interesting. There are much stronger alternatives. Skittles is pretty great on his own and can work excellent on offense or defense, so I'd keep him for now.
Now for some less good stuff, specific cards:
- Manalith is the most boring mana rock possible. There are tons of 3-drop mana rocks that are better than Manalith. You want either cheaper than 3 mana, or you want it do more than Manalith does at 3. Off the top of my head, cheapish examples: Commander's Sphere, Darksteel Ingot, Orzhov Cluestone, Orzhov Signet, Mind Stone
- Transgress the Mind and similar single target discard effects are hard to use in multiplayer (though this is one of the better ones if you really like them). It is difficult to know ahead of time which players have hands worth casting these on, and entirely possible you won't do much damage with them. Discard and mill effects also draw tons of aggro from less experienced players. Consider also discard runs in opposition to how your commander works (they can't play spells they're discarding after all) unless you're specifically going after creatures with the discard effects.
- Mind Sludge is similar, only targets one player. If they have a huuuge hand it can do a lot of damage maybe, but then they're probably a blue player late in the game, which means they have Counterspell or something. If they aren't a blue player, they've probably got graveyard shenanigans going on, so this won't hurt them. Syphon Mind is awesome though (mostly for the card draw and maybe priming other players' graveyards for Rise from the Grave etc).
- Reassembling Skeleton is great but he's not really doing his job here. He's a reusable guy to sacrifice! If you just want him as a defender, look up Brood of Cockroaches or Endless Cockroaches who are better at that.
- Unholy Hunger is terrible. You'd be better served by Murder. It's way too expensive for what it does. Actually I'd look for something that is either more thorough or more flexible, like Utter End or Sever the Bloodline.
- Elixir of Immortality never does its intended job in most decks. Unless you honestly think you're going to have a game last so long that you play through your entire deck, don't bother. If you have some group hug deck throwing your deck into your hand, you're going to play one of your combos and win, not fiddle with this. If you're worried about getting milled, chances are it'll end up in your graveyard, not your hand, anyway.
Things to look up!
- Exsanguinate is a popular Orzhov finisher that scales up to the game state. Even if you can't finish everyone off with it, its extremely efficient at funnelling everyone else's resources into you.
- Anything with extort works, I like Blind Obedience in particular. All of your later plays suck players dry slowly.
- Phyrexian Reclamation is cheap, uses your obscene life tank as a fuel, and makes it hard to get rid of your creatures.
That's all I can think of. I hope it is of some use. I don't expect you to cut all of it I just want you thinking. My Orzhov deck is Ayli, Eternal Cleric EDH but it needs some updating on tappedout, if you wanted to see where I got the experience.
4 days ago
I've played Iroas, God of Victory several times over the past year. What I like about this God is that it completely changes your attack step - you have no fear of losing your creature to a larger blocker, and often the opponent doesn't have enough blockers to stop your attacks. This either leads to a purely aggressive strategy with no defense, or a calculated attack of a small number of potent creatures that have attacking-related abilities. I noticed you were slightly leaning towards the second style with Rogue's Gloves and Helm of the Gods.
I don't think Riot Control, Titan of Eternal Fire, Armory of Iroas, Prophetic Prism, and Springleaf Drum do enough for you in this list. I also doubt you have enough planeswalkers to support Deploy the Gatewatch.
I agree that more draw is needed - Red keeps getting more varieties of draw, plus artifacts are always an option. I like Hedron Archive, Mind Stone, and Commander's Sphere as mana development that doubles as draw when needed.
Seeing Dictate of Heliod in your list brought a smile to my face. How that card comes out at just the right moment...
Perhaps Berserkers' Onslaught can help? It can be bought in many cards stores for a dollar and often leads to large amounts of damage. However there are many other good strategies for an indestructible enchantment creature that allows you to attack a player without fear of that player blocking...
4 days ago
Generally running more than 6 enter tapped lands in a deck will see its tempo slow down a lot. Quite honestly basic lands are the cheapest and easiest way to go. Also the other lands have been suggested that work well for the deck. The only other ones you might consider are the filter lands such as Mystic Gate. You shouldn't need any that produce red but maybe pick up 1 if you decide to go that route. I would highly suggest at least 2 fetch lands. Flooded Strand and Bloodstained Mire cover all 4 colors to get your fetch lands out early. also to be quite honest I would suggest upping the land count to at least 34 since you aren't running green and you can't search for lands. Especially since you do not seem to have a crazy abundance of mana rocks in the deck. My general rule is to never run less than 36 lands. For each land less I need to have at least 3-4 other sources of things that can either search for mana or produce man (aka ramp or rocks). This just brings the consistency of the deck up. I personally like Mind Stone and Hedron Archive because you can cash them in later when you don't need them anymore. Also you might consider Sun Titan for some sweet recursion, which hits over 30 targets in the current deck if I might add. Last but not least, possibly Reshape? If they don't counter it you get to put an artifact into play, which then can't be countered and lets you search for combo as well. and again Open the Armory seems really good, especially if you add back in skull clamp.
as for cuts:Thassa, God of the Sea seems weird and not worthwhile. Hangarback Walker isn't bad but more of a go wide strategy or eventual burn strategy, compared to a combo strategy. Mystical Tutor i'm not quite sure what you will be searching for besides another tutor honestly since combo is the game plan. Panharmonicon much to my dismay as i love this card. It isn't necessary to combo off and your not running nearly enough ETB's to gain value from it, basically just breya and she gets shut down easily. Conjurer's Closet is again another one of those gimicky cards that don't really help you combo off, and again not enough etb's to keep in IMO. Unwinding Clock what benefit do you get out of this card? especially without a lot of instants or flash cards to abuse the extra mana that your going to be getting.
All of these things are my suggestions to help make the deck as Combo heavy as possible so take that into consideration when building the deck and reading these comments. After all it is a game and we play it to have fun, so you do whats right by you. The one I would suggest the most is changing the lands and adding a few more in.
6 days ago
Going to try and keep suggestions fairly budget.
For the Zombie crazytimes stuff... Undead Warchief is rad. Nuff said. Diregraf Colossus will give you zombies forever, just like Grave Titan, Liliana's Reaver and Noosegraf Mob. Soulless One and Raving Dead could be huge. Scourge of Nel Toth and Gray Merchant of Asphodel also make some interesting plays.
In terms of some sick creature related utility... Fleshbag Marauder on repeat stops anyone else from getting creatures out. You play marauder, sack it to his own trigger, then cast it again with your commander. Hella awesome. Sidisi, Undead Vizier is either a 4/6 deathtouch, or can exploit herself to tutor for Rooftop Storm. Since she is a zombie too, you get to do this again and again...Corpse Harvester makes sure you're still in the game. Noxious Ghoul can be a board wipe if you play a few zombies in a turn. Corpse Connoisseur is another good zombie/tutor. Graveborn Muse might be dangerous, but if you also play something like Whip of Erebos you should be good. Possessed Skaab is also some nice recursion for more than creatures. Havengul Runebinder is good at pumping the team. Stronghold Assassin is good at turning tokens into Doom Blade. Advanced Stitchwing will bring some folks back.
You will definitely need some more token generators as well... Army of the Damned wins games. Empty the Pits is a great late game closer. Dark Salvation can net you a bunch of zombies while killing something huge. Dread Summons is also a powerful generator. Necromancer's Stockpile gets you a card, token, and a Gisa Geralf yard target.
Some nasty stuff... Grave Betrayal. Dictate of Erebos. Rise of the Dark Realms. Sudden Spoiling. Cyclonic Rift. Buried Alive. Endless Ranks of the Dead is wonderful but maybe getting too pricey. Rite of Replication.
More general stuff:
Draw Spells: Ancient Excavation fixes mana or draws and fills the yard with zombies. Read the Runes is similar. Fact or Fiction, Brainstorm, and Ponder are just value. Forbidden Alchemy is neat.Phyrexian Arena, Rhystic Study, and Underworld Connections. Commander's Sphere, Mind Stone, Hedron Archive, and Dimir Cluestone.
A good mix is maybe close to 30~ creatures, with 38~ lands and then another 8~ spells that help ramp mana. This leaves you with 25 cards other than creatures to ramp this deck up.
Some things you probably don't need: Aspect of Gorgon. Engulf the Shore since you will probably only have 3-4 islands in play. Hysterical Blindness is okay, but really only buys you a turn. Launch Party is neat, but on the lower end of your removal options due to the overall cost. Talent of the Telepath is cool, but a little off from your game plan. Shamble Back might just be too small to be worth a whole card slot.
As for creatures, Zombies with enter or exit the battlefield effects are strong. Also ones that can replace instants and sorceries with their effects are also strong. The best ones will be zombies that get bigger, or make other zombies bigger.
Your deck will always have creatures at its disposal, so you should be able to simply drown opponents in sheer creature advantage. You aren't as susceptible to board wipes or counters either, since you have so much interaction with your graveyard. The main weakness will just be Blue and Black's lack of consistent ramp. For that reason, you may want to add a little more artifact ramp into the deck.
Sorry for rambling on. Let me know if you want to chat more :)