|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Commander Anthology 2018 (CM2)||Uncommon|
|Iconic Masters (IMA)||Common|
|Commander 2015 (C15)||Uncommon|
|Duel Decks: Zendikar vs. Eldrazi (DDP)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|Duel Decks: Jace vs. Chandra (DD2)||Uncommon|
|Tenth Edition (10E)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
: Gain .
, , Sacrifice Mind Stone: Draw a card.
|Have (5)||orzhov_is_relatively_okay819 , philktoken8998 , , gosora , TheAnnihilator|
|Want (11)||faer.binary , Zarathustra77 , paragon22 , YodaUSeekYoda , Derava , ausername , eskittles , Dirty_Phluff , Wulff , tempestman , bchen8341|
Mind Stone Discussion
21 hours ago
So the first card that comes to mind is Mindslicer . In Rakdos decks, you can typically tune your 99 to make you the king of top-decks; this is part of the reason reanimating Sire Of Insanity is such a brutal play in decks like Xantcha, Sleeper Agent .
You're likely to be sacrificing a whole butt-ton of creatures. I advise ways to exploit your guys dying: Dictate of Erebos or Grave Pact come readily to mind. Skullclamp is pretty busted if you're going to be sacrificing creatures anyways, and its especially good seeing as you're running Gravecrawler already.
Zombies is one of the oldest archetypes, and thus it has access to a LOT of tribal effects. Cemetery Reaper , Death Baron , Zombie Master , Undead Warchief , Lord of the Accursed and Lord of the Undead are all good ways to pump your team and/or give them extra abilities. (Depending on the meta, you may want to run Bad Moon as well.) Call to the Grave is really good if you can tune the deck to have 2 or fewer non-zombie creatures. Dark Salvation and Liliana's Mastery are both viable cards in this deck. Graveborn Muse is another good card draw engine next to Phyrexian Arena , which I see you're already running. Unholy Grotto gives you a measure of recursion over your zombies. Noxious Ghoul also comes to mind, as does Withered Wretch as a form of one-sided graveyard hate.
One common issue I've seen in a lot of EDH decks is the prevalence of 1-for-1 instant and sorceries. In a majority of EDH games, you're going to have 2-3 opponents, rather than just one; this means you are facing roughly 2-3 times as many cards as you yourself have access to. Cards like Dreadbore and Terminate are good in 1-on-1 formats like Modern, but in EDH I have frequently found them to just not be good enough. I advise you run cards like Fire Covenant , Ashes to Ashes , Volcanic Fallout or Toxic Deluge instead. These have the potential to take out several creatures at the cost of one card, leaving you up that many cards over your opponents.
On a related note, since most games of EDH are decided by card advantage, anything you can do to draw cards will always be welcome. Ambition's Cost , Night's Whisper and the like are good ways to refill your hand. Wheel of Fortune is another good card, but it's about $100 now, so... consider carefully. Light Up the Stage is another one to consider. While Rakdos is good at topdecking, managing to draw extra cards means it is more likely to hit.
Looting effects tend to be very good in zombie decks, which have access to graveyard recursion. Faithless Looting is essentially card advantage in your deck, because you can discard things like Gravecrawler at no cost. Similarly, I advise running a bigger reanimation package (supplementing your Animate Dead ) to get back fatties your opponents may have killed or you may have discarded. Reanimate , and Necromancy are good cards -- if you want to get spicy, Dance of the Dead is a card most people have never played against before, mostly because it isn't nearly as good as the other three. But I figured I'd mention it. Also, a bigger reanimation package means things like Entomb or Buried Alive become exponentially better.
With regard to planeswalkers, Liliana, Death's Majesty is a good card for any zombie deck.
With regard to your lands: I don't think Blighted Fen is very good, and Temple of the False God should be replaced with Ancient Tomb if at all possible. If you want good utility lands that can kill pesky creatures, I advise Blast Zone . If you are able, I advise running Bloodstained Mire and/or the off-color fetches in order to grab your Blood Crypt or Smoldering Marsh . These fetches are in effect extra dual lands.
If you have a lot of recursion, which I see you do in things like Phyrexian Reclamation , you may have luck with pox-style cards. Pox is one of the most brutal cards to resolve in EDH, and Smallpox and Innocent Blood also can be played to great effect. Note that these get around hexproof, shroud and indestructible.
Depending on how hateful your meta is, you may want to consider some pretty mean red cards. Changing your land base slightly will give you access to Blood Moon , Magus of the Moon and Ruination , while Price of Glory will make people think twice about casting counter-magic. If your meta is as blue-heavy as mine, Pyroblast and Red Elemental Blast are also fine considerations. If you end up running a lot of lord effects, you may want to consider Pyroclasm or Anger of the Gods , as your guys won't die if they're big enough. Possibility Storm is a good way to disrupt combo players -- I should know, as I play Storm in cEDH.
Because black has literally only one card designed to destroy artifacts ( Gate to Phyrexia ), red is a welcome addition to the team. By Force is a favorite of mine, but Shattering Spree , Vandalblast and Shatterstorm are also good ideas.
Rocks are great in EDH, especially if they're only 1 or 2 mana. I advise Talisman of Indulgence to replace Rakdos Locket and Mind Stone to replace Commander's Sphere . Coldsteel Heart is good as well, though it enters tapped, just like Charcoal Diamond and Fire Diamond . Thought Vessel is also worth considering.
Good luck with deck building!
22 hours ago
I agree with Pikobyte on the protection options; they are all pretty great. Another option you could consider in the way of protection is Shielding Plax ; I prefer this over Diplomatic Immunity since it has the option of drawing you a card.
Now, as for making the deck faster, I prefer to [along with the more premium ramp spells] run some includes that synergize with Muldrotha, like Font of Fertility and Wayfarer's Bauble . Also, Burnished Hart can be pretty alright, but may be a little slow (Test it). I would cut Primal Growth and run faster ramp too like Rampant Growth , Farseek and Nature's Lore . I don't think this deck needs the extra card advantage from Cultivate either, so don't run that. The deck also can recur mana dorks if they die, so Llanowar Elves are a great card here, along with their functional reprints.
I like to run Seal of Doom as more redundancy for your removal.
I would upgrade the mana base - doesn't have to be anything too fancy, just some Kaladesh fast lands, check lands, and pain lands in place of Temple of the False God , Dimir Aqueduct , Darkwater Catacombs .
I would also consider adding/replacing mana rocks that can sacrifice themselves for benefits. ( Commander's Sphere , Mind Stone , Hedron Archive ). They will let you dig for your combo faster without giving up much of an opportunity cost.
[As for cuts, Phyrexian Delver feels unnecessary, as does Apprentice Necromancer . I would also try to find a balance between all permanent types (maybe even run some planeswalkers) in order to get the most out of Muldrotha.
3 days ago
Breya is always an interesting deck. I personally like the infinite-mana options; repeatedly casting Breya, then sac-ing her and one of the thopters to bolt an opponent results in game over immediately. I see three ways that are easiest to achieve that goal.
Second, reanimated dragon combo: Worldgorger Dragon with Animate Dead , Necromancy , Dance of the Dead , or any other reanimating enchantment. The Worldgorger (which is reanimated from the yard) trigger exiles the reanimation enchantment, which lets it die, which returns the enchantment, which brings back the dragon... tapping all your lands/mana rocks for mana when they flicker in results in infinite mana. You really need another creature to target to end the loop, but it isn't too difficult to make sure this is the case.
Note that combos 1 and 2 accommodate Entomb effects as a tutor. So if you want to run those combos, Entomb , Buried Alive and/or Faithless Looting and the like are your friends. Note also that 1 and 2 generate infinite ETB triggers. Pairing them with Altar of the Brood allows you to win even if your commander has been countered or removed to oblivion. Furthermore, running Sculpting Steel or Phyrexian Metamorph to copy Sharuum the Hegemon creates a loop where you sac one to the legend rule and then bring back either the original or copying artifact. That also generates infinite ETB triggers, and is a pet combo of mine.
I strongly advise tutors outside the transmute ones. Demonic Tutor , Vampiric Tutor , Imperial Seal , Enlightened Tutor , Reshape , Whir of Invention , Gamble and Transmute Artifact are all in your colors (though some are more easily obtained than others). These will increase your deck's consistency, regardless of whether you decide to use the combo-build.
Depending on your deck's budget, you might want to consider your mana base as a work-in-progress. Slow Fetches like Rocky Tar Pit and Flood Plain are well under a dollar, and work well enough as a replacement for Bloodstained Mire or Flooded Strand . Mana Confluence and City of Brass are also powerhouses in a 4-color deck. You should at least consider Forbidden Orchard .
Ramp is important in any EDH deck. Mind Stone is a good addition, along with Ancient Tomb . I typically don't care for 3-mana rocks, but Chromatic Lantern is good in 4- or 5-color decks. Izzet Signet is a good idea in addition to the other two signets you're running. Non-blue ones aren't nearly as good, but if you really need another, I advise Orzhov Signet over Boros Signet or Rakdos Signet . Sculpting Steel and Phyrexian Metamorph are good ways to copy opponents' rocks as well as your own, or even creatures in the case of the metamorph. Copy Artifact is another option.
Because you're in black, you have access to some real good card draw. Phyrexian Arena and Staff of Nin are good as permanent sources of card-advantage. Ambition's Cost , Ancient Craving , Painful Truths and Chart a Course are all good ways to draw cards as well.
Good luck with deck building.
3 days ago
Ancient Tomb is likely to help you a lot. I don't think the Urza's lands are particularly good, simply because they take far too much to get all out at once; Wastes don't need to worry about Blood Moon or other non-basic hate.
Timesifter is possibly one of the most absurd cards in EDH, especially in conjunction with Sensei's Divining Top and Scroll Rack . In my experience, many EDH decks have low curves when compared to a colorless, eldrazi-based deck; if your meta follows the same pattern, then Timesifter will be broken.
Ideally, you're the big-mana deck at the table. I can see you're running a lot of artifact ramp, and depending on which cards are available to you, you should try packing more in ( Thought Vessel , Mind Stone , Voltaic Key , Mana Vault and Prismatic Lens all come to mind). Trinisphere and Sphere of Resistance are relatively expensive cards, but if you have access to them I would definitely run them ( Damping Sphere is a cheaper alternative, though it does hurt your own land base). If you have much more mana than your opponents, making them overpay for their spells is generally a good way to make sure you're the only deck moving at a reasonable pace.
Strionic Resonator is dumb when copying eldrazi cast- or annihilator-triggers. You should run it.
Finally, Sculpting Steel is another copy of whatever the best artifact on the field is at a given moment.
Good luck with deck building!
4 days ago
Things to add:
Things to remove:
Counterspells like: Condescend that ask a player to X are okay to stay, they are the kind you want along with the unconditional ones.
Hope it helps fam.
5 days ago
Ramp: Boros Cluestone , Boros Keyrune , Boros Locket , Boros Signet , Sol Ring , Fire Diamond , Marble Diamond , Commander's Sphere , Wayfarer's Bauble , Mind Stone , Corrupted Grafstone , Star Compass , Fellwar Stone , Coldsteel Heart , Worn Powerstone , Prismatic Lens , Burnished Hart , Solemn Simulacrum
1 week ago
Awesome concept for a deck! First thing I'd suggest is to add in a couple artifacts that help you ramp. Whether they be mana rocks like Mind Stone and Prismatic Lens , or cards that that gets lands out of your deck like Solemn Simulacrum or Armillary Sphere . That should help the deck run smoother and help you cast things quicker.
I've got quite a few suggestions for cards if you're interested;
Karn, the Great Creator would be perfect for this deck! It helps you by slowing down your opponent's artifacts and absorbing some damage when you get a decent board. Yes his +1 will make quite a few of your vehicles smaller, but at least you don't have to worry about setting up a board when you have him in your hand early on.
Divine Visitation could be a good include in the deck. You'll lose some of your Servo/Thopter synergy, but it makes it easier for you to crew your vehicles while having a separate win condition where you just use the Angels to kill your opponents.
Ugin, the Ineffable seems like an awesome toolkit card in the deck. He helps you ramp by reducing the cost of all your artifacts. He creates tokens that both help you crew your vehicles and give you card advantage when they die! He's also got removal on him to boot.
I'm brainstorming a bunch of other suggestions but I'll leave it there for now. I love this deck! I may try it out myself here soon. I hope the suggestions help.
1 week ago
Hey, saw your forum topic asking for help. Looks nice, good start and a budget of less than $100, well done :)
Lovisa is all about attacking because her ability pumps your creatures therefore you want to have a well established army of creatures before you play Lovisa. You've done a good job with including many two drop and three drop creatures, but 18 four drops and 13 five drops is too much. I also don't think any of the six and seven drops are good enough to risk having one of them stuck in your hand in the early and mid game. My advice is cut a large amount of these cards for more one, two and three drops.
Budget cards $3 or less each to consider adding:
- Ghitu Encampment
- Zurgo Bellstriker
- Frenzied Goblin
- Prophetic Flamespeaker
- Neheb, Dreadhorde Champion
- Countryside Crusher
- Experimental Frenzy
- Lightning Mauler
- Goblin Cratermaker
- Chaos Warp
- Faithless Looting
- Mind Stone
- Commander's Sphere
Others to consider:
- By Force
- Price of Progress
- Borderland Marauder
- Stoneforge Masterwork
- Earthshaker Khenra
- Ahn-Crop Crasher
- Splatter Thug
Can add all these cards for about $18. Also consider adding a few more Mountains as 26 lands is a low total amount. Try 30 Mountains, Ghitu Encampment and Rogues Passage for a total of 32 lands. Temple of the False God is not worth playing in a deck that doesn't have any land ramp. Can't afford to have a land that can't make mana, does nothing, to cast early game two and three drop creatures.
There's a lot of red cards that can give you repeatable pseudo draw each turn; key word here is repeatable. Not draw, but can exile the top card of your library and you may play that card until end of turn. These cards are helpful because mono red has a tendency to run out of cards in your hand fast.
- Prophetic Flamespeaker
- Experimental Frenzy
- Outpost Siege
- Vance's Blasting Cannons Flip
- Chandra, Fire Artisan
Many of these cards are four drops which means if I was building this deck I would reserve the four drop spots for some of these cards. Experimental Frenzy is good with many low mana cost creatures allowing you to play them from the top of your library. Lovisa gives your creatures haste meaning when you play them from the top of your library you can attack with them. You can potentially chain play a lot of creatures with Frenzy and attack with all of them, that's good with Lovisa.
Countryside Crusher can help to take away a drawback of Frenzy as well as help to not draw so many lands which can happen when playing 30 basic lands. With Frenzy if you hit two lands in a row on the top of your library then you're done playing spells from the top for your turn. Since you can't play more than one land per turn. You're able to play the first land you see on the top of your library, but not the second.
At your upkeep if Crusher sees a land on the top of your library you put it into your graveyard and you can do this as many times in a row as lands you have on top of your library each time Crusher gets bigger. Crusher also can get bigger when you discard land cards such as from Neheb, Dreadhorde Champion or Tormenting Voice, etc.
Good luck with your deck.
Mind Stone occurrence in decks from the last year
All decks: 0.08%
Commander / EDH:
All decks: 0.22%
W/U (Azorius): 1.7%
W/B (Orzhov): 0.47%
U/R (Izzet): 1.16%
RW (Boros): 2.74%
W/U/B (Esper): 0.41%