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Each other creature becomes a copy of target nonlegendary creature until end of turn.
Price & Acquistion Set Price Alerts
3 days ago
@Backstabbeth: I love all the suggestions and added them all. One thing: It appears that Mirrorweave is not a boardwipe but it does turn all creatures into basic lands according to everything I'm reading. Still useful as it removes all blockers for the turn and it combos with Contested War Zone, so I added that :)
3 days ago
Love the deck! I'm going to buy this for my cousin. It will be his first commander deck and I think he will enjoy it. I have a couple suggestions. Adding Karoo and Coral Atoll provide two extra lands that tap for 2, allowing for not only infinite spell casts with Elite Arcanist + Triton Tactics but infinite mana, making sure that we win if we get the combo off. This can already be achieved with Elite Arcanist + To Arms! but other ways to get there might be good. That's more of just a thought, but the real suggestion lies in Mirrorweave. All our land creatures have base power/toughness of zero, so turning all other creatures into 0/0s, so it effectively works as a one-sided board wipe that can get past indestructible. It easily fits within the budget, it's an instant, and it only costs 4 mana. It might have other uses too. Maybe you could copy a land creature that taps for 2 and make all your other man lands into lands that tap for 2, effectively doubling your mana for a turn? I'm not sure if it would work that way, but let me know what you think.
1 week ago
Mirrorweave seams really good in Noyan Dar. It often has some cool target in commander but with Noyan Dar you also can just clear the board of all creatures without +1/+1 counters and it.
2 weeks ago
So the primary concern I see here, is that if it's taking 8 turns to get win conditions on the table, imagine if you get slowed by 3-4 turns. Can you keep up?
I would drop the chronomaton's, the myr's, and the memnite's for draw effects, and flying walls.
Mirrorweave is a much better win condition, with a bunch of walls and Bazaar Trader + Harmless Offering. Alternatively, you have Splinter Twin and Progenitor Mimic available. With a card like Chandra's Spitfire, donating a bombshell could be 11 damage instead of 7.
Read additional thoughts:
2 weeks ago
Here's a fun deck I built around the theme of +1/+1 counters (and more specifically the Graft keyword) - Graft Chaff.
It's cheap and janky (drop the Birds of Paradise and Botanical Sanctum to bring the price to $20), but has some good game to it. It's got some in-built protection with Plaxcaster Frogling and Stubborn Denial (which is pretty much always on) and some great shenanigans with Mirrorweave - you can wipe your opponents entire board by targeting one of your 0/0 creatures; you can super proliferate your creatures by making them all into Thrummingbirds; and you can even add more janky combos with it if you want by adding Simic Manipulator to steal any creature you want, or Biovisionary to just win the game at end of turn if you have 3 other creatures.
3 weeks ago
@TheDeckMaker2300:oh jeez, long comments necessitate long responses: (also, I havn't been on in a while, sorry)
The decklist hasn't bee updated, but the maybeboard sure has! I need to figure out what I can take out now...Also, apologies for the brutalistic formatting, i'm not sophisticated enough to make this reply look very nice.
Diabolic Tutor and other searches: i had more in at an earlier version, and while they are certainly good, they sort of take away from the fun of the deck. I found myself searching for and playing for the same 2 or three win cons every game, which is not the point of the deck. That's why i prefer more limited searches like Bring to Light or Wild Research
Final Fortune, I've thought long about. I'm still on the fence, but don't think it would be very fun to play against. Almost all of the win cons give the opponent a turn to respond (except Coalition Victory, hence banned) and this is so that there's interaction and counterplay. Final Fortune takes that away, and so while it certainly makes the deck better, (and fits the theme/playstyle perfectly!) I dont want to end games with a sudden. "oh hey, does anyone have any counter spells, or instant speed enchantment removal? if not, i win..." That being said, its such a cool card, it fits with the theme of big risks, big rewards (Doomsday), and can even be synergized with anti-lose mechanics! maybe if I found something to take out....
charge counters: the very first iteration of the deck was mostly about odd counter manipulation. I used all those weird storage counter lands, and could get them super high for a helix pinnacle insta-win. The problem is that those cards arn't very flexible, for the most part. theres a high likelihood that any of those proliferate or counter duplication cards would be dead drops in hand, or would become useless after someone o-ringed the win con. (granted, there are many cards in the deck which are dead drops (stupid Mortal Combat, I've never won with you...))
Barren Glory: ooooh, I am a big fan of Kaervek's Spite, so long as you inform your opponent beforehand that they are basically at 15 life to start (mind games!) I coulda sworn Apocalypse was banned, but even it if wasn't it does not look fun to play against.... I think I'll be making a spot for Kaervek's Spite asap, thanks. \
Infinite Reflections seems like a more expensive version of Mirrorweave, and as I only need the trigger to check once, the permanency is unnecessary. It's also less flexible, but can target legendaries... hmmmmm.... that might be sideboarded for my friends Kokusho, the Evening Star deck, at least.
Alhammarret's Archive: this is one baller card! i don't have a lot of creatures or attacking going on in this deck, and when i gain life, id rather it be in fell swoops, not in trickles, so this is awesome.
Epic Struggle: the problem is that most of the token generators are too slow to really make it- they would require at least 3 or 4 turns to get over 20 creatures. In order to make them viable, therefore, I'd have to run multiple copies, which again runs into the problem of having too much support for one win con. that being said, tokens make good chump blockers, so they wont be a dead drop ever... def on my watch list.
Amulet of Vigor would simply make this deck play two turns faster. it would be so good. It's 7$, but I may splurge for it...
for the gate synergy: I'm actually mana flooded more often than not, if you can believe it, so I'm loath to put in more ramp. i usually have a small graveyard, and a huge exile pile, otherwise Splendid Reclamation might be a good idea. (granted, with Morality Shift it would be killer!)
Helix Pinnacle: I'm actually happy with where this is right now- its a 1 drop that's hard to remove, and even if someone does remove it it's, again, a 1 drop so i won that trade. There are easy and cheap ways to get infinite mana, 99 paths to infinite mana, but i usually can afford to dump 1-3 mana in each turn, so mid to late game, when i'm sitting on near 20 mana, its a viable threat people have to watch out for. artifacts: neither of those really need that much support, and so whenever possible I try to save deck slots for those that need the support. that being said, if theres a way to get a large amount of artifacts out at once, feasibly, not just 4 or 5 or a slow growth, i might consider it.
MORTAL KOMBAT!!!!: lost cause... it has enough support in the deck to make it technically possible, but I'm resigned to it being a dead drop at this point...
Laboratory Maniac: i have Demonic Consultation in other decks, i don't recall why it isn't in this one... the problem with a lot of the cards that work with the manic is that they get close, but don't actually destroy my library. and given how easy he is to remove or work around, the combo needs to be perfect, or else trying for it just hurts me. That said, he is one of the more frequent ways I win, or at least one of the more frequent threats I have.
Mayael's Aria: I like the Colossus of Akros and Serra Avatar a lot- they both work as stalling mechanics, and that gives cover for their true purpose, the Aria! (do note, this deck is always in danger of just getting killed by people swinging at it... :( )
NDE: Hatred is niiiiice, however 6$, so i probably shouldn't find a slot for it... as far as NDE support goes, it's actually covered quite decently, this is another one of those cards which sees play a lot. the liches are super cool cards, and i dont think they work very well here, but I honestly would like to make a deck centered around those mechanics, or other 'below-0' life total mechanics.
I thought long and hard about Transcendence, but there's no way to make it viable without a ton of support, and
i already have a zedruu deck where Transcendence is just cruel in.
Thanks for your help! its always nice to see people taking an interest in something I've done, and its always awesome to get new ideas or have new combos pointed out to me!
1 month ago
- Tragic Slip (good against gods)
- Deathreap Ritual (good pull towards Golgari, good splash for Rakdos and Selesnya)
- Malicious Affliction (good black targeted removal)
- Morbid Curiosity (good in Artifacts and Golgari)
- Mirrorweave (seems like it could get pretty zany, also works as a functional wrath if you target a legendary creature)
- Slate of Ancestry (seems like a better option than Harmonize and the like for colors without CA)
- Thundermaw Hellkite (just busted)
- Hellkite Charger (lets speed up the game a bit)
- Illusionist's Gambit (a hilarious gotcha card in blue)
- Thalia, Heretic Cathar (this card makes the aggro deck in the pod much more threatening)
- Cavern Harpy
- Boros Charm
- Boartusk Liege
- Goblin Chieftain
- Goblin King
- Goblin Lackey
- Goblin Matron
- Goblin Piledriver
- Goblin Recruiter
- Goblin Warchief
- Ib Halfheart, Goblin Tactician
- Krenko, Mob Boss
- Skirk Fire Marshal
- Warren Instigator
Potential cuts (not removed, waiting your feedback):
- Sylvan Primordial (too much value I think)
- Sundering Titan (again, too much value)
- Nahiri, the Harbinger (she is good but doesnt support any archetypes)
- Merchant's Dockhand (very durdly. I actually hate this card, to be honest lol)
- Gruul Charm (doesnt do enough. There are better options to stop blocks)
- Merciless Eviction I think this is too good, actually. I dont want the build/reset dynamic unless you really pay a cost for it.
- Supreme Verdict (see: Merciless Eviction)
- Dovescape I think this will actually lead to too many board stalls. Not worth it.
- Reparations Doesnt do enough
- Darksteel Mutation (not necessary. We have enough good white removal)
- Limited Resources too mean.
- Tempt with Glory the tokens deck wants this, but I think it will only be better than a 6-mana put a +1/+1 on each creature you control when playing against gruul.
- Filigree Sages too little payoff for those stats
- Skill Borrower this card just sucks
- Shape Anew very bad. I love tinker, but nah.
- Black Sun's Zenith too good.
- Dread Return We said no reanimation
- Animate Dead
- Bonfire of the Damned too mean
- Starstorm too good I think. Rolling Thunder could be a good replacement?
- Tempt with Discovery I hope were playing with people smart enough not to fall for this trap
- Fang of the Pack (I think this card is not very good. I like that it has melee, but its not the best for a 6-drop)
Goblin Tribal just didnt seem viable unless you draft AND CAST Krenko. The deck leans too hard on one card and is too all-in for the multiplayer format. Sorry Goblins!
I left in the GU liege in case we want to do tap control in Simic, but I think we should move away from that archetype. I think I am more into ramp (Rashmi etc.) or cheating (Show and Tell effects). Maybe Simic is just good enough that we dont really need to plan too much for it. I dunno.
Still torn about Azorius. Do you think we have enough control in the format as-is? Can we do creature control with blinks? I want to move away from walls and wraths if possible, but I also want control (in whatever form we decide to do it) to be viable. Its important to me that there is room for control players to have plenty of fun drafting and playing, but its also important to keep the pace of the game. I think where we are now is a good mix of aggro/midrange slugfest plus control elements that cut them down and build CA over time.