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Creatures without flying can't attack.
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5 days ago
Sublime Archangel only seems to help you get 1 more damage, and only if your creature attacks alone. Seems better to cut it for card draw so you can add counters to your angels, or draw a different "wincon".
Chromatic Lantern also doesn't seem to be doing much, for 3 mana, it only taps for 1, and almost all your lands tap for multiple colors, so the additional ability is only a minor benefit.
6 days ago
FOr now I don't think there has been a lot of discussion about Daxos the Returned, so unfortunately we have no decklist available for him ATM, but I still have a few suggestions for you.
If I was to build this deck, I would try to include things like Glistening Oiland Phyresis. You could have fun sacrificing Glistening Oilto cards like Auratog, returning it to your hands to cast it multiple times a turn and stack on exerience counters. From there, you could simply create some huge tokens with your commander, give them infect and swing to take down a player in 1/2 swings.
Luckily for you, W/B has access to good enchantments, enchantment support, good tutors, removal... For a tier 3 deck you are not in a bad spot. For sure, all the black tutors allowed by your budget (Demonic Tutor, Vampiric Tutor, Imperial Seal, Grim Tutorare amongst the best) would be good. More specific tutors like Enlightened Tutor, Idyllic Tutor would be good as well.
You have a lot of enchantment support, and depending on the route you decide to go you might need different enchantments, but on top of my head I would for sure try things like Ghostly Prison, Worship, Phyrexian Arena, Necropotence, Chains of Mephistopheles, Moat, Island Sanctuary, Luminarch Ascension, Sphere of Safety...
For lands, you always have the white version of Gaea's Cradle, Serra's Sanctum. You could also include Urborg, Tomb of Yawgmoth+ Cabal Coffers, with lots of tutors you could get those reliably and you would never miss mana.
You also have access to enchantment creatures, they would also trigger your exerience counters. Some hatebears also would not be that bad, and I am thinking about Spirit of the Labyrinth.
And also don't forget removal (lots of options so I won't list them all here.)
Good luck and if your decklist seems optimized enough don't be afraid to come back here for a review and improvements!
2 weeks ago
3 weeks ago
jonmaior unfortunately that only works in groups with bad threat assessment. If you are obviously building up a protective wall, people will rather try and destroy your stuff than simply ignore you and go for someone else. I've even gone as far as to remove Ghostly prison and propaganda from my decks and only use Ensnaring Bridge and Moat if I really want to stop attacks.
3 weeks ago
Thank you for your comments! A lot of the higher value cards I already own or plan on getting in the near future. When I originally built the deck on here I didn't realise the price of certain cards such as Moat hence why I took it out.
Whilst mass creature removal is very useful, the general feel of the deck is less control and more 'safety bubble' ie don't annoy the board too much, hide behind your enchantments until you can win, hence why I didn't include too many boardwipes. However I have since added Supreme Verdict and Fumigate, so hopefully that will give me better board presence!
Any deck I build is usually low on land to be completely honest, however I did add in more rocks and a few extra lands as per your recommendations.
Anything else please comment! Super helpful to receive feedback :)
3 weeks ago
Hello guys! I'm playing EDH with some friends and decided to roll with only one deck (that I have been investing on so far). It started as an Angel themed but grew on me so much into something different and more artifact/land dependent.
Meta Power Level
Competitive-Casual, 4-6 players
Mostly play U, B and R (lots of tutors and agro). Commanders I usually play against are: Krenko, Mob Boss: Casual-Competitive Agro/Burn, Kynaios and Tiro of Meletis: Casual Hug/Slug, Breya, Etherium Shaper Casual-Competitive Combo, Meren of Clan Nel Toth Casual-Competitive Control/Combo, Talrand, Sky Summoner Casual Control, Oona, Queen of the Fae Casual Combo/Slug, Kambal, Consul of Allocation Casual Control/Pillowfort, Akroma, Angel of Fury Casual Slug/Voltron
Tron, Light Control Land Destruction. My playgroup are heavily tutor dependent and lack on responses. Most of the time I play against no interaction, I want to force them to think outside the box and search ways do deal with my treats. I know that I could use my colors to get other win-cons with combos such as Reveillark + Karmic Guide, but not having a reliable way to tutor them makes the deck slower and wasn't working in my favor.
Deck Win Conditions
Tron; Nuke everything and get my stuff indestructible and huge. I would like to have more win-cons since my deck is super straight forward.
My Meta House Rules
No re-dos, A forgotten trigger/draw is a missing one, No "mana control" before games (when you arrange the cards in your deck like this before shuffling for a match: 2 random cards, 1 land card/mana fixer.), Don't nuke if you're not going to win, Don't extend games just because you can, The dead don't talk (most important rule)
I'm willing to make changes to my list to fit my objectives but I would prefer to keep my commanders as they are since I love angels and those 2 are my favorite angels on MTGSince I changed the theme of the deck I'm not a 100% sure that I made good choices, even with the deck working as it is right now.
It's always good to hear your opinions and I would like to thank you in advance for all the help that I could get.
1 month ago
1 month ago
Cards to consider:Sorin Markov: Setting life totals is pretty good. Triple Black is annoying.
Gideon of the Trials: Not sure. Could help vs some combo stuff, nonthreatening.
Jace Beleren: Because 3 mana draw 3 is pretty good?
Dovin Baan: Ulting him is amazing. Negates activated abilities and can blunt attacks. Not sure though.
Daretti, Ingenious Iconoclast: Removal, chumps.
Time Spiral: Because wheeling for free is pretty good.
Yawgmoth's Will: Paying 3 to cast things from grave is pretty good.
Skyshroud Claim: 4 mana ramp that helps fix mana is pretty good.
Vindicate: Kills anything for only three mana.
Enlightened Tutor: Grabs things that we like.
Naya Charm: because 2/3 modes are nice.
Moat: if i win the lottery
Ensnaring Bridge a bit more reasonable than Moat
The Abyss: see above
Tainted AEther: a more reasonable card
Mana Crypt: in case of crypt, break glass
Mana Vault: more restrictive, can untap
Sensei's Divining Top: because sometimes you just gotta spin.
Urborg, Tomb of Yawgmoth: get this you fool
The Tabernacle at Pendrell Vale: /me dreams
Mirari's Wake: yay double mana. boo it got exploded right away
Nevinyrral's Disk: possibly too slow?
Evacuation: I'm not sure about this. Can't remember the last time I loved this card.
Kiora, the Crashing Wave: why is this card still here