|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Fate Reforged (FRF)||Rare|
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- Monastery Siege vs Storm
- Do you have to pay 4 mana for two Monastery Sieges in play?
- If i have 2 monastery siege in play and they are both khans,does it mean i draw 3,then discard 2?
- How do Qjutai Exemplars, Clever Impersonators copied as Ojutai Exemplars, and board wipes you cast affect each other?
- If I have multiple cards that increase the amount of cards I draw, do they all trigger at the same time?
As Monaster Siege enters the battlefield, choose Khans or Dragons.
- Khans — At the beginning of your draw step, draw an additional card, then discard a card.
- Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.
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|Want (2)||snackeater , Feyd-Rautha|
Monastery Siege Discussion
1 day ago
Kumena's Awakening is actually really interesting. I had overlooked that card when going through new Ixalan stuff. I have been thinking about cutting my Hondens, and Kumena's Awakening is probably better than Honden of Seeing Winds since it's rare to have both in play. Plus I bet it looks sweet in foil :) I'm going to check this out, thanks for the suggestion.
Unwind doesn't really appeal to me I think. I am pretty lean with my countermagic by choice, so I want the ones I play to be top notch. Right now Swan Song is my only counter that can't hit all spells, and I'm not thinking I want to play a second one.
treasure map seems like it requires a decent amount of setup and not much payoff, especially since I don't have other ways to generate Treasure tokens.
Emeria Shepherd is pretty interesting to think about. My deck does have a lot of ways to get permanents into the gy (since nothing exiles, and I have Monastery Siege, Compulsion, etc. But, I'm wondering if the effect is worth it if I'm not often playing Plains - I only have 4 Basic Plains + Duals. I notice your list has Emeria Shepherd and more Basic Plains to support it, plus off color fetches and stuff like Terrain Generator - how often do you find yourself getting the Plains version of the trigger?
1 week ago
I am writing a primer for Modern Merfolk and I was wondering if you would be okay with me featuring this deck under my splash options category as a reference to a white splash list. Let me know what you think because this list looks almost exactly what my white splash deck looked like, except I included Harbinger of the Tides in the mainboard and I had Kira, Great Glass-Spinner sideboarded which is a strong alternative to your Monastery Siege. Kopala, Warden of Waves is also a strong newer option as well. I'd like to see ya freshen up this list because it looks really nice!
3 weeks ago
If you're aiming for this to be truly competitive, here are some suggestions.
Avenger of Zendikar, Kokusho, the Evening Star, Razaketh, the Foulblooded, and Verdant Force can all go for more immediate reanimation targets. If they weren't in here for reanimation, I'd take them out altogether. Some replacements could be Palinchron, Consecrated Sphinx, Vorinclex, Voice of Hunger, Tidespout Tyrant, and Nullstone Gargoyle. These all have an immediate presence, and basically read "Your opponents can't win the game until I'm dealt with." These slots can be flexed based on meta and shit tho so take your pick. Avenger, Koko, and Verdant Force really don't do much until your next turn, so they can be either easily dealt with or at least prepared for before they come in swinging or start getting sac-ed for value. Razaketh is a more expensive Rune-Scarred Demon that requires another creature, as you're usually only going to need one tutor to win the game. Palinchron is a super good combo piece, sphinx will draw you at the very least two cards before sorcery speed removal is online, vorinclex will tap down at the very least 2-3 lands for targeted removal, and more for wipes. Tidespout can wipe out an entire color from someone's manabase if you play it right, and can do that the second after it hits the field, even in response to an immediate removal spell. Gargoyle is iffy, but can shut down some decks. This one's risky but amazing if you play around it correctly.
Hell's Caretaker and Zombify are sub-prime reanimation spells. Exhume is far and away a better replacement, despite not being a permanent and having a heavy downside. Necromancy is super good and you should definitely be running it. I'm not sure why Unearth is in here? It would be much better to devote this slot to ramp and use that ramp to then cast stuff from your graveyard with Muldrotha.
Dreamborn Muse and Traumatize. I know this will sound weird, but this scale of mill is simply not worth it. First off, they're both very expensively costed, and will most likely take up your turn. Second, drawing half your deck and tutoring for a combo piece basically have the same effect: you find your wincon; except that these mill spells don't guarantee it, and are clunky, inefficient, and expensive. Thirdly, even if you really feel the need to "draw" like thirty cards, you'll really only be able to play a couple of them before the game ends, so again its redundant and over the top. A better option would be something like intuition, which will mill only the cards you want, without being over the top. Sultai Ascendancy is decent, and I have no qualms with putting it in, but Search for Azcanta Flip is much much better, and even something like Monastery Siege has the same type of filtering effects but with more flexibility and less mana requirement. Overall, I like to stick to cards like Careful Study and Winds of Rebuke over just straight up milling effects, as they prioritize giving you options and flexibility over shear milling quantity.
Disciple of Bolas. There are better sac outlets.
River Kelpie is kind of on the same path as Traumatize: its just too much. Yeah, if you're super greedy you can devote a turn to playing this and maybe draw a shit ton of cards from it over the next few turns, but it really is just a win more spell. The whole point of this deck is to have the stuff you're re casting be good enough that it can win you the game right away, without the need to draw extra cards. If this is in here to find those good cards, there are better filtering and tutor options.
Gitrog is juicy, but not competitive. It's expensive, and doesn't really provide that much immediate value. It's really sick tho.
Worldly Tutor is much worse than Mystical Tutor or Vampiric Tutor here. Searching for a Tooth and Nail and then winning is much better than searching for a part of your combo. It's a really good card tho so keep it in if you find a good slot.
Sylvan Awakening I'm guessing is part of some combo I don't quite understand, but otherwise isn't really that great. Even if you had like 10 lands on the battlefield, it still wouldn't make a dent in your opponents' collective life total.
World Shaper and Ramunap/Crucible are good, don't get me wrong. However, they add, as I've said before, lots of redundancy. With your current deck, will you winning the game really depend on if you play 3 strip mines in one turn versus 2? Crack 3 fetches instead of 2? Again don't get me wrong, these are good cards, and if you make the deck almost completely devoted to a "lands matter" archetype, they are staples, but if you're aiming to get your commander out during most games, they'll just get in the way and provide you with unnecessary, excessive land drops. Now, World Shaper does ramp you and mill you, so it is flexible, but it is slow and expensive, and could still probably be replaced by something better.
Kodama's Reach, Cultivate, Awakening Zone, and Chromatic Lantern are great for fixing/ramp, but are just too damn slow. What you really need for ramping is Mana Crypt, signets or dorks(your choice, but i'd select either artifacts or creatures and role with it), Mind Stone, Mox Diamond, Lion's Eye Diamond, Lotus Petal, Nature's Lore, Three Visits, azusa, Grim Monolith, and Deathrite Shaman. These are all great options, take your pick.
Just some things I think you should consider: Protean Hulk and Defense of the Heart are good combo enablers, Pernicious Deed is a recurrable boardwipe, shriekmaw is cheap recurrable removal, Mystic Remora is really cheap card draw that becomes even better w/ muldrotha on the field, Greater Good draws you some cards but more importantly fills your graveyard, Contamination can shut down your opponents and is easy to keep up w/ muldrotha on board, and Command Beacon is a must have with a six mana commander, not to mention you can replay it when muldrotha is out.
Overall you really just need to make your ramp package better. Also, if you want to make this deck more combo-y, just take out everything that produces long term value and replace it with counters and removal.
3 weeks ago
Those are wonderful suggestions. I think that Vapor Snag and Military Intelligence are really good low cast cards that help with controlling tempo. I am worried with paying the three for Monastery Siege or Diviner's Wand until I would have the ability to keep mana available for counters, but they are also very good options. Diviner's Wand may end up in the sideboard for more mid to late reaching games. thank you for those suggestions!
3 weeks ago
looks good to me.... i think Vapor Snag would come in handy to clear away an obstacle as well as ping damage...maybe Military Intelligence or Monastery Siege for a draw engine?... there is also Diviner's Wand.
3 weeks ago
I'm really not sure what this deck is trying to do, so I'm just going to assume you're going with a straight walue build. Thus, I'll be going with that in mind.a
I would say ditch Sphinx's Tutelage, cos you're not running much mill (if you need a replacement, you could go with Nekusar, the Mindrazer). Also there are better cards than Monastery Siege that do that sort of thing. I would also consider Mind Unbound and Thought Reflection.
As for creatures, I would say that the Goblin Electromancer is unnecessary, as well as Thalia, Heretic Cathar and the Grand Abolisher. The main thing he does is protect against counterspells, and you can defend pretty well against those with your own counters. Also he's a non-bo with Teferi, Mage of Zhalfir.
Archangel's Light is just a bad card: consider Elixir of Immortality instead. It does the same thing, except cheaper, and it's reusable. You obviously gain less life, but lifegain isn't that strong in commander/EDH. Temporal Extortion is a good card, but is a bit heavy on the black devotion, and Master the Way is way too much mana for what it does.
As for planeswakers, I would cut both teferis, cos you don't have enough instants to take advantage of untapping lands at endstep, for the timebender, or artifacts for the hero of dominaria.
The instants are pretty Neato. Maybe cut back on the point removal: wrath is usually the better option. Maybe cut path and swords cos they only hit creatures, cos there's always gonna be problematic enchantments.
As for artifacts, I would just say you need more ramp. If you're looking to draw a shit-ton of cards, you'll need the mana to play them. They'll also help with finding the right colours too. Signets and Talisman. Good cards. And chuck in a Fellwar Stone too.
1 month ago
If you're looking for a couple cards to take out, I'd recommend removing Nissa, Vastwood Seer Flip and Monastery Siege. I took Monastery Siege out of my list because it just didn't do enough for the mana cost and I feel as though Nissa, Vastwood Seer is just underpowered compared to the rest of the machine this deck is working to create. Overall, I love how your list has turned out!