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Mystic Gate Discussion
1 day ago
Since the enemy-colored filter lands (Rugged Prairie, Flooded Grove, and so forth) were reprinted in Masters 25, how likely is it that the allied-colored filter lands (Mystic Gate, Sunken Ruins, and so forth) shall be reprinted in this set? I would very much like for that to happen, as they currently are very expensive.
3 weeks ago
Flagstones of Trokair
Maze of Ith
Minamo, School at Water's Edge
Oboro, Palace in the Clouds
Temple of the False God
1x Academy Ruins
1x Cascade Bluffs
1x Command Tower
1x Eiganjo Castle
1x Flagstones of Trokair
1x Halimar Depths
1x Hallowed Fountain
1x Maze of Ith
1x Minamo, School at Water's Edge
1x Mystic Gate
1x New Benalia
1x Oboro, Palace in the Clouds
1x Rogue's Passage
1x Rugged Prairie
1x Temple of the False God
on Bruna the 女神
2 months ago
Continuing from above...
Given Bruna's high CMC you're usually tapped out after casting her. I'd recommend some of the cards below to ensure you get to attack with her next turn.
All the above have alternate ways to cast them even when you're tapped out.
I'd replace all the lands that enters the battlefield tapped with those that enters untapped.
Cavern of Souls ensures Bruna can't be countered.
Hallowed Fountain will be reprinted soon along with the other fetches so it's timely to grab one for cheap!
You can also consider the relevant Panoramas. Bant Panorama and Esper Panorama fetch both island and plains. It's slightly more versatile than Terramorphic Expanse and Evolving Wilds as the former an be tapped for and crafted only when we need that colored source. The trade off is of course the activation cost.
Hope you find my suggestions useful!
2 months ago
Since your idea is to beat your opponents with your commander, why don't you make it a bit more voltron with cards like:
For board swipe, counters and draw cards:
Unexpectedly Absent (cause you put the card you want to steal on top of it's owner's library just paying two mana and chosing X = 0)
For some good lands I'd suggest:
3 months ago
Mana Fixing - Hard to go wrong with Chromatic Lantern! Since your commander costs 4, Coldsteel Heart or Fellwar Stone might not be bad ideas to go along with your signets so that you can ramp it out on turn 3. As far as lands go, I think they're gonna be your best bet for filtering since you have so many options available to you! Aside from the obvious dual lands and fetch lands; there are the rest of the filter lands cycle with Mystic Gate and Sunken Ruins; there's the old Odyssey filters Skycloud Expanse and Darkwater Catacombs; River of Tears and Nimbus Maze are criminally underplayed but fantastic cards; there are the new battlebond lands Morphic Pool and Sea of Clouds; and lastly there are the lands that tap for any color like Mana Confluence, City of Brass, Forbidden Orchard.
As far as staying alive goes, I notice you already have Solemnity in your maybeboard to combo with Glacial Chasm and Delaying Shield but another card that works well with Delaying Shield is Soul Echo. As long as Soul Echo has one counter on it, you're pretty much immune from damage. Also it's another card that lets you drop below 0 life. Obviously not a great combo with Solemnity but I think running one of the two wouldn't be a bad idea!
On the other side of that coin, if you happen to have Repay in Kind in hand and need to be at 0 life, Wall of Blood or Hex Parasite can help with that. Hex Parasite can only drain in increments of 2 but is a bit more versatile of a card whereas Wall of Blood can drain one life at a time, but is pretty much there only for that.
Hope some of this helped at all!
3 months ago
So I'm considering replacing the following:
4 months ago
Hey, looking at your list, it is clearly higher budget than my list. SO keep that in mind if you compare it to mine, because cards like Asceticism and Demonic Tutor and stuff are definitely great inclusions.
Just looking at your list however, it does seem like you are fairly light on card draw. I have found that card draw is probably the single most important thing in a game of EDH, and I think most players would agree with me. Since you are going tall with your creatures by using +1/+1 counters, consider cards like Soul's Majesty and Rishkar's Expertise which draw you cards based on the strength of your greatest creature. Tezzeret's Gambit is also really good, and I personally run Ob Nixilis Reignited for repeated card draw and removal (which you also seem to be a little lacking on).
Another thing is that your mana base seems a little stretched by running all four of the depletion lands (Peat Bog, Saprazzan Skerry, etc) as well as all four of the filter lands (Mystic Gate, Fetid Heath, etc). If this mana base has been working for you no problem, then stick with it. However, if it is has been playing a little slow, consider getting rid of a few of the depletion lands for some faster lands like shocks or fetch lands (Verdant Catacombs, Overgrown Tomb, etc. These cards are out of my price range personally). You can also probably cut two lands since 35-37 is the normal amount, and slot in both a Cultivate and a Kodama's Reach which are both phenomenal ramp spells in green.
There also seems to be some confusion over the theme of your deck, I would try to focus it more in the +1/+1 counter aspect of the deck. Cards like Sterling Grove, Suppression Field, and Muldrotha, the Gravetide don't really help your strategy that well and I think you would find your deck is able to interact more if you slotted in removal spells like Cyclonic Rift, Anguished Unmaking, Return to Dust, Swords to Plowshares, and Path of Exile to name a few. I would also consider cutting Argivian Find and Flash for some of the cards in your maybeboard like Reyhan, Last of the Abzan and Kalonian Hydra. Some other cuts that I think would be good is getting rid of Verdant Force and Predator Ooze since three green devotion is a lot in 4 colors and they have low impact for their relative costs and speeds. Lastly, if you are going to include Pir, Imaginative Rascal, you really need to include Toothy, Imaginary Friend since drawing either of them tutors the other and Toothy, Imaginary Friend also fixes some of your card draw problem.
I hope this helps you at least a little bit, and I hope you continue enjoying the game and format! Feel free to message me if you want additional advice or have questions; or to ignore me if you don't care. Best of luck!
5 months ago
Atrabilogie from here on out, the route you want to go with the deck (tempo, control, aggro, midrange) would determine what creatures & spells you'd want to run. There is also the question of how closely to the original theme of the deck (blinking/flickering) you want to stay, versus how competitive you'd like it to be- if you're looking to do well in tournaments, then cards like Ephara, God of the Polis, Phyrexian Ingester, even Venser, the Sojourner would likely need to be cut, though I consider Venser the heart/symbol of the deck. Again, it depends on what route you want to take, but that's totally up to you and your play style. This is also where my knowledge is not as strong, but I can definitely list some options and alternatives.
Eldrazi Displacer is a great creature to run for the blink/flicker theme, and has the added benefit of not just being able to target your creatures, but your opponent's creatures as well, potentially keeping a big threat at bay and preventing them from attacking. However, it's worth noting that the activated ability requires specifically colorless mana, so you would need to run something like Adarkar Wastes and/or Mystic Gate to ensure that.
Snapcaster Mage provides a ton of value and versatility, letting you recur spells from your graveyard (provided you do run a decent amount of instants & sorceries, such as the ones listed below).
Vendilion Clique is very good for control, allowing you to look at an opponent's hand and forcing them to tuck the biggest threat from their hand into their library.
I'm not too familiar with the planeswalkers, but Jace, the Mind Sculptor is a staple for any control deck.
As far as instants & sorceries, aside from Path to Exile, Cryptic Command is a very powerful spell in its versatility, with all of its modes being extremely relevant at any point in the game. Remand is also a great counterspell that provides tempo advantage, delaying your opponent's early game plan, while continuing to build your board while replacing itself. Serum Visions is likely the best 1-drop draw/scry spell in the Modern format, enabling you to keep your game plan on track. Opt is a close second for the same benefits. I also like Vapor Snag for aggro/tempo strategies.
Lastly, Aether Vial is an extremely powerful artifact that allows you to cast your creatures at flash speed, that cannot be countered, while also saving you mana. This card is probably one of the more ideal cards to still preserve the idea of blinking/flickering.
If you were inclined to go a third color, one of the most popular control archetypes is Jeskai Control, running red for extra value cards like Lightning Bolt, Lightning Helix, and Electrolyze. Snapcaster Mage becomes a must in this deck that runs a ton of instants and sorceries.
That's all I can think of now, but if I think of anything else, I'll let you know! Hopefully that provides some options for you to consider. Definitely plenty of routes you can take!