|Commander / EDH||Legal|
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|From the Vault: Lore (V16)||Mythic Rare|
|Rise of the Eldrazi (ROE)||Rare|
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At the beginning of your upkeep, if you have exactly 1 life, you win the game.
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Near-Death Experience Discussion
1 month ago
Yeah, I never said they were as powerful, but they did get printed at the common/uncommon rarity. It helps smooth Limited games without being completely busted in those formats. Those baby tutors still reward skill, but it’s skill at the deckbuilding level (as early GRN Standard decks running 4x Militia Bugler can attest, not to mention some Modern Humans lists!).
I’d also note that, even in a world where every tutor was a functional reprint of Demonic (and let’s assume everything becomes combo because it can be so consistent), competitive Magic would still be partially a game of luck, but the emphasis would shift from “did you draw into your combo” to “who drew enough lands, whose combo is favored, and who is on the play”, which sounds much less fun to me.
It depends quite a bit on the format, too. In Singleton formats, some amount of tutors might help janky decks built around Near-Death Experience win Commander games, or whatever. So I’m not arguing we shouldn’t have tutors, but I do clearly see and agree with WotC’s reasons for limiting their power (especially in Standard/Modern-legal products).
What formats do you prefer, DemonDragonJ? (Just curious)
2 months ago
Edit: it prevents all non-mana activity between casting and resolution. You can act after it's resolved, but nothing can affect its resolution.
2 months ago
Using comments to track changes:
2 months ago
@landofMordor: I added an amount of X-Burns that should conform to such a stratagem. What I also want to know is: How can I repeat Mistveil Plains' ability in the first place, & how good exactly is Barren Glory + Oblivion Ring + Apocalypse? Also, What card do you think would work well w/ Near-Death Experience in Boros' Colors? Or is it pointless to use?
3 months ago
I really like the concept of the deck, however I think that you have a lot of cards which don't add much value to the strategy.
For cards you could easily cut:
Iona, Shield of Emeria, Cloudshift, Essence Flux, Graceful Adept, Sen Triplets, Greed, Leyline of Anticipation, Near-Death Experience, Paradox Haze, Bond of Agony, Enduring Ideal, Sanguimancy, Temporal Extortion, Conjurer's Closet, Phyrexian Processor, Spellbook, Vedalken Orrery and Carrion Howler. You also have too many lands, you could easily go down to 36 and be fine.
As for cards I would add to the deck:
Unspeakable Symbol is an amazing card, it provides the deck with instant speed life loss, but also provides you a win condition in the form of commander damage from Zur. On top of this it can be tutored by him.
Spirit Mantle lets Zur connect, allowing you those sweet tutors.
Soul Channeling is another effect that lets you pay life that is tutorable by Zur. It's not great but it's still ebtter than some of the life loss effect you're running.
Counterspells! the best way to protect your stuff (since you have to go a round once you've tutored your combo), you need much more in the way of counterspells to protect your pieces. Counterspell, Swan Song, Mana Drain (if it's in your price range), Delay, Negate, Arcane Denial, Pact of Negation, these are all good examples of counterspells you should be running. On top of this you should run removal, especially stuff like Swords to Plowshares, Anguished Unmaking, Disenchant, etc. as well as Grasp of Fate and Detention Sphere. There's also Seal of Cleansing and Aura of Silence.
Ramp! You don't have very much in the way of ramp/fixing. I would recommend finding space for Dimir Signet, Talisman of Dominance, Azorius Signet, Talisman of Progress, Orzhov Signet, and depending on your budget, Mana Crypt and Mox Diamond. Dark Ritual is another good burst of mana as well.
Savor the Moment is a card you could use to get to your next turn (to jumpstart your combo) if you wanted to.
And if you're concerned about discarding to handsize, Reliquary Tower and Library of Leng between the two should be enough. But for the most part you don't really card, just sculpt your best 7 and go from there.
Hopefully this'll help streamline the deck.
3 months ago
Interesting deck idea! A few comments:
So the Carrion Howler + Darksteel Plate combo won't work the way you think it will. Indestructibility doesn't stop a creature dying to state based effects (i.e. -1/-1 effects). However, you should still be able to continuously activate the Howler in response to its own ability. If you want the Howler to come back then a card like Gift of Immortality might be better. Though if you are only using the Plate as a way to keep the Howler alive until you are ready to go off then my comment is a moot point.
Near-Death Experience could be a hilarious alternate win-con.
Is the only purpose for Arena Rector to go get Aminatou? Unless I am missing something neither of those cards seem very synergistic with your deck. I feel cards like Erebos, God of the Dead, Damnable Pact, Idyllic Tutor, Bond of Agony, Greed, or even Heliod, God of the Sun (to gum up the board) might be better.
+1 and good luck with deckbuilding!
5 months ago
You're off to a decent start, I'd say. Your curve looks good, though you're mana base is a bit weak at the moment (you should be running about 40 land for consistency). Some commentary as I took notes:
Heliod, God of the Sun doesn't seem to fit with the overall theme of the deck. You'd be better off with a card that will give you lifelink creatures or something, to help offset the life-loss from your various effects. Whip of Erebos would be my pick for this deck.
Blood Tribute is going to want more vampires, which are kind of slim in your deck at the moment.
Brainspoil is...poor removal. I would remove it. Killing Wave, on the other hand, is a good choice for sweep, and Remorseless Punishment and Temporal Extortion are nice. I like Near-Death Experience as an alternate win-con, but Path of Bravery is going to hamper that, especially since you don't appear to have super-consistent lifegain.
You have...two? infect cards. I would remove them since infect is really an alternate win-con that you aren't geared toward. Diseased Vermin might make for an alternate rat if you must have a rat, especially if you can give it evasion somehow, and it works with lifelink. It's not a strong pick for the deck, though.
Seekers' Squire doesn't really seem to fit any of your themes.
Ones that work somewhat with the life drain: Defiant Bloodlord, Retreat to Hagra, Thrull Parasite, Bontu's Monument, Kambal, Consul of Allocation, Underworld Coinsmith (this would be a reason to keep Heliod, actually), Zulaport Cutthroat, and maybe Vizkopa Confessor
Others that pay life or give you life somehow: Arguel's Blood Fast Flip, Chainer, Dementia Master, Cruel Sadist, Phyrexian Reclamation, Vona, Butcher of Magan, and Elenda, the Dusk Rose (for working with your creatures dying).
All of this, of course, is subject to what you're willing to buy, and you don't have to listen to anything I say. It's your deck, after all.
10 months ago
Ideally blooms and that. The point is, you've gotten the idea in your head that if you don't win by turn 3, you've lost. Modern is a turn 3 format only when there is no interaction. By using more controlling elements, and more consistent ramp, you can drop your combo sorcery early on and win from there. For example, this deck has only street wraiths, and you have Near-Death Experience in it. You have no way to set and stay at 1 life. Also, you can get some cheap Hate enchantments like Rest in Peace and Stony Silence for the SB