|Commander / EDH||Legal|
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Never // Return
Destroy target creature or planeswalker.
Aftermath (Cast this spell only from your graveyard. Then exile it.)
Exile target card from a graveyard. Create a 2/2 black Zombie creature token.
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|Have (8)||theilluminaire , frederiklw , ecurps , Fighter_7 , PhotogenicParasympathetic , silvereh , LegendDeer , Diamonddragon2002|
|Want (7)||Mage_Of_Space , fraven961 , pigtap , RoninH3RO , Talonisnthavingit , Daeyel , cannon_Spectacle|
Never // Return Discussion
2 weeks ago
rob_shifflett great idea, I didnt even think of that. Far // Away, Never // Return, Consign // Oblivion, and Rags // Riches seem pretty playable. I will add them in for now but I need to cut a bunch more.
1 month ago
in many cases, a single Arch of Orazca can be to many if it comes to early, or you have more important things to spend your mana on. I would reduce the count to a singleton & add another Swamp. 19-20 Swamp is a good bench mark with Cabal Stronghold
Also, 2x Torgaar, Famine Incarnate in addition to 2x Demonlord Belzenlok & 2x Josu Vess, Lich Knight is way to top heavy. you do not want any of them in your starting hand or the early game in general. I would recommend dropping Torgaar entirely for something smaller and more useful - Gifted Aetherborn Fatal Push, & Never // Return are definitely top priorities.
Also, the same is true with Mastermind's Acquisition 4x of them is too top heavy without purpose. treat that card as an emergency duplicate for your sideboard. having 1 or 2 in the opening hand or early game is just not a good thing as everything you may want is further into the late game. dropping to a singleton or 2 of will allow you to speed up the decks aggression.
2 months ago
@AlienoftheLand Post-board, you have 3 Gideon, 3 Aryel, 3 Lyra, and 2 Chandra to threaten Teferi, as well as 4 Vraska's Contempt, 2 Ixalan's Binding, and 3 Duress to deal with one directly (on top of Glorious End, which can be used as a "counterspell" if you have Gideon Emblem or Lich's Mastery out). If that's really not enough, you could switch some number of Disintegrations for Never / Return, or add Cast Out, but that's pretty much it. I believe the card-advantage engine you're looking for is Arguel's Blood Fast Flip.
3 months ago
mavryk you are right about taking out the Bontu's Last Reckoning, I used to have very few creatures but with Dominaria I put in some more. I might replace it with Battle at the Bridge and another Never / Return. About the Walk the Plank thing, I think it is more reliable than Cast Down, and there are very few merfolk decks now, but I might change that later. Thanks for the suggestions.
3 months ago
Maybe take out a couple of bontu's and instead replace those with another Never / Return and Harsh Scrutiny nice low priced deck though. Also, Cast Down can replace your walk the planks... cause if you run in a merfolk deck, you'd be done for.
3 months ago
Yes, you're allowed to do this. The words "the chosen creature" don't mean the chosen object is required to be a creature at the time you activate the ability. It's just simpler to write out the ability that way since 99.9% of the time the object will still be a creature.
Keep in mind that making a non-creature planeswalker indestructible will only protect against "destroy" effects specifically (Never / Return, etc.). It won't prevent damage, save the planeswalker from dying due to having 0 or less loyalty, or protect against "exile" effects (Vraska's Contempt, Cast Out, etc.)
4 months ago
We all make mistakes.
I wouldn't have known that English is not your first language, so you are very proficient with it.
I actually already tested your deck, as you seemed to be a nice person, so here are my suggestions.
This crushes other Creature decks but, as you pointed out, it struggles against Control.
Kambal, Consul of Allocation is a bad card to use against Control as it will just be Countered, or won't stick around.
You might do well to replace it with two more Supernatural Stamina. Control HATES that card.
It has much more versatility, and is a must play in any Black deck, at the moment.
Blood Sun is an atrocious card to use in Standard, right now.
It makes all of your Opponent's lands come in untapped.
You'd be far better off including some Field of Ruin in your Mainboard, to deal with problematic Opponent lands. That will let you get rid of Scavenger Grounds handily enough - a big problem for this deck.
You might also add an Arch of Orazca to your lands. The late game draw it provides helps to close out long matches.
Hope those Comments help you.
This is a terrific idea.
The deck is very original, and is as fun as hell to play.
5 months ago
All Control decks need lots of draw, so they don't run out of cards when they need them.
One copy of Arch of Orazca would also help with this.
Suggest you increase your land count to at least 25, to avoid missing land drops.
Some people even run 26 lands in their Control decks.