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As Nevermore enters the battlefield, name a nonland card.
The named card can't be cast.
3 days ago
3 days ago
@kamarupa Hey, no problem man! I love White Weenie almost as much as I love cocaine! As a budget list, seems solid! The only thing I might consider is maybe one or two Nevermore in the board to fight combo.
3 days ago
Finally got to play the deck tonight! Lots of fun, but I really have to take my aggro mindset a bit away ;) Was quite triggerhappy with removing stuff. So some more practice is needed.
There was only one moment when I did not had an answer (and I had Sunforger on the field. I was being attacked by 6-7 big buffed up Mazirek Tokens, and on that moment I wished that there was a Settle the Wreckage in the deck to deal with a scenario like that. Right now you have nothing to deal with someone who doesnt go super wide, but also not attack with one big creature. We have nothing for the grey area in the middle, since Rakdos Charm doest not take care of 8-9 creatures coming your way
I also added a Michiko Konda, Truth Seeker instead of Tymna the Weaver and that really helped as well. She isnt a direct threath on the board, but people are reluctant to attack you or shoot damage in your face.
Also I'm really thinking about adding Nevermore . Tonight I was up against Jeleva, Nephalia's Scourge and I really had problems dealing with her. The guy played a shit ton of "I take an extra turn card" for free with her looking for his combo. This really put me in the position of countering and removing his commander. In this situation a Nevermore would have been ideal, especially targeting a Grixis commander, since they kinda lac enchantment removal :)
But overal it was a very pleasant evening and looking forward to test her a bit more. precociousapprentice do you have any cards that you doubt about? Or where you go I would replace those with something of the cards you named above?
I find it very hard to make cuts right now since I really want to playtest your build!
4 days ago
Another question, ever tried out Nevermore ? Seems great to keep commanders out of the game?
3 weeks ago
flibety Thank you for your suggestions!
Let me address them in order: First, the reason Thopter Assembly is in the deck is to fulfill one of the win conditions, the combo with Time Sieve for infinite turns. Duplicant is here to act as repeatable removal for problem creatures as a tradeoff for not running as much single-target instant and sorcery based removal, and the same for Noxious Gearhulk . Baleful Strix is there fore early game card advantage, and Wurmcoil Engine is present to act as a threat, because, well, it's Wurmcoil Engine, and Sphinx of the Steel Wind is a threat that bypasses red removal and green reach blockers.
Second, Mycosynth Lattice is in this deck for a couple reasons. The first is that in a combination with Darksteel Forge and Nevinyrral's Disk , it leaves all my permanents intact while also dealing with those of my opponents. Scourglass is for redundancy in case I don't draw any of the aforementioned cards, as it is a solid boardwipe on its own. And Null Rod is in here to combo with the Lattice to cut every player off of mana for the rest of the game and begin a war of attrition, which I will hopefully be able to circumvent using Omniscience .
And lastly, Yahenni's Expertise is here to provide an out against token decks, at times in which my own creatures matter less than survival. I have one more cut to make to find room for Second Sunrise , which is the prime hit for casting off the expertise.
This is not an all-out combo deck, I'm trying to lean in more on the value side of things, which is why the majority of these cards exist to act in separation from each other, rather than as a fine-tuned machine.
3 weeks ago
You may want to consider cutting one or more of the following creatures: Baleful Strix , Noxious Gearhulk , Duplicant , Sphinx of the Steel Wind , Wurmcoil Engine , or Thopter Assembly . Definitely do not remove them all, but you have quite a few creatures that directly work with artifacts. This means that having quite a few artifact creatures that arent necessarily serving a purpose towards your win condition may be somewhere to start with removing cards.
Mycosynth Lattice should be removed, as it has anti-synergy with Nevinyrral's Disk (it would also destroy all of your lands and planeswalkers), Scourglass (it wouldnt destroy anything), and Retract (it would return all of your lands to your hand). It could also combine with Blinkmoth Urn to massively increase your opponent's available mana. While it does have powerful synergies with some of your planeswalkers, these drawbacks would essentially make it a dead card in hand at best and a powerful asset to your opponent at worst. Are these worth the upsides?
Do you have cards in mind that you would target with Nevermore and do you anticipate facing decks with these cards enough to warrant having this card in your deck?
Most of your creatures wouldnt survive the -3/-3 from Yahenni's Expertise , so which card would you be hoping to play with its effect that would be worth killing off a serious portion of your creatures?
Wouldnt Null Rod affect you negatively much more than your opponent, as you have many artifacts with cost activated abilities?
1 month ago
No problem Kissodeth!
If your going along the lines of that may I recommend:
- Illusions of Grandeur
- Puca's Mischief
- Fractured Identity
- Thought Lash
- Celestial Dawn
- Venser, the Sojourner
1 month ago
Thran Lens allows your creatures to block Animar and possibly remove him if any have deathtouch.
If you're playing 1 vs 1 Council's Judgment can always remove Animar.
Deathgrip is probably your BEST counterspell.
Since Animar starts as a 1/1 cards like Engineered Plague , Night of Souls' Betrayal , Curse of Death's Hold , Ethereal Absolution , and Elesh Norn, Grand Cenobite make him die instantly before he can ever get big. (If he's already out and pumped up before you can get one out just use a board wipe and he'll be stuck in the command zone until the Animar player can remove this effect.)
Chalice of the Void on 3 makes it so Animar can't be cast.
Nevermore occurrence in decks from the last year
All decks: 0.02%
Commander / EDH:
All decks: 0.01%