|Commander / EDH||Legal|
Printings View all
|Hour of Devastation (HOU)||Mythic Rare|
|SDCC Promo 2017 (S17)||None|
|Promo Set (000)||Mythic Rare|
Combos Browse all
Nicol Bolas, God-Pharaoh
Planeswalker — Bolas
+2: Target opponent exiles cards from the top of his or her library until he or she exiles a nonland card. Until end of turn, you may cast that card without paying its mana cost.
+1: Each opponent exiles two cards from his or her hand.
-4: Nicol Bolas, God-Pharaoh deals 7 damage to target opponent or creature an opponent controls.
-12: Exile each nonland permanent your opponents control.
Nicol Bolas, God-Pharaoh Discussion
2 weeks ago
Why Void Shatter ? Why not just play Counterspell ? Morophon, the Boundless seems fairly weak too, as it only reduces the cost of colored mana. I think playing a thick planeswalker like Nicol Bolas, God-Pharaoh or any other huge bomb might be better instead.
1 month ago
Sorceries: If you need some good board wipes for a reasonable cost (money wise, sadly not mana wise), I would look at something like Heaven//Earth (It couldnt find this card for some reason), You can take out flyers one turn and then save mana and let everyone forget that you have a nice boardwipe to cast right from your graveyard! In that vain of mana sinks Cut//Ribbons (It couldnt find this card for some reason) can also just end games if you can get enough mana for the second half of the spell, and as long as your graveyard isnt exiled you can get everyone at anytime. If you plan on having a good chunk of creatures tapped Harvest Season can be excellent ramp, as long as you are running a decent amount of basics. Never/Return is a good spot removal spell in your set as well, as you can take out any creature or planeswalker if needed. Beneath the Sands is a good ramp spell, that has cycling in case you don't need it. Hour of Revelation is also a great board wipe if needed.
Instants: If you want some counter spells, Cancel and Countervailing Winds are some of the better options available to you. Sadly there isn't a lot in the set to specifically target down artifacts and enchantments, but I do like Forsake the Worldly , Dissenter's Deliverance and Commit//Memory (It couldnt find this card for some reason). Hour of Glory seems like a good option for some creature removal as well, but there seems to be a lot of that from this block in particular
Artifacts/Enchantments: Seems good in these category might want to consider a mana rock like Pyramid of the Pantheon , it starts out slow, but can become a great mana source afterwards, as well as something like Sunset Pyramid for a bit of card advantage then some selection. Same goes for Riddleform , but instead of advantage it gives you a creature for a turn. and Cast Out can help take a permanent out for a bit if needed.
Planeswalkers: This one is a weird category for me to make remarks on. I know that not everyone likes Planeswalkers, but I love them. That being said though, this set has a few interesting ones, that might not be able to help you particularly much on one hand, Nicol Bolas, God-Pharaoh is an insane game closer, but is a bit expensive(both mana and money wise). Samut, the Tested can provide huge versatility, isn't too bad price wise, and is probably one of the better options for you. Gideon of the Trials is a pretty good flavor win, and has some good versatility but you have to pick between him being an attacker or protecting you from something big on board. and the only other one I'd even consider would probably be Nissa, Steward of Elements , not because shes that great, but because she can give you some card selection and even some good value with her  ability if used with her [+2]. I would only pick one or two of these though depending on the slots you have left from other stuff, as they give you some good value, but don't always progress your game plan with the deck by themselves.
Creatures: For the most part your creatures are fine. I'll just be putting in some suggestions for other options/utility. That being said Angel of Condemnation can be slow but ultimately help create mana ramp by flickering golos, then taking out some important creatures your opponents might lay down. Dreamstealer can offer some pretty good disruption against your opponents and make them have to keep a couple of creatures back as blockers. Majestic Myriarch might be a good finisher, but you might be good on those. Temmet, Vizier of Naktamun is also great for token decks.
Last but not least: Lands: These seem to be good, but watch out as too many utility lands can hurt your deck, and just make sure you add enough basics in for searches to actually grab the color you need. There are the cycling lands for this set, but they can be pricey :(
1 month ago
1 month ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.
5 months ago
As much as I'd love to legally play Elspeth, Sun's Champion as my commander, I think allowing all planeswalkers as commanders would be a bad idea.
I'm with JLK of the Command Zone here; 'Walker commanders slow the game down. A lot. Everybody is too worried about attack the commanders that the player's life totals stay at 40 for way longer.
Planeswalkers played from the 99 slow the game down, I can't imagine that happening every game. As a former superfriends player, I can say that having multiple planeswalkers on the board makes turns long, tedious, and grindy. Then the game becomes a mini-game of killing whatever walker is closest to ultimate-ing. It is unfun. I took apart my planeswalker deck.
While introducing 140 new commanders to the format would create a lot of new and awesome decks, it would warp the format. 140 new decks could easily destable metas and card prices. Cheap evasive creatures would be on the rise, which are great for controlling 'walkers but not good for killing players, meaning longer games again, etc.
The commander format is amazing and extremely popular. Don't fix what isn't broken.
9 months ago
hkhssweiss I will add Nicol Bolas, God-Pharaoh eventually, I believe he is very powerful and deserves a spot in the deck. I will not be adding Nicol Bolas, the Deceiver as I feel he is not powerful enough for 8 mana.
I do like all of your ramp suggestions and will use them if I feel the deck needs more mana-fixing/ramp.
Sweltering Suns and Cower in Fear are too weak to be good in this deck. Sadistic Sacrament is so cruel and so awesome! That card can single handedly take out an opponents chances of winning so I will definitely throw that card in at some point. Countersquall is an auto-include as it’s an on flavour Negate. I removed Slave of Bolas because I felt it was too much mana for the results it produced. Crux of Fate is definitely strong and I will consider it. The only problem with the card is if I come up against a deck with a large amount of dragons. Blood Reckoning will almost never stop the token decks from killing me so I decide not to run it. Imp's Mischief while on flavour, can easily be replaced with a copy of Redirect so that I don’t lose life. Great suggestions!
Boza on R.I.P. Brawl
10 months ago
All the guild leaders scream 'designed with brawl in mind', ie not too powerful, but actually boring. Ral and Vraska are unexciting walkers, average at best. Lazav is 2 1/3 with a unique ability, so not too powerful, given you cannot feed your yard easily in brawl. Trostani and Aurelia are just plain boring.
All of them are ideal brawl commanders.
In other news, my Nicol Bolas, God-Pharaoh is rotating out, which sucks. Meanwhile, Muldrotha, the Gravetide continues to be the best commander ever for brawl and GRN did not change that. And this is a format where Teferi, Hero of Dominaria can be your commander, which is stupidly broken in 1v1.
Still, I will give brawl a whirl once more with GRN if my playgroup is up for it.
11 months ago
Even if Nicol Bolas, God-Pharaoh is rotating, he will always be in our hearts... :P
Just a side note, I'v played a game or two already with some new GRN cards and found Surveil can be VERY good at filtering your deck. One game my opponent had 35ish cards left in their library, and I had only 10 xD
Nicol Bolas, God-Pharaoh occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%