|Commander / EDH||Legal|
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|Vintage Masters (VMA)||Rare|
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Activated abilities of artifacts can't be activated.
Null Rod Discussion
1 day ago
DivineKhaos Glad you liked it! Feel free to ask me any questions you have; I'm more than happy to help new players!
On Collector's Ouphe - Freyalise has always had a small problem with Null Rod ; first of all, Null Rod does nothing for our primary gameplan. Ouphe fixes this by providing a body to both block for Freyalise as well as count for her ult. Secondly, while 4/5 of our artifacts are expendable (the 3 mana rocks, Expedition Map), Skullclamp is often a key card when we begin to combo off. Ouphe fixes this problem, as Natural Order , Temur Sabertooth and Greater Good are all efficient ways to get it off the battlefield. I'm optimistic these changes will hopefully "fix" the problems that Null Rod's historically had in this deck. It only costing 2 also makes it a very cheap tutor target for Green Sun's Zenith , Finale of Devastation , Chord of Calling , and it even fits into Woodland Bellower 's toolbox. This also hopefully fixes Null Rod's historic issue of never showing up when you wanted it, and often seeing it when you didn't.
On Sensei's Divining Top - Sensei's Divining Top was always an OK but not great card that made the cut for lack of anything else better. Ouphe is both "something better," and cutting Top is obviously synergistic with running Ouphe in our deck.
3 days ago
@ ToffMcSoft If your reasoning for returning Aetherflux Reservoir to the list is that Cursed Totem is a problem when you are far more likely to find an opponent with Stony Silence , Null Rod , or Karn, the Great Creator then you've only increased your difficulties on average over an arbitrary sample size set of games. You'd be better off, using that reasoning, adding in a card like Into the Roil to help find a way around all of those cards than to opt into either of 2 choices where neither one deals with any of those cards.
4 days ago
I was wondering why Collector Ouphe over Null Rod ? Is it because you don't have Null Rod or is it because the Ouphe can die to -1/-1 counters or be sacrificed when you no longer want it unlike the rod?
4 days ago
I wound up cutting Blue Sun's Zenith and Stroke of Genius from my list. If I get them off Urza's exile ability they don't do anything as a win con which leaves me hard playing them (which I would be fine with in other decks, but this deck can win in so many ways as long as the engine is running) and usually playing them for "value" earlier in a game where the value I found in testing so far wasn't an ideal fit. If the deck is already pumping with it's engine and can loop the graveyard and library (with Narset's Reversal and Timetwister for example) then it can win just by looping a Pongify , Rapid Hybridization , Swan Song or Chain of Vapor on Urza repeatedly. All of those spells double as interaction as well as win cons and are lower on the curve than BSZ and SoG. Likewise, I found Jace, Wielder of Mysteries to be essentially a dead card at all points. Instead I've found that changing more of those card slots into just being things that start the engine running was more useful.
Also something to think about on the Null Rod note: Karn, the Great Creator accomplishes the same effective task of shutting off opposing artifacts while also doubling as resiliency and removal. If an opponent exiles Paradox Engine or your other artifact based combo pieces you can grab them back from exile (face up or down exile to boot!). If you just don't want your opponents to have a zero cmc artifact then you can plus Karn and send that Mana Crypt to the crypt. Sure it was already turned off, but if they kill Karn later that Mana Crypt won't turn back on while Null Rod can't say the same. Having the same stax effect, but asymmetrical by design, attached to better utility totally justified the higher cmc in my book and it has worked well for me so far in testing.
I'm working with this list here: Looper, if you'd care to have a look and drop some thoughts or maybe find some inspiration.
4 days ago
The deck's biggest strength lies in its ability to efficiently destroy all creatures, but cEDH decks... don't overly care about that? I mean, they care, but their actual wincons generally can't be disrupted in that way. Pair that with the prevalence of Cursed Totem (the boogeyman for this deck) and the fact that mono-black pretty much can't interact with artifacts apart from Null Rod ?
I don't think it'll ever get to that point.
4 days ago
Kcucullen - To be honest, I wouldn't run Tabernacle as it's counter productive in this deck. The Construct + Urza (requiring tapping down for 2 each turn). I've got a very similar but more streamlined Urza build listed here w/o Tabby: Urza Feeling Lucky - cEDH Primer #1 Mono Blue
My suggestion for the OP is to cut the following:
- Defense Grid
- Tangle Wire
- Trinisphere : I have reasoning on my desk list as to why this card shouldn't be included
- Thought Vessel
- Mind Stone
- Null Rod
- The Tabernacle at Pendrell Vale : somewhat counter productive
- Defense Grid
A few suggestions on cards to include:
- Sapphire Medallion
- Etherium Sculptor
- Narset's Reversal
- Force of Negation
- Howling Mine
- Trail of Evidence
- Tribute Mage
- Dig Through Time
P.S. Something to add you your "win lines" Muddle the Mixture + Rings of Brighthearth : Copy Muddle the Mixture 's transmute ability and search for Dramatic Reversal + Isochron Scepter or Grim Monolith + Power Artifact.
6 days ago
The deck had some retooling since I last updated it. I'll try to get it uploaded soon. From MH1, Collector Ouphe is 100% going in, since it's a more tutorable Null Rod . Goblin Engineer helps tutor for hate pieces, so it is likely going in. Llanowar Tribe is under consideration, though it is harder to cast than Somberwald Sage . Prismatic Vista is going in, probably for a basic. Shenanigans is a consideration based on the meta, but likely won't make it in. Frostwalk Bastion is a consideration because it can block Tymna decks and whatnot. Reap the Past and Mox Tantalite are strong enough to go in budget lists, though I would probably add Seasons Past to a budget list before Reap. Wrenn and Six will require testing, but I am not optimistic about a walker that needs 4 turns to ult with a mediocre +1.
1 week ago
Narset isn't considered tier 1 due to color identity (no G or B really hurts), mana cost, and lack of consistency. Slotting enough topdeck tutors to make it "go" reliably eats away slots that should be filled with ramp, removal, or counterspells. The high density of extra turns required to consistently hit one in the top 4 means you'll wind up with them sitting in hand as expensive dead draws unless you're already comboing out with free turns for a win.
Sarkhan also has a point about your damage output. The only way you're getting kills is empty deck + Nexus or Beacon. With both of them countered or exiled or in hand, your combo stops. Also consider that 19x4=76, so unless you've magically drawn or milled 10-16 cards, you'll run out of turns and swings before hitting empty library. You could always hit Nexus or Beacon the 4 extra times required to achieve empty library state, but you're leaving your fate to chance. Also consider, you could just entirely whiff on your first 4 drawn and have to pass the turn, or really at any point in the combo chain. You should also consider that without any combat buffs or even first strike, any 2 power critter with first strike OR any 2 power critter with 4 or more toughness makes you really sad.
I think you're missing out by not running a suite of wheels and red mana rituals to help power out early Narset. Wheel of Fortune Timetwister Windfall should be included for sure, if for no reason but to neutralize runaway card advantage of opponents on turn 1. Great for refilling hand after dumping rocks and rituals too. I would also include Rite of Flame as it lets you hit many 2 cmc rocks on turn 1. Pyretic Ritual and Desperate Ritual are also options but rather slot heavy for what they give you. Seething Song is nice ramp but gives an overproduction of red that makes it hard to turn it into Narset.
Your lack of counterspells means its really easy to shut off your combo turn. Swing and reveal a free turn, it gets countered, and you're left twiddling your thumbs hoping someone doesn't win before your next turn. Similarly, you can't protect Narset from pyroclasm effects or wrath of god effects. Null Rod or Stony Silence or the new Collector Ouphe coming out before you've played Narset means you are going to lose before you can draw enough lands to get to 6. You run two cards that can remove either of those cards, and 3 that can counter it. Similarly, Kataki, War's Wage and Manglehorn also cause big problems. And please don't try to tell me you just go too fast to be stopped by them. Stax pieces also cause immense problems for this deck, just like your other deck, because your removal is so low. Turn 1 Trinisphere makes this deck cry big sad tears. Stranglehold means you have to flip into your only 2 answers or also cry big sad tears, you can't tutor to them and you run almost no draw. The list goes on.
I asked this on your other deck too, but what decks are you playing against? You keep saying you play against competitive decks in a competitive league, but there's just no way you're facing optimized decklists and players who make correct choices based on board/hand texture if this and your other list are big winners at the table. Are you pubstomping 15 year olds in your small town of 1,000 people? That's really what this list looks like. The fact you continually archive comments that are literally only days old on this list and your other because they contain criticisms of your list speak a lot about what it is too, and it makes it hard to find actual discussion on your deck because you keep stifling it. This is just a pubstomp list to snag those +1's and views from casuals, nothing more, you even have a +1 button in your description ffs.
For real though, stop tagging your pubstomp lists as competitive and talking mad game about the cEDH community. Your deckbuilding philosophy is "let the rest of the pod stop others from winning" and it really shows man. Your opinion about turn 4 means nothing because the meta revolves around the turn 3 board state. You have a real head-in-the-sand reaction to critiques of your deck, and calling us "sheeple" for realizing only certain commanders are actually viable at the premiere competitive level is rather childish. Yes, its cool to make lists for commanders to try to make them relevant, but there is actually a power level difference that gives a strong edge to certain commanders and decks. Spend some time and learn the meta before shitposting and making me write paragraphs. Again.
And yeah, I'd love to see some step by step instructions. I'm not confident this deck gets to empty library state from one swing, or even 2 or 3 swings. Also stop assuming that hitting a piece of MLD is the same as an extra turn, using MLD then passing leaves you vulnerable to the dorks and artifacts that are EXTREMELY common in cEDH, you're just handing games over to competent players who realize MLD is a viable strategy in cEDH and appropriately diversify their mana base.
Null Rod occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%