|Commander / EDH||Legal|
Printings View all
|Magic 2015 (M15)||Common|
|Journey into Nyx (JOU)||Common|
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Enchantment — Aura
Enchanted creature can't attack or block unless its controller pays .
Activated abilities of enchanted creature cost more to activate.
Price & Acquistion Set Price Alerts
Oppressive Rays Discussion
2 days ago
On face, the deck seems like a good budget deck. It conforms with the general standards for an edh deck and follows a clear strategy. However, I think that there are some problems with the deck. Although it is built on a budget, there are only 6 ramp card in total plus 2 cards which decrease the cost of soldiers. On face it looks ok, but paired with only 36 lands (one of which ( Temple of the False God ) being a half-ramp card) it is questionable. I would add another ramp (like Thran Dynamo ) and a land ( Evolving Wilds , Terramorphic Expanse , Spinerock Knoll ). Also, I would argue that the removal in this deck is weak. The only true removal spell is Swords to Plowshares while others with worse conditions, like Response / Resurgence and Spear of Heliod , can have some major downsides in a commander game. The other single target removal spells ( Steam Catapult , Intrepid Hero , Catapult Squad and Catapult Master ) are, quite frankly very limited and. In addition to the weakness of the removal, there are only 7 of them, which is, in my opinion, quite lacking, especially considering 4 of them are creatures and there is no enchantment or artifact removal. I would reccomend the extra investment for Path to Exile , and also consider Lightning Bolt , Vandalblast , Wear / Tear and Oppressive Rays . One final point is the colour wheel of the deck (next to the mana curve). I find that, for a 2 colour deck, there is far too little red for it to be worth playing. Because of this, there are relatively few red mana producing cards, meaning often you will not be able to play the few red spells that you will inevitably draw, they are dead cards (this is why i recommended Terramorphic Expanse and Evolving Wilds above). However, I would also like to complement the deck building, as the theme of the deck is very strong and maintained, and I hope to see it do well in play-testing.
2 months ago
Prison decks are definitely played in Modern. I suggest you edit your description to say "modern" in every instance you wrote "standard" - they are not the same thing. Below are some spells that fit the theme. There are obviously many others. I suggest you try a deck search here on TappedOut for Modern Prison decks (use Advanced Search function)
Some spells to consider:
Wincons: Starfield of Nyx
Lands: Scavenger Grounds
2 months ago
2 months ago
4 months ago
Oppressive Rays and Soul Tithe are basically just strictly worse Path to Exile. If you want to deal with something like a Primeval Titan or a Wurmcoil Engine, then you won't be able to because your opponent will happily pay the tax and kill you anyway. I know you want tax tribal, but I think you should make an exception for Path to Exile.
Mana Tithe is a beautiful card, but I don't think it's good enough. Especially if you have Thalia in play and have to pay 2 mana for it.
Do you need Nykthos? I guess it can allow you to cast Chancellor and helps you cast Spelltithe Enforcer, but I don't think either of those are necessary by any means. I think 2 more Field of Ruin or 2 Ghost Quarter would be better.
Shefet Dunes is a neat trick for closing games. It doesn't tax, but it's also a land so I think that's grey area.
I think there are too many 4-drops. I also think you have too many 3-ofs and not enough 4-ofs. I think Thalia, Guardian of Thraben, Vryn Wingmare, Leonin Arbiter, and Judge's Familiar should be 4-ofs. I think Baird is the worst of your 4-drops, but I'm not sure. Windborn Muse dies to Lightning Bolt, which feels bad.
What I would do:
Remove Chancellor of the Annex, Baird, 1 Windborn Muse, Spelltithe Enforcer, Oppressive Rays, Soul Tithe, Mana Tithe, Nykthos, and 1 Plains (18 cards)
That leaves 4 cards unaccounted for. I don't know what I would do with those final 4 spots.
5 months ago
+1 love the idea!
6 months ago
Perhaps there is something better than your 3x Equipments as they don't trigger Heroic abilities. I'd use those 3 slots for some sort of removal - off the top of my head and aside from the desirable/obvious/expensive Path to Exile - Condemn, Oppressive Rays, Journey to Nowhere, Oblivion Ring, Cast Out, Seal Away, Chained to the Rocks(requires a Mountain), Banishing Light, Celestial Flare.
7 months ago
Love the deck. I'm doing a tallowisp spirit deck myself. I can see yours is super Budget and still looks solid. Land is always the most expensive part.
Have you looked at Curious Obsession? It's been aroun solid for me as a 1x
What about Oppressive Rays? would keep it low to the ground with being able to hit the turn 1-2 threat with it.
Please take a look at my version of the deck and let me know what you think.