|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Commander Anthology Vol. II (CM2)||Common|
|Commander 2017 (C17)||Uncommon|
|Commander Anthology (CM1)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2016 (C16)||Common|
|Commander 2015 (C15)||Common|
|MTG: Commander (CMD)||Common|
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Orzhov Signet Discussion
4 days ago
Daedalus19876: thanks for the comment. These are some pretty interesting suggestions. I've recently added Orzhov Signet for mana issues, but Dark Ritual indeed fills that roll. I think I'll add a playset in exchange for signet, the two prophetic prisms and one sacrament. Two of the latter seemed to many anyways. Reliquary Tower might be good to add indeed. Right now I'm thinking about adding Venser's Journal, though. It would be another high cmc card, but with major upside. I'm not too excited about Rest for the Weary though. With the updates mentioned, it'd be a one-of, and in that slot, sacrament is better.
1 week ago
Your deck looks pretty good already! You could try Minion Reflector to copy creatures after blinking them. Noxious Gearhulk and Phyrexian Ingester are also good for removal. Massacre Wurm should be great to wipe out smaller creatures, or even bigger creatures if you can blink it multiple times. Sunblast Angel could work well as a boardwipe and discourages attacking and tapping.
I think Infinite Reflection is a bit risky because any removal on the enchanted creature removes both cards.
1 week ago
Also you're in black white so I would put in Vindicate and Utter End along with Swords to Plowshares and Path to Exile for some better removal. Sol Ring and Command Tower are both auto-includes in every edh deck ever. I would take out the cluestone and the key rune and put in Orzhov Signet. Soul Warden could really help to make your gameplan go harder with life gain.
1 week ago
I really like the concept of the deck, however I think that you have a lot of cards which don't add much value to the strategy.
For cards you could easily cut:
Iona, Shield of Emeria, Cloudshift, Essence Flux, Graceful Adept, Sen Triplets, Greed, Leyline of Anticipation, Near-Death Experience, Paradox Haze, Bond of Agony, Enduring Ideal, Sanguimancy, Temporal Extortion, Conjurer's Closet, Phyrexian Processor, Spellbook, Vedalken Orrery and Carrion Howler. You also have too many lands, you could easily go down to 36 and be fine.
As for cards I would add to the deck:
Unspeakable Symbol is an amazing card, it provides the deck with instant speed life loss, but also provides you a win condition in the form of commander damage from Zur. On top of this it can be tutored by him.
Spirit Mantle lets Zur connect, allowing you those sweet tutors.
Soul Channeling is another effect that lets you pay life that is tutorable by Zur. It's not great but it's still ebtter than some of the life loss effect you're running.
Counterspells! the best way to protect your stuff (since you have to go a round once you've tutored your combo), you need much more in the way of counterspells to protect your pieces. Counterspell, Swan Song, Mana Drain (if it's in your price range), Delay, Negate, Arcane Denial, Pact of Negation, these are all good examples of counterspells you should be running. On top of this you should run removal, especially stuff like Swords to Plowshares, Anguished Unmaking, Disenchant, etc. as well as Grasp of Fate and Detention Sphere. There's also Seal of Cleansing and Aura of Silence.
Ramp! You don't have very much in the way of ramp/fixing. I would recommend finding space for Dimir Signet, Talisman of Dominance, Azorius Signet, Talisman of Progress, Orzhov Signet, and depending on your budget, Mana Crypt and Mox Diamond. Dark Ritual is another good burst of mana as well.
Savor the Moment is a card you could use to get to your next turn (to jumpstart your combo) if you wanted to.
And if you're concerned about discarding to handsize, Reliquary Tower and Library of Leng between the two should be enough. But for the most part you don't really card, just sculpt your best 7 and go from there.
Hopefully this'll help streamline the deck.
2 weeks ago
You have some cool cards in your build Hazoret's Favor seems really good with Alesha, and seems to do a lot of what she wants to do
Cards I would add for:
Ramp: As I said before, Ramp in Mardu is not super easy, but can be achieved to a limited degree with artifacts. Rakdos Signet, Boros Signet, Orzhov Signet All three or any two would do. You already have Sol Ring. I might add a Thran Dynamo or Gilded Lotus. Expedition Map is a must Super cheapened grabs you ANY land. Land Tax is great if you get it in your opening hand or possibly in your first two draws...but after that it's kinda bland. You can decide for yourself, I run it in my Alesha, I think it's worth a spot for sure.
Ashnods alter is great because it gives you mana AND sends creatures to your grave yard for repeated use with Alesha. Sword of Feast and Famine is a HOUSE with Alesha...and in general its an amazing card.
Car draw: You can hit double spots (creatures in the graveyard AND card draw) in red with Wheel effects Wheel of Fortune if you have a budget there are other options, just google red cards with wheel effects. I run Faithless Looting for the flashback. Mentor of the Meek will net you a lot of cards, and of course Skullclamp. One time effects like Sign in Blood and Read the Bones can be strong enough to play in a pinch. You are in black, although as third color, so Necropotence is also an option if your a true black mage! And once again, Key to the City is a triforce of awesomeness with an added on card draw.
Removal: In general you want at least 5 single target removal spells in edh. Although I've found that in Alesha more is better as it sometimes takes a few turns to set up your engine. I would run around 7-9. White is your friend with such amazing staples as Path to Exile and Swords to Plowshares toss in some Chaos Warp and Mortify for good measure. Return to Dust is also a must have in W. Creatures with removal plastered to them is great with Alesha. I see you already have the all-star player Duplicant, thats great. I would toss in Necrotic Sliver. Stinkweed Imp is pretty damn amazing, too. it'll block anything and kill anything it blocks, then allow you to drop a bunch of cards into your graveyard.
Hopefully that gives you some ideas...I can tell you what I would cut from your deck, if you want, but I'll leave you with this for now :)
1 month ago
I’m noticing a lot of single target removal, which is fine. Personally, I prefer more global effects (like Fleshbag Marauder) that scale better in a multiplayer game. Maybe cut Walk the Plank and other sourcery-speed answers for this kind of effect. The same can be said about Cabal Therapy type effects. They’re pretty good in 1v1 matches to pick out stuff you’d otherwise have trouble dealing with, but in multiplayer they don’t do enough.
Black has a ton of great sweepers that seem like they would fit into the deck. Damnation is the best, but Life's Finale, Decree of Pain, and Deadly Tempest are all great effects to have that won’t cost you as much, and will clear the board more effectively than Flaying Tendrils and Yahenni's Expertise.
The Disentomb effects seem kinda counterintuitive to the reanimation plan. With this kind of deck, your trying to cheat something big out early, not get something back to hand where it will either stay for multiple turns or cost a ton of mana to get back.
Hope this helps!
1 month ago
I've never played Edgar Markov but... 24 lands seems a little too light in EDH in my opinion buddy. Aside from lands you might also want to consider signets such as Rakdos Signet, Boros Signet, and Orzhov Signet for more ramp.
EDIT: I didn't realize you only have 77 cards in here, so that makes more sense now. I'm not sure what direction you're wanting to take this quite yet, but once you update your description I'll report back here and offer some suggestions. :)
1 month ago
Oloro's so cool! I'd highly recommend the 2 mana signets, (Dimir Signet,Orzhov Signet, and Azorius Signet) to help fix and ramp, great to have quick mana for turn two. Helps get Oloro out and gives extra mana to dump into his card draw feature.