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Whenever a player puts a nontoken creature into play, that player returns a land he or she controls to its owner's hand.
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4 days ago
Tectonic Edge, Ghost Quarter, Wasteland, Field of Ruin, Unstable Obelisk, Sundering Titan, Lux Cannon, Ark of Blight, Worldslayer, all creatures with Annihilator force sacrifice so could combine with creature bounce to force land sac (Ulamog, the Infinite Gyre)
5 days ago
Dude... This is a great Simic lands list. Heavy on landfall with strong support cards. Nothing major I would change about this. I'm going to make a few suggestions just to streamline your land theme.
Deprive over Arcane Denial.
Overburden is a great piece of stax tax that is irrelevant to you.
Tolaria West self explanatory.
6 days ago
Hey, As I said I like this list. One thing that strikes me is Overburden, I've had bad experiences with it before. Particularly it's a non-bo with Winter Orb. Your opponents will be able to bounce a land to get an extra mana by playing a dork. If they bounce and tap Gaea's Cradle twice it's pretty depressing. I see you've got Kismet too, but without that Overburden is likely counter productive.
I also really liked Embargo as anti-creature tech. I used to run it in Teferi; probably good here too.
2 weeks ago
Yeah, I just tested it out, and it's still really inconsistent. You've got a lot of ways to slow down the opponent, but you don't have enough ways to answer the threats your opponent manages to get out during those turns where you cast Fraying Sanity or Jace, Memory Adept, and you don't have enough card draw to always counter the opponent's threats when you hold those until you have enough mana to play them plus a counterspell.
Cut the Overburdens and Winter Orbs - they're not helping you mill the opponent or draw enough cards. Propaganda might help slow down the enemy, but you might consider a mass bounce spell (like AEtherspouts, Engulf the Shore, or Displacement Wave) to deal with threats that have already hit the board, allowing you to use one card to counter 4-5 of your opponent's cards (unlike the 1-for-1s that counterspells always are). Maybe run an Ensnaring Bridge instead of propaganda too, just to slow them down further?
2 weeks ago
I think that Overburden and Winter Orb actually don't help in combination with one another, since playing a creature lets you return a land to your hand, and if it's basic, it can be played again untapped. You're not running any creatures to let you take advantage of this interaction...
Also, if you're playing around with Winter Orb, wouldn't you want to run a lot more cheap-costed spells/mill enchantments, or a way to bounce back the winter orb to your hand (such as Blink of an Eye)?
1 month ago
Being a fellow "enchantment tribal" deck player, I know that this type of deck is rather slow to get going, which requires certain cards to help keep you in the game. My suggestions will be based around that, as well as the list of opponents you gave on your thread. If you have any questions on my suggestions or what to take out, I'd be happy to go into detail with you.
As for slowing down other players and keeping you in the game, Overburden is a rather unknown card but surprisingly effective. If not dealt with, it can leave players at 3 or 4 lands or stop them from playing creatures for a time. Personally, this card won me a game against an Ezuri, Renegade Leader deck because I got it out early enough.
Solitary Confinement is another underrated card. While the drawbacks are significant, the benefits are equally as potent. As long as you have some sort of draw engine, you will be fine.
Island Sanctuary goes in the same category as Solitary Confinement, providing you with significant creature evasion that's worth the price.
Energy Field is also an underrated card, especially with Estrid being able to ult and bring it back if needed. It's good early game to protect you and late game it's an added nuisance to your opponents.
One of the best draw engines I've found for this deck is Rayne, Academy Chancellor. If Anything you control or you is targeted, you can draw a card for each time. And with your commander's -1 ability being able to enchant her, you can draw 2 cards every time. It's a deterrent, while also a powerful draw engine when people want to get rid of some annoying enchantments.
As for dealing with the list of opponents you gave, these cards will deal with them to a point while also being just a general good addition to the deck:
1. Izzet Partner Politics: Difficult to suggest a card here as this can mean numerous things.
2. Yidris Cascade: Teferi, Mage of Zhalfir, Rule of Law, Eidolon of Rhetoric, Dovescape, Humility, Solitary Confinement, Maze of Ith, Vanishing.
3. Atraxa: Solemnity, Humility
4. Krenko: Damping Matrix, Humility, Overburden, Leyline of Singularity, Dueling Grounds
5. Sigarda: Bonds of Mortality, Humility
6. Zacama: Containment Priest, Humility, Overburden
7. Breya: Aura of Silence, Damping Matrix, Suppression Field (Affects planeswalkers too, so be aware), Solitary Confinement.
8.Edgar: Not familiar with vampire opponents, but Humility, Solitary Confinement, Dueling Grounds can help.
9.Shu yun: Humility, Maze of Ith, Vanishing, Solitary Confinement, Energy Field
Other cards that are worth including: Carpet of Flowers, Dawn's Reflection, Stasis, Fertile Ground, Rhystic Study, Mystic Remora, Sylvan Library, Overgrowth, Verdant Haven, Wild Growth, Supreme Verdict, Terminus, Boseiju, Who Shelters All.
3 months ago
Hi - came here from FB.
This deck is really, really nice. I approve! (Also, it has a description, which makes it SO much easier to analyze - thanks for that.)
One of the only substitutions I might make is Aetherflux Reservoir vs Sentinel Tower. What's your reasoning for including one over the other? I'm also surprised you're not running Pact of Negation as combo protection, though I suppose slots are very very tight. Perhaps something like Overburden or AEther Barrier to deal with Tier 1 creature-based storm decks (Food Chain and Brostorm, etc)? (Also, no Mana Confluence?)
Nice work! You definitely get a +1 from me, haha.