|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Common|
|Tempest Remastered (TPR)||Uncommon|
|Dragons of Tarkir (DTK)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|2012 Core Set (M12)||Common|
|2011 Core Set (M11)||Common|
|2010 Core Set (M10)||Common|
|Duel Decks: Divine vs. Demonic (DDC)||Common|
|Tenth Edition (10E)||Common|
|Ninth Edition (9ED)||Common|
|Eighth Edition (8ED)||Common|
|Seventh Edition (7ED)||Common|
|Classic Sixth Edition (6ED)||Common|
|Urza's Saga (USG)||Common|
Combos Browse all
Enchantment — Aura
Enchanted creature can't attack or block.
Price & Acquistion Set Price Alerts
|Have (16)||tahavin , saj0219 , _raeofsunlight , Tommuz , ironax , Fiolek , MythicWinter111 , richardmv , CAPTAINxCOOKIES , maR2307 , Falte , plof , , frederiklw , MattN7498 , Kravian|
1 week ago
I've tried building decks with Stuffy Doll for years now, looking at what's already been done, searching for cards that make it work decently - it's just not as good as it needs to be. Manabarbs is at least as bad of a wincon. Sure there are really expensive tutors and lands, but it would be pretty foolish to drop $20 a copy for a tutor for a deck that isn't even good. I never said 3 card combos/high CMC wincons means a deck can't have a decent curve. I'm saying that this specific combo isn't very good, that if there were a decent ramp option in boros, it might be more viable. If I could ramp to 6 mana by T4, perhaps Plea for Guidance or some such might be worth it. But I can't. In lieu of a ramp, spells like Oppressive Rays, Oblivion Ring, Phyrexian Unlife, and Ghostly Prison do a decent job of slow the game to grind and make it somewhat possible to maybe get the combo out. I'd like more 1-2CMC spells that fit the theme and the budget, but like I said, they're not out there. Pacifism sucks. Oppressive Rays is way better, and Oblivion Ring is much broader. Journey to Nowhere is in between, and I'd like to include it, but not if it means taking out the variety of things like Unlife, Starfield, Prison. I'm aware of Porphyry Nodes. I don't consider that "budget." Sure, if it were a key component, I'd consider it - but it isn't. Authority of the Consuls is the same.
I was saying for whatever reason, people in my playgroup don't fear Mesa Enchantress [yet]. It's still better than nothing. There are no tutors at a decent price and CMC that are better. Back to Nature is in plenty of sideboards. Myr Battlesphere is a good wincon, better than Stuffy Doll at least.
Your tone suggests you think you've got some kind of understanding of the game and knowledge of spells that I should cow to. The bottom line is that you're suggestions aren't persuasive.
1 week ago
Re: mana curve, playing high CMC win-cons in a casual deck is not mutually exclusive with having a decent curve. But since your defense for everything is 'I don't take this deck seriously', then no problem, I guess. Just pointing out that having a 5-CMC win con or a 3 card combo doesn't preclude you from having a good curve. I didn't mention ramp at all either. Re: Angelsong was included because it stops more than one source, combat damage is usually more relevant than damage from spells/lands, and you can cycle it (you mentioned the importance of cycling yourself).Re: Pentarch Ward; sure, it is 3CMC, but I'd removed other 3CMC spells to make space. If you take my suggestions as a whole, the net CMC came down and the curve is better - not sure why you focus on this one card's CMC. But again, I'm guessing you don't play in a meta where the most common removal Path to Exile is played, so no problem there.Re: Boros Charm, 'mana-intensive' should have been 'color-intensive' - my bad.Re: slow, grindy decks and mana-curve; again, most slow grindy decks DO have early game plays. Not sure why you keep thinking otherwise.Re: 1 and 2-CMC enchantments; there are tons of them. For instance, Porphyry Nodes can control the board till your Stuffy Doll comes down. There are many Pacifism-type spells that you can try too.Overall, I guess your deck can work in a meta where Mesa Enchantress is feared, apparently no removal is played, but things like Back to Nature and Myr Battlesphere see play, and if you take nothing seriously. Good luck with that.
2 weeks ago
You might want to look into Kambal, Consul of Allocation, Suture Priest, Congregate and Crested Sunmare for lifegain. You might also want to add some protection like Banishing Light, Oblivion Ring, Pacifism or Path of Bravery
2 weeks ago
3 weeks ago
Ok now i have some more time so ill try to make some suggestions for you. First i think that all the life gain is pointless. The deck is aggro so you should be lowering your opponents life total instead of raising yours. Elixir of immortality also does the opposite of what you want in this deck. You also have some pretty bad removal in this deck and there is much better budget options. Better card draw would also help. In an aggro deck you are going to run out of cards fast. Last i think there are some creatures in this deck that shouldn't be. but thats ok cause i think you are also running too many creatures so its an easy fix haha. Also i can tell that you wanted to go with an allies theme but alot of your allies have more than 2 power. You only have 12 allies and 4 of them have more than 2 power
Staff of the Flame Magus
Staff of the Sun Magus
Elixir of Immortality
Kambal, Consul of Allocation
Mentor of the Meek
Anafenza, Kin-Tree Spirit
Swords to Plowshares
Return to Dust
Reforge the Soul
Behind the Scenes
Assemble the Legion
Key to the City
lastly your land base seems alittle weird so ill suggest some stuff for that to.
1x Command Tower
1x Nomad Outpost
1x Evolving Wilds
1x Terramorphic Expanse
1x Rogue's Passage
1x Temple of Triumph
1x Temple of Silence
1x Temple of Malice
1x Temple of the False God
1x High Market
1x Hanweir Battlements
this would be a good budget land base for this deck. If you have any questions on cards then just ask. And obviously dont take all my suggestions it is your deck. Have fun!
1 month ago
So, I have a few ideas we could hash out for this deck, and I included a bunch of cards that I'll just give you, as well as a few cards you should pick up and plan to use, regardless. We can sit down and actually hash this out together if you'd like, or you can wing it and develop something on your own. Either way, I'm stoked you're getting so into this!
Cards You Should Pick Up
Cards I Can Give You
Mortuary MireForsaken SanctuarySeizures--There may be better enchantments, but its still not a bad optionUnhallowed PactViper's KissMolting SnakeskinDead WeightVampire CutthroatSage's ReverieLightformOrc SureshotBattle BrawlerErebos's EmissaryOrdeal of ErebosEraseDisenchantGuardian ZendikonPacifismEthereal ArmorCartouche of SolidarityEphara's RadianceRevoke ExistenceGift of OrzhovaOpen the ArmoryAccursed Witch FlipHonden of Night's ReachSentry of the UnderworldReckless SpiteSandblastDjeru's RenunciationPeace of MindOrdeal of HeliodGryff's BoonLotus-Eye MysticsUnraveling MummyWayward Servant
1 month ago
Both would be my recommendation. I just can't overstate how crucial it is to have Taigam as an eligible attacker every turn possible. Having him bounced, destroyed, aurified with Pacifism or anything similar, exiled, tapped, stolen, countered, any of those common EDH mechanics happen to him and your deck is practically shut down.
The more I think of what his deck needs, the more I think he almost requires a Voltron build. Not to deal damage to people, though that would be a funny way to win with him, but just because he's the sole value engine of the deck.
I never see Cast Through Time in blue decks for EDH, but if you're not protecting him in a truckload of ways, don't you kind of have to run it? Otherwise there's no other way your deck can combo off without Taigam both on the field and swinging every turn.
It leaves the deck very vulnerable in my opinion. Removal is so common, Taigam is easy to stop, and the deck desperately needs to work it's rebounding magic to win.
Also, I really think every extra turn spell short of Savor the Moment should be in the deck. Even the ones that exile themselves. You get that rebound action much more immediately, which is the one draw back I see in all the power Taigam offers. Getting through 3 opponents' turns when they all know what's coming can be totally brutal.