|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Battle for Zendikar (BFZ)||Rare|
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Converge — You draw X cards and you lose X life, where X is the number of colors of mana spent to cast Painful Truths.
Painful Truths Discussion
12 hours ago
This is marked 'Help.' Below is my attempt at doing so:
First off, if you aren't averse to it on flavor grounds, I suggest the off-color fetches like Windswept Heath and Scalding Tarn . These could replace Temple of Silence and other ETB tapped lands, fetching your duals and shocks. These also allow for more shuffle effects off cards like Brainstorm .
If your meta is like mine, Sen Triplets will draw a lot of hate. Wearing down enemy resources can be useful. Pox is one of the most brutal EDH cards, but its younger brother Smallpox is sometimes better. It's good as a compliment to Liliana of the Veil , and fits within the control theme. Adding Waste Not to the mix, along with effects like Words of Waste , may be fun. I realize that this lowers the number of cards you have access to in your opponents' hands, but it is still a very powerful effect.
You may have more luck with Cataclysm than Scourglass . It also wipes planeswalkers, but for less mana. Additionally, being able to access opponents' hands means you can rebuild faster than your opponents.
Remand seems like a good card in your deck, seeing as you can return a spell you want to cast, then target the opponent you countered and cast the spell yourself. Similarly, bouncing a juicy permanent during the end step before your turn means you can play it on yours. Winds of Rebuke and Snap might merit an include.
Notion Thief is typically a good idea in a control deck that includes Dimir colors. Using him means Arcane Denial becomes straight busted, and running it with cards like Windfall and Time Spiral can simply shut people out of the game.
Telepathy can give you information on who you want to target with your general's ability.
I'm not sure what your meta is like, but mine includes things like Gaddock Teeg . I suggest running Toxic Deluge to get around this sort of effect. Another meta call is Mental Misstep , which I've also had luck with.
I apologize if my suggestions are less than ideal; I've never had much success with this general. But that's what comes to mind. Good luck.
4 days ago
Breya is always an interesting deck. I personally like the infinite-mana options; repeatedly casting Breya, then sac-ing her and one of the thopters to bolt an opponent results in game over immediately. I see three ways that are easiest to achieve that goal.
Second, reanimated dragon combo: Worldgorger Dragon with Animate Dead , Necromancy , Dance of the Dead , or any other reanimating enchantment. The Worldgorger (which is reanimated from the yard) trigger exiles the reanimation enchantment, which lets it die, which returns the enchantment, which brings back the dragon... tapping all your lands/mana rocks for mana when they flicker in results in infinite mana. You really need another creature to target to end the loop, but it isn't too difficult to make sure this is the case.
Note that combos 1 and 2 accommodate Entomb effects as a tutor. So if you want to run those combos, Entomb , Buried Alive and/or Faithless Looting and the like are your friends. Note also that 1 and 2 generate infinite ETB triggers. Pairing them with Altar of the Brood allows you to win even if your commander has been countered or removed to oblivion. Furthermore, running Sculpting Steel or Phyrexian Metamorph to copy Sharuum the Hegemon creates a loop where you sac one to the legend rule and then bring back either the original or copying artifact. That also generates infinite ETB triggers, and is a pet combo of mine.
I strongly advise tutors outside the transmute ones. Demonic Tutor , Vampiric Tutor , Imperial Seal , Enlightened Tutor , Reshape , Whir of Invention , Gamble and Transmute Artifact are all in your colors (though some are more easily obtained than others). These will increase your deck's consistency, regardless of whether you decide to use the combo-build.
Depending on your deck's budget, you might want to consider your mana base as a work-in-progress. Slow Fetches like Rocky Tar Pit and Flood Plain are well under a dollar, and work well enough as a replacement for Bloodstained Mire or Flooded Strand . Mana Confluence and City of Brass are also powerhouses in a 4-color deck. You should at least consider Forbidden Orchard .
Ramp is important in any EDH deck. Mind Stone is a good addition, along with Ancient Tomb . I typically don't care for 3-mana rocks, but Chromatic Lantern is good in 4- or 5-color decks. Izzet Signet is a good idea in addition to the other two signets you're running. Non-blue ones aren't nearly as good, but if you really need another, I advise Orzhov Signet over Boros Signet or Rakdos Signet . Sculpting Steel and Phyrexian Metamorph are good ways to copy opponents' rocks as well as your own, or even creatures in the case of the metamorph. Copy Artifact is another option.
Because you're in black, you have access to some real good card draw. Phyrexian Arena and Staff of Nin are good as permanent sources of card-advantage. Ambition's Cost , Ancient Craving , Painful Truths and Chart a Course are all good ways to draw cards as well.
Good luck with deck building.
2 weeks ago
No problem! I'm glad to help. Edgar Markov is one of my favorite commanders!
Just a short list of cards that I find really do work in my list. Even better they are all three mana or less!
Skymarcher Aspirant - An aggressive early game play that gains flying in the mid game
Vicious Conquistador - Great value for a one drop. Essentially a swing-wide card
Dusk Legion Zealot - Replaces itself when you play it. Two bodies and a new card for two mana!
Throne of the God-Pharaoh - If you plane to swing out (you should) this card helps you go wide
Chromatic Lantern - One of the very few three or greater mana rocks I ever run. Having it out makes mana fixing a non-issue
Vandalblast - I don't know about your meta, but mine has a veritable trove of artifacts. This can be a blowout when overloaded and can be use as a single target if need be
Painful Truths - I love this card in B/x/x decks. Three mana for three cards and three life if you pay right is about as good as it gets in black
3 weeks ago
A massive update this time. One that I'm very excited about. Here are the changes:
- Gilded Lotus -> Fanatical Firebrand
- Sword of the Animist -> Swiftfoot Boots
- Mana Crypt -> Thermo-Alchemist
- Neheb, the Eternal -> Pilgrim's Eye
- Abyssal Persecutor -> Coldsteel Heart
- Dire Fleet Ravager -> Rune-Scarred Demon
- Fiery Confluence -> Painful Truths
- Olivia Voldaren -> Goblin Fireslinger
- Damnation -> Damnable Pact
- Steel Hellkite -> It That Betrays
- Bojuka Bog -> Smoldering Marsh
- Oppression -> Artisan of Kozilek
- Rakdos, the Showstopper -> Theater of Horrors
- Sol Ring -> Lobber Crew
- Flame Rift -> Gamble
- Rakdos Charm -> Lotus Petal
- Duplicant -> Walking Ballista
- Scourge of the Throne -> Void Winnower
- Bloodgift Demon -> Mask of Memory
- Kokusho, the Evening Star -> Painful Lesson
- Oblivion Stone -> Necropotence
- Risk Factor -> Dark Ritual
- Whip of Erebos -> Plague Spitter
- Heartless Hidetsugu -> Arguel's Blood Fast Flip
Overall, the deck is faster and more consistent. Here's a summary of changes by card category:
- direct damage is now at lower cmc
- -1 Ramp
- +1 protection/haste
- +2 tutor
- +5 draw
- +1 anti-control
- -4 Creature removal
- -2 graveyard hate
- -1 discard
- -1 extra attack
- -1 lifegain/recursion
- +1 removal
So the changes overall are lower cmc, more draw and tutor, less creature removal and less utility (graveyard hate, extra attacks, etc.) Overall, the early turn plays to get direct damage and get Rakdos out are far more prevalent. The deck is more aggressive and more focused now, and plays much smoother.
And yes, this is the only deck I have where I've taken out Sol Ring . It's simply better to have only colored mana in order to cast Rakdos as consistently as possible!
3 weeks ago
Well, I think what we're probably hitting now is the wall where the core of the deck (36 lands, around 19-22 dragons, 5-6 high-impact dorks, 3-4 green land ramp spells, and a support suite split between artifacts/enchantments) is feeling more or less settled, and tweaks can and should be made depending on the kind of table we're expecting or seated at. I've started bringing my binder of extra cards for this deck to make a few swaps for games 2-3, when/if I can get them.
In longer games, for instance, it may be that I've pushed the curve so low that there aren't enough haymakers/higher impact+higher cost spells left in order to turn the corner. In which case Crux of Fate , Wild Pair , and/or Rishkar's Expertise , just to name a few, could be slotted in as 1:1 swaps for lower CMC and lower impact wipes, enchantments, or draw.
A few other thoughts:
-I'm going to try Sensei's Divining Top over Expedition Map this week and see how that feels. For me, Homeward Path may become a flex/sideboard card, in which case the emergency draw/draw filtered with Top might be preferable.
-Agree that Dragonlord Kolaghan has been a bit low impact. I also haven't been thrilled with the interaction between Dragonlord Dromoka and the dork suite, as often I'm just forced now to put the counters on a dork. But that at least can help get them out of a healthy Toxic Deluge range later in the game? I'd look at slotting back in Glorybringer for Noble Hierarch in slower matches, though, as the fixing she provides is mostly in our splash colors.
- Fire Covenant seems like a good card to test in the Toxic Deluge spot, as we don't want to lose our dork package to our own cards, and as we really only usually want to be wiping out some of the biggest threats. If indestructible/hexproof/shroud is an issue, though, then Toxic Deluge will probably stay in.
-For now, I'd rather have the lower CMC and flexibility of Assassin's Trophy over Abrupt Decay , as the latter can often be a dead draw in mid to late game for slower matches and the former is always relevant, but really that entire interaction package can be swapped around depending on the meta. I don't think 3CMC is too much for interaction, but given the clump of 3CMC cards and our need often to tap out through turns 4-5, sometimes even turn 6 if our sequencing is slower, 1-2 CMC interaction spells have felt a lot more useful/easier to hold up while developing our board.
-I'll also look at slotting Sarkhan the Mad into the sideboard for matches with board stalls/pillowfort/anti-creature tech. I guess my hesitation with planeswalkers still remains that we don't generally want to be blocking/defending them and that people may start running anti-planeswalker tech in main decks now that War of the Spark is here, but I can see corner cases where this one would be useful, vs Sarkhan, Fireblood , where I feel like most games will play out as you suggest: You tap out to cast him on curve and maybe get to rummage once, ramp once, then he dies.
-Looking at your current list, and not including the commander, I see 9 overall draw effects, and that's about 1 short of where I like to be personally. The one weakness I've felt so far is that out of those 9-10 slots in both of our lists, none of it is unconditional draw but delayed/triggered draw. If anything Night's Whisper may not be enough on its own, so I'd look again at Read the Bones , Painful Truths , and/or Phyrexian Arena , the latter for slower matches only?
1 month ago
1 month ago
Run neither, use something like Painful Truths instead. Not every card in the deck has to proliferate and better card advantage gives you access to more of the deck, which in most circumstances will be the better move.
1 month ago
Without full set of fetches I think that you shouldn't get rid of Battlebond duals, maybe besides one, the rest gives at least 1 of the 3 most important colors.
Greater Good is a card that I was hestitant to use in this deck - maybe I'm too afraid to lose any value cards, same thing with Wheel of Fortune effects. That's why I'd go for card draw to stick with Jund and there are 2 viable options: Night's Whisper and Painful Truths to not go for 2 black symbols in casting cost.
I see however great number of spells at 3 CMC so maybe we should focus on lower CMC draw?
Also I like Skyshroud Claim since we can then cast 2CMC spells if there's need to do it. I twice had a chance to cast it T2 off Forest dual and Mana Vault , which then let me cast Fellwar Stone so T3 I had 4 mana aviable and it felt great. Same thing happened with Forest dual and Sol Ring letting me cast Cultivate / Kodama's Reach so I wouldn't cut these ramp spells.
About tutors you've mentioned... There's no need to look for specific creatures since we need a way to cast few of them in a turn not much specific one so you're right, pure card advantage spells are better call. However, I wonder if any of the Dragons can be replaced with creature tutor the same way that we did with Enlightened Tutor for Elemental Bond to further lower the Avg. CMC and lower the chances of big cost cards sitting in hands being useless.
Painful Truths occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%