|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Rare|
|Urza's Legacy (ULG)||Rare|
Combos Browse all
Creature — Illusion
When Palinchron enters the battlefield, untap up to seven lands.
: Return Palinchron to its owner's hand.
Price & Acquistion Set Price Alerts
|Have (14)||MagnaAura , NOGzFTW , Zomgasa , ibraJG84 , bakunet , Benniator , killstars , Joblaska , Shiromakuro , Randomdeath , Oloro_Magic , CampbellStev , ExaByteOctopus ,|
|Want (21)||cainanunes , richardmv , xantm70 , snowmaster55555atgmaildotcom , Dadaman11 , brutusq13 , sleepy104 , jamesesdad , Jiro_Flowrite , jtaddeo , Gatherix , Mousemke , ryuzaki32667 , Donktor_Jcon , shoebox , Riders_of_Brohan , Psycheretic , imapuncha , Syram , aramlet , MagnaAura|
SynergyBuild on Roon
2 days ago
That wins turn one, you fetch a Kiki-Jiki, Mirror Breaker, Phyrexian Delver, Pestermite, reanimate the Delver, to reanimate Kiki-Jiki, copy the delver, return the mite, Pestermite + Kiki-Jiki, Mirror Breaker to win.
The deck Grixis Twin can win a a ton of ways turn one, so can flash-hulk, and food chain tazri, etc.
You honestly gave the second worst example for a deck to win fast with Teferi, it is a stax deck, Blood Pod is a tad bit worse, it is a beatdown stax build, so even a perfect god hand might not win with it turn one.
The stax lock you gave takes way longer than turn 4 to pull off, and infinite removal won't affect storm, so I don't know why you think that stops your opponents, Winter Orb can shut off a table on its own, that is what stax is, not a combo. Tangle Wire slows down a tables tempo a ton. Smokestack might take some time, but it works, Armageddon single-handely has won many a game. Stax is about those cards, not Acidic Slime.
Armageddon, Ravages of War, Catastrophe, Cataclysm, Ruination, Decree of Annihilation (cycle it), Sphere of Resistance, Thalia, Guardian of Thraben, Thorn of Amethyst and the like are real stax cards. A 3 card combo that costs 11 mana (not including Palinchron's cost, it is kind of free.) isn't what turns a deck into a stax deck.
I said a control deck should run 30+ answers, none of the decks I mentions after were control, I apologize, that was on me. Control is a cEDH strategy, in the way it is in Tier 2-2.5, but I was only talking tier 1 lists, so it didn't fit there, I apologize again if I didn't mention that.
Yes, Roon is a tier 2.5 list on that tier list, I respect that entirely, you know the decklist that was mentioned there? Prison Can Roon Your Life, a stax deck, you know what cards it runs? Thalia, Guardian of Thraben, Vryn Wingmare, Thorn of Amethyst, Sphere of Resistance, and do you know what it doesn't run? Acidic Slime, Deadeye Navigator, Palinchron, cards like that.
Hokori and Seedborn Muse are good cards, I will give you that, honestly, my suggestions are one of two, turn the deck into Prison Can Roon Your Life, or something of similar competitiveness, like Bant Flash + Protean Hulk, or drop the "competitive" hub.
BlueStar220 on Roon
2 days ago
SynergyBuild, I appreciate your comment. But I would have to disagree with some of the things you mentioned.
A: Wining turns 1-4 may be consistent in formats like modern, legacy, or vintage, but it ISN'T very consistent in commander. Heavy control decks specifically require a few turns to get their combos going. I have played with multiple tier one decks (including Teferi, Temporal Archmage), and I don't recall hardly ANY winning by turn 4. NOTE: I am not saying it's impossible, I'm saying it's not very consistent even for a tier one deck. In a 100 singleton format, there will always be hiccups that will prevent a strategy from working all the time. At best I would say a good Zur the Enchanter deck is the closest thing to consistency as you can get early game.
B and C: I do have ways to lock my opponents decks by using Palinchron + Deadeye Navigator or the equivalent + Any ETB removal creature. (Epsecially with Acidic Slime, I can simply say that I am the only one that plays lands). I also have an infinite turn combo with Time Stretch + Deadeye Navigator or the equivalent + Archaeomancer. I can also somewhat lock down my opponents lands with Hokori, Dust Drinker + Seedborn Muse.
In regards to only having 18 removal cards, I went through the decks you linked, and most of them had under 20 removal cards. Only one had a few more than 20, but non of them were even close to 30+. (And that was with me being somewhat generous.)
And in regards to competitive decks, Roon qualifies as being a 2.5 Tier deck. (At least according to this list: http://tappedout.net/mtg-decks/list-multiplayer-edh-generals-by-tier/).
I am not saying that this deck I made is the best version there is. If you look at the settings, I specifically say that it needs improvement. But the goal is to make this a competitive as possible. If you don't think it's competitive as of right now, do you have any suggestions as to what to put in/take out?
4 days ago
Also consider some of the better clones like Phantasmal Image, Phyrexian Metamorph, Clever Impersonator, Stunt Double, and Dack's Duplicate. The clones will be good now but great once you also get Great Whale/Palinchron in the deck.
I'd drop some of your less impactful/used morph creatures and colorless Eldrazi like endless one and conduit of ruin to make room and consider replacing Prime Speaker Zegana with Tishana.
5 days ago
Tayvyer: Hello! The method in which our Patron guides us to victory is through frustrating opponents with Sunder, Nexus of Fate or going into a High Tide-combo approach, generating ludicrous amounts of mana and dumping it into a Blue Sun's Zenith to draw someone out.
Additionally, mana doublers such as High Tide and Extraplanar Lens (and even Omniscience) go infinite with Palinchron. You can also combo with Amulet of Vigor and some method of bouncing your lands. Cloudstone Curio and Storm Cauldron will enable your commander to help you make that sweet sweet mana. To win, stall and ramp and eventually you'll be able to combo out.
6 days ago
Biggest issue I see here is a lack of focus and not enough creatures for a creatures only matter deck.
Animar, Soul of Elements wants two main things: Cast creatures and get +1/+1 counters to cast larger creatures. Everything in the deck should be focused on those two goals.
Setting up the deck to achieve this purpose will make it efficient and powerful. All cards should therefore do one of the following:
- Ramp up to Animar.
- Protect Animar.
- Place counters on Animar.
- Cast game ending creatures for cheap or free.
- Draw cards to allow us to do 1 through 4.
Priority should be given to cards that does something now > does something before your next turn > does something on your next turn > does something eventually.
Because Animar offers a discount based on creatures played, the deck shouldn't be filled with only high cmc game enders, but creatures from low to high cmc, preferably with as little colored mana symbols as possible, to give the deck a natural progression to casting free or cheap high cmc game ending creatures.
Let's split the deck into 3 parts. Pre-Animar setup, Post-Animar setup, Finale.
Note that $: (0 to 0.99), $$: (1.00 to 4.99), $$$: (5.00 to 9.99), $$$$: (10.00 to 19.99), !$!: (20.00+)
Unnecessary on a computer, very helpful on a phone.
- Exotic Orchard is pretty good and cheap and can usually offer every color in multiplayer, especially if an opponent has a Command Tower out or even a Vivid Grove without even needing charge counters. - Kazoo lands such as Simic Growth Chamber, Izzet Boilerworks, and Gruul Turf are good in casual EDH where there is lack of land destruction and they artifically increase your deck ammount by posing as two lands in one. Though overall you do not want too many tap lands as you'll constantly be a entire turn behind.
- Zhur-Taa Druid creature ramp & burn. $
- Bloom Tender creature ramp. !$!
- Coiling Oracle ramp or card draw. $
- Cyclonic Rift removal or 1-sided board wipe. $$$$
- Explore ramp and card Draw. $
- Sakura-Tribe Elder creature ramp and color fix. $$
- Sylvan Caryatid creature ramp and color fix. $$
- Beastcaller Savant creature ramp and color fix. $$
- Kiora's Follower creature ramp or vigilance on a stick. $
- Rattleclaw Mystic creature ramp and color fix. $
- Walking Atlas potentially free creature ramp. $
- Simic Charm so versatile. $
- Lightning Greaves Protection and quick haste for a large creature. $$
- Spellskite For those , & removals. $$$
- Ring of Kalonia Ramp every turn and makes Animar a lot more threatening. $
- Sage of Fables Emergency card draw. $$
- Pestermite Vigilance, chump blocker vs flying or stopping a giant creature. $
- Guided Passage One of the best card draw and pick your poison spells ever. $$
- Pir, Imaginative Rascal A creature hardened scales and specific tutor. $$
- Cloudstone Curio An auto include if you can afford it. $$$$
- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $
- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$
- Solemn Simulacrum Free ramp, chump blocker and card draw. $$
- Faerie Artisans It doesn't look like much, this is card can get crazy. $$
- Toothy, Imaginary Friend A growing monstrocity that explodes into cards. $$
- Silent Arbiter Protection against swarm decks. $$
- Xenagos, God of Revels Game ender. $$
- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $
- Deepglow Skate Potential huge ramp for just . $$$
- Progenitor Mimic Very dangerous to copy one of the heavy hitters in this deck. $$
- Consecrated Sphinx All the card draw. $$$
- Deadwood Treefolk Repeatable creature recusion. $
- Steel Hellkite Situational, but very deadily against token decks. $
- Great Oak Guardian Great, quick surprise block when tapped out. $
- Pathbreaker Ibex Quick, game ender. $$
- Thunderfoot Baloth Setup for getting past defenses. $$
- Scourge of the Throne Depending on the situation, can be deadly. !$!
1 week ago
Hi! Sorry it took me a while to get back to you, my job has been super busy.
This deck is...odd (not in a bad way). I'm going to be as cutthroat as possible here, since it's listed as competitive :)
I definitely see the influence of my The Locust God deck - you chose the same counterspell suite as I did, have a similar Paradox Engine line of play, use the same rocks, etc. And yet, there are some strange choices for a competitive deck - relatively little interaction, several 4+ mana spells that do very little when they come down, and a lack of hard draw.
Nature's Lore and/or Three Visits over Kodama's Reach, Windfall over (or in addition to) Time Reversal. Cutting Mindbreak Trap for Arcane Denial, unless your meta is REALLY storm-heavy. Sylvan Library over (or in addition to) Mirri's Guile. Since you're in green, you have access to some strong mana dorks that work well with Paradox Engine (or just as early ramp), particularly Birds of Paradise and Bloom Tender. I'd personally argue for Bear Umbra over Nature's Will, since it also protects the creature in question, but it sorta depends on the amount of exiling removal in your meta. You're not running Necropotence, and you should fix that. I would almost certainly run Dramatic Reversal/Isochron Scepter in here - each half is really good alone, and it gives you an infinite storm count together. In terms of removal, Nature's Claim is the biggest thing I feel you're missing, since you have very little interaction to deal with hate pieces that you go up against. An argument could be made for adding Deadeye Navigator to pair with your Palinchron/Peregrine Drake, and cards like Tooth and Nail/Defense of the Heart to find them, but I don't feel that's a great use of slots in the current list. Jace's Archivist is far better than Arcanis the Omnipotent in this deck.
My first cuts would absolutely be any card at CMC 5 or greater, unless it essentially immediately wins you the game. I would remove Berserkers' Onslaught, Consuming Aberration, Peregrine Drake, Treachery, and Arcanis the Omnipotent immediately.
If I may ask, why use Yidris for this if you could use something like Kess in the command zone instead? It seems like you aren't doing too much with green in the deck, and relying on connecting with Yidris seems...unreliable. In a competitive deck, you'd want to be winning on T4 most games, which makes casting Yidris at that point a bad proposition (especially since most strong mana rocks can't help you cast him, given that his mana cost involves no colorless mana).
I hope this helps as a preliminary look! I can come back and offer more thoughts when I have a few more minutes to think about it :)
1 week ago
Let's get you some wincons, and fix that landbase.
First: Landbase. Basic stuff, manarocks, and better land cards, and a touch of fetchlands to get us rocking and rolling. Then, guess what, you're playing green. Congrats, you get the luxury of a vast array of tasty morsels called ramp spells, so we'll take advantage of that.
Next, let's look at capitalizing on your commander's strengths: Card draw. We'll add in card draw, and some hand size manipulation to help manage it, along with some ways to make use of all that mana you gain and cards you draw.
- Storm Sculptor + Tishana, Voice of Thunder
Now for some wincons:
-Devastation Tide +Goblin Cannon (with your upcoming infinite mana/card draw combos, draw into this, then ping everyone for infinite damage and win, the ability stacks as many times as you pay the mana for it, before sacrificing itself).
-Spelltwine. - River's Rebuke
-Ghostly Flicker +Aphetto Alchemist (equip bracers to alphetto, tap to untap it and target manarock or kydele for aother infinite mana combo, once you have infinite combos going, you can take multiple turns, draw out your whole deck with psychosis or lab maniac or tishana, or empyrial plate, etc)
Other infinite combos you can look for are Sword of the Paruns or Umbral Mantle equipped to kydele if she's drawn enough cards. The possibilities are vast, just a matter of finding yourself a bit of room for those cards, which shouldn't be too hard. However I'm also aware of budgets, I know I've suggested a LOT of changes, many that you might need to purchase, and while the individual cards aren't too pricey, collectively it's a lot once you look at all the changes. But if you're personally looking to take your deck to the next level, I'll add some more blingy suggestions at the end of this comment.
Last couple of swaps to make:
The bling: Staff of Domination (more kydele comboing)
other cards to consider would be a touch more cantrips and counterspells? Depends on local meta, how often you need to stop people from preventing your comboing off: Pact of Negation Muddle the Mixtures Brainstorm Mystical Tutor
2 weeks ago
I don't think you need Aetherflux Reservoir, Blue Sun's Zenith, Reality Shift + Beast Within and Exsanguinate as win conditions. It feels like too many. Especially since you can infinite swans as well. I also don't think you need to be running Boseiju, Who Shelters All. Especially since a decent chunk of your spells are saturated colour wise.
Looking at some other lists, Eldritch Evolution could be a good play. It gets you Palinchron from your commander which is nice. Nezahal, Primal Tide is another solid control card (again which can be evolved from Tasigur).