|Commander / EDH||Legal|
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|Fifth Dawn (5DN)||Common|
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Sunburst (This enters the battlefield with a charge counter on it for each color of mana used to pay its cost.)
Remove a charge counter from Pentad Prism: Add one mana of any color to your mana pool.
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|Have (6)||jugglervr , NorthernCrow , xpsychovampx , ironax , richardmv , buildingadeck|
|Want (9)||jeremy3036 , Arcan52 , ryuzaki32667 , 1337_Nerd , Oloro_Magic , Sergal , eriico39hi , mafmatician , Xelgion|
Pentad Prism Discussion
2 days ago
You'll find some lists that you can draw inspiration from if you look up "hive mind modern deck" or something like that. That's the easiest way to tune your deck. Most lists I've seen run all 4 Lotus Bloom along with the 4 Pentad Prism, as you want to get to Hive Mind as soon as possible. From there you can make some sort of control shell (which seems to be what ur doing) to stall until turn 4-5 which is when you'll usually have enough mana to cast HM. Looking at your list, I'd say you need Tolaria West so you can tutor out your Pact, also you should play a Pact that you can cast without needing a target so you can guarantee that your opponent has to pay the next upkeep. Gigadrowse or Defense Grid in the sideboard are great against counters. You could also go for GUx to make use of the ramp.
I do suggest you stick to the pacts for your wincon tho, Glorious End gives your opponent too much time imo, plus you can't cast it the same turn you cast HM which makes it even slower. But if you really want to play it, you can turn your list into a Pact tribal/Hive Mind combo hybrid, which uses Gideon of the Trials and Angel's Grace to prevent you from losing the game after using pacts/Glorious End. Then you could essentially take extra turns and beat down with Pact of the Titan as your backup plan.
And for the record, you don't need to stick an infinite combo in the deck for it to work. There are plenty of decks that are pretty much on the same track that your list is on right now (ones that use Prisms and Blooms) that win games.
1 week ago
Its always good to see new players.
Decks tend to fall into three categories- aggro, midrange and control. Most combo decks also fall into these categories too.
Aggro looks to play lots of small threats and win asap, midrange looks to trade even then play efficient medium sized threats, then control looks to stop the opponent doing anything while it gets small advantages and eventually win (think 4 Pristine Angel and a bunch of Mana Leak).
Most angels form a midrange strategy. You try to stall until you have enough mana, then play hard to kill three and four drops which fly over the opposing board. You get that you're trying to do this, and having trouble.
This is because a lot of your creatures form part of an aggro strategy- they are 1 and 2 drops that want to attack lots, but by attacking they mostly aren't helping you survive. If you want to carry on attacking with the small creatures, I reccomend more Bishop's Soldier, with some backup creatures like Hopeful Eidolon Mesa Unicorn, Sacred Cat etc to help you live an extra couple of turns and gain enough life to challenge aggro.
Alternatively, you can pick up powerful blockers and disruption spells- your Nyx-Fleece Ram, your Authority of the Consuls etc, but that Silverblade Paladin/Precinct Captain interaction will go to waste.
In all of these, Archangel of Thune is an all star, but I can understand wanting a variety of angels- I still dust off my 'all the dragons' deck once in a while. You can back this up with accesss to R/W's amazing budget removal suite. Chained to the Rocks, Oblivion Ring, Oust and many others all help stop your opponent doing what they want to be doing, and don't break the bank.
If you like the format in modern, there are a set of staple cards (Path to Exile, Lightning Bolt, Fatal Push, Mana Leak, meta manadorks) that you will want, but its best not to commit too soon, as you can still put up a respectable winrate even in competitive environments without them, and pick up exactly what you need for a deck you like playing.
If you are having trouble figuring out land percentage and land drops (we were all there once), there are a couple of simple rules of thumb. For decks with all 1 drops, you can drop to 18 lands, but you will lose some mulligans. For decks that consistantly want 4 drops 25-26 land equivalents are the call, with manadorks, cheap land search and ramp counting as half a land. There are more detailed guides if you look at a specific strategy.
Playing six mana angels is a lot of fun, and I completely get it. If you want to focus on this, then dedicated ramp and a focus on angels with haste or similar immediate effects is a must. You can use things like Pentad Prism to play an angel a couple of turns early, and pray that it is enough. Cards like Desperate Ritual or Pyretic Ritual can also help, as can things like Grinning Ignus. Just remember that the more you rely on any one card, the more your opponent gets when they kill it- this is why everyone loves cards that do stuff right away when they enter the battelfield, you care (somewhat) less when you opponent kills it, and why having a hand with one important spell and mostly things to let you cast it can be a problem.
2 weeks ago
Too many dead cards in the current list. Pick a strategy and go all-in on it. You don't win matches by being sorta good at two things sometimes.
You can cut lightning greaves , summoning and soldier, run Indulgent Aristocrat, Blade of the Bloodchief and Vampire Cutthroat for an aggro/lifegain strategy that lets you focus on getting black mana turns 1-2-3 then white can be tapllands without losing too much.
Alternatively, build around Heartless Summoning, with more cards in the 3/4 slot (Aven Riftwatcher, Bygone Bishop Eidolon of Rhetoric and Eldrazi Displacer coming down turn three in multiples is devastating), and acceleration like Pentad Prism to ensure you can get them onto the field. You can also put resto back in, run lots of etbs.
1 month ago
np. Honestly, I think your manabase can handle the triple U pretty easily. You only actually have two lands that don't produce blue, after all. Artifacts that cantrip, like Prophetic Prism, are ok. Mishra's Bauble is a really good one since it can cantrip and is a 0 mana artifact for Whir, Pentad Prism can ramp and is perfect for Whir as you can use its charge counters and tap it to pay for most of the mana cost on its own. You can also play some sideboard artifact cards in your main, like Grafdigger's Cage or Relic of Progenitus, which could incidentally improve some matchups.
Mana Leak and Remand are more for surviving the first few turns, which comes first. Remand in particular even helps you find the combo by drawing. You usually only play Dispel maindeck if you're playing a combo that can reliably go off early on, like Ad Nauseam. Your combo is three cards so it's less likely to go off as quickly, plus you're in solid control colors, so it's better to drag the game out longer with slower, catch-all counterspells. I'm not saying you need to drop it completely, but you already have 4 Swan Song, which should be enough for combo protection.
Ah, ok. I assumed you didn't really have a budget since it wasn't mentioned in the description, but I probably should've taken a hint from your lands, so mb.
1 month ago
1 month ago
I've run more than a few heartless summoning decks in my time. My retriever isn't reliable enough as a solo win condition (In my opinion. Its different in a kark-clan ironworks deck).
I highly reccomend a backup ramp/beatdown plan. Wurmcoil Engine and Thragtusk hit like trucks and do wonders when you need to stabilize. To back that up cards which encourage you to discard as a cost mean that dead combo cards don't clog up your hand Collective Brutality is nuts, but Molten-Tail Masticore and similar less popular options can be very powerful. In this plan Pentad Prism is invaluable. Sometimes you just don't draw summoning, so getting 4/5 drops turn 3 anyway is incredibly valuable. This would involve swaping out Treasured Find, glissa and weaver to make space.
If you don't feel like beatdown backup plans, how about secondary combos? Scrap Trawler and Workshop Assistant are almost cheap enough, and when you aren't comboing they're at least worth Mishra's Bauble recursions. These would sit in similar slots.
If none of these appeal, then look at maindecking Shred Memory in place of nyx weaver and posssibly Dimir Machinations in place of a glissa, with one of the altars swapped for a Grim Haruspex (which has the benifit of letting you search out bontu's or pulse.)
1 month ago
Please cut green and run Pentad Prism or Boros Signet and friends in place. Your manabase simply isn't able to support 4 colours. Cutting back to three lets you focus on making sure the lands you have can cast the spells you need, and keeping artifact fixing means that you don't have to worry as much about which lands you're hitting.
1 month ago
TCloudGaming: Channel the Suns would only be played in a budget list, due to inconsistency. Not needed here.
BlackDragonDestro: Same as Channel the Suns. It's color fixing that shouldn't be needed. Pretty meh.
Thanks for the suggestions on redundancy. I had actually considered running Squee and Grapeshot, but decided I didn't have the room. What would you cut for them?