, , Exile Perilous Vault: Exile all nonland permanents.
|Have (2)||metalmagic , Forkbeard|
Printings View all
|Arena Cards (ARENA)||Rare|
|Magic 2015 (M15)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Perilous Vault Discussion
2 weeks ago
To indicate what your commander is put CMDR in "*"s on each side - it'll better enable the community give you suggestions and help you out. With this type of strategy you're going to want some recursion. Academy Ruins and Buried Ruin both offer this. Whir of Invention would fit really well in this deck; maybe also consider Oblivion Stone and Perilous Vault as outs to hyper aggressive decks. some more additional tutors like Demonic Tutor, Imperial Seal, and Vampiric Tutor will bolster your consistency but sort of break the bank too. Lastly, Smothering Tithe can help you out with that huge color requirement.
3 months ago
- Gem of Becoming >> Geth's Grimoire
- Launch Party >> Molten Psyche
- Perilous Vault >> Sol Ring
- Nivix, Aerie of the Firemind >> Command Tower
- Iron Myr >> Damnable Pact
- Lightning Bolt? >> Dragon Mage
- Concentrate? >> Magus of the Wheel
- Sign in Blood? >> Perplex
- Seizan, Perverter of Truth, Jace Beleren, The Locust God
3 months ago
Been thinking about this sort of strategy for a while. Here's what I've come up with:
First, Eternal Scourge. You'll want 12 copies of "cast from exile" creatures.
Second, Serum Powder. You effectively get Companion pre-nerf, but the creatures are slightly worse with the upside the you might start with 9, 10 or even 11 cards in hand. Might be worth mulliganing once or twice to try and get in some matchups.
Third, early game engines are key. While you probably could use Serum Visions, I really recommend that you use Relic of Progenitus and Pyxis of Pandemonium as turn one plays. Relic is good to control other people's GY, and Pyxis will effectively draw you a card every few turns.
Fourth, consider creature cost reduction effects. Marauding Raptor, is probably the best here, but any way to shave a mana or two off the cost is great. This is because your engine is likely based on having effectively immortal creatures while screwing with your opponent using GY hate and exile-based removal.
Fifth, you should be slpashing white. Your deck should be , because Rest in Peace, Path to Exile are great here. You might consider Perilous Vault as a sort of stored wrath effect. Declaration in Stone is actually solid here, as you can exile a couple of your Scourges and get Clues, effectively being a weird 2 mana Paradoxical Outcome. Of course, don't run too many mediocre removal spells. It doesn't help.
Other random tech that might be interesting:
Induced Amnesia, while only good when you have a lot of your creatures in hand, can act as a weird Divination.
Detention Sphere is fun with Pyxis. If you ever plan on cracking Pyxis for value, you should have Spheres. Of course, you probably don't want to crack Pyxis anyways because your opponent will get all the real value.
Some processor effects, like Processor Assault might be valuable here Especially if you have RIP out.
All in all, it's a weird gimmick that has the ability to randomly beat Dredge while generating value in the form of 'you never gonna get rid of my creatures'. If you get enough cost reduction, you can be playing all of your creatures for only , , or or in the case of Scourge. Remember the cost reduction.
Also, Simian Spirit Guide for the theme. And it also helps you power out some of your cost reductions and engine pieces, so it's good. And yes, FoNe is best here. FoRa? Meh, it's like a bad removal spell, which is okay, but not the greatest.
10 months ago
I don't think Sage's Row Savant is worth a slot in really any deck, and especially not this one as you are not beating down and you have the opportunity to basically blank your opponent's removal without it. I think one or two Perilous Vault is a fantastic idea, really completes the deck IMO and it does have a pedigree in control decks. Radiant Fountain is also a great idea if you aren't going to lean into the Mystic Sanctuary package and the ability to cast Warden if you're playing it.
I think this is deck is really shaping up into something uniquely powerful!
If you're not into Quench, Censor or Warrant / Warden (just ignore the Warden side) might fill the 2 drop hole. Or it might even be worth slotting Golden Egg back in for the great Disappearing Act combo.
10 months ago
I like the control direction this is heading in, but I think you're a bit overloaded with counterspells while missing a couple key control elements.
One strength of playing control is that your opponent's removal spells become dead cards, but that means that your win condition needs to be resistant to removal since your opponent will likely be loaded with removal by the time you play it. AEtherling is practically untouchable once it resolves with a few mana up, and can quickly finish an opponent with its various abilities. Shimmer Dragon is another interesting idea if you went harder into an artifact strategy.
You'll probably want a little more board interaction as well to catch things that get by your counterspells, and ideally have something that can act as a board wipe. Perilous Vault is slow but reliable, and AEtherspouts is probably better than bounce-to-hand effects since your opponent will have to sacrifice their draws if they decide to put the creatures on top, giving you some card advantage. Void Snare might be better than Unsummon despite being a sorcery, as it can hit noncreatures as well.
Lastly, you might want a big, top-of-curve draw spell to give you a little more than just Witching Well for card advantage. Dig Through Time is probably the ideal option, but for a budget choice you could look at Precognitive Perception or Finale of Revelation . Also consider adding in 4x Radiant Fountain to your land base to get a little life gain in there (hard to find in Blue) - it would combo nicely with Disappearing Act.
11 months ago
Cut Swamp to go to 38 lands, 39 is too much
Cut swamp for Urborg, Tomb of Yawgmoth - Upgrade and goes with coffers and non-swamps
Cut swamp for Thespian's Stage - Copy coffers or any utility land like cradle, strip mine, etc...
How are you dealing with artifacts and enchantments? One Rest in Peace and you lose unless you make them proactively discard it which isn't always possible. Some suggestions of budget and nonbudget include....
Ill-Gotten Gains seems like it can backfire a large portion of the time. What is the purpose of it, to put creatures in yards or general recursion? If you're looking for recursion of black cards, Xiahou Dun, the One-Eyed can do the trick. General recursion can be down with Yawgmoth's Will . Artifact/Creature recursion can be done with Beacon of Unrest (not suggesting beacon, but just an idea to note).
11 months ago
IMO, the real reason I like Kukusho is for the lifegain. Getting 15 life allows you to get that much more card advantage. With ALL the ramp black has and all the card draw your commander provides, you should be able to win very easily. If your group knows you're going to cast repay in kind due to all your lifeloss, I wouldn't be surprised if it got countered or if they killed you prior to you being able to do so. Idk about your meta and the lvl of interaction but that's worth noting.
Again, Sol Ring , why isn't it in the deck?
You're also EXTREMELY vulnerable to artifacts and enchantments as you haven't slotted any removal for them. Some budget and non-budget options include....
11 months ago
This looks similar to the famous Yawgmoth on the Rocks deck. I actually play against the famous deck daily so I know this can be brutal if given a chance to. +1
I agree with above comment, phyrexian tribute is weak. Gate to phyrexia is ok. But I would rather add Nevinyrral's Disk , Oblivion Stone , Ugin, the Spirit Dragon , Karn Liberated , Ratchet Bomb , Perilous Vault , even Unstable Obelisk all depending on preference and budget. Reason being it hits troublesome enchantments like Rest in Peace. All you have at the moment is blast zone, meteor golem and ulamog which IMO aren't enough.
Then remove the other phyrexian card for Imp's Mischief . Counters counterspells, reidrect removal, change extra turn target. Lots of uses and rarely expected. Now people need to be careful if you have 2 black open!