|Commander / EDH||Legal|
Printings View all
|Classic Sixth Edition (6ED)||Uncommon|
Combos Browse all
Destroy all green creatures. They can't be regenerated.
Price & Acquistion Set Price Alerts
3 weeks ago
hi there - a couple of questions and suggestions:
are scrap trawler and myr retriever good enough? or are you depending on recursion so much?
what do you want to entomb? i mean yes your commander...artifacts... but thats durdling so much. imperial seal is the better choice here imo.
trading post and divining top cost lots of mana. in stax i would rather have some impact spells instead of durdling too much. i mean top atleast combos with counterbalance but you are also light on shuffle effects. on the fly i have no cards to recommend in that spot but i guess the should be better manasinks to abuse under rule of law effects.
on the good side though as you play more basics intead of all fetches for b2b its very good spot to play Leonin Arbiter. even most singlecolordecks play all 4 fetches and you only play the best 3.
i dont like chain of vapor as it can turnout to lose a card you cannot afford to lose as a trade.
artificers intuition is another manahungry "do (nearly) nothing" but some rare times hit the toolbox hatebutton. same with tolaria west. you tutor at 3 mana for ramp? or is toolboxing between hatecards or slow durdle profit you that much. imo if you tutor in stax you want to make it a bomb. otherwise spending mana to do what you want to do anyway isnt the ost manaefficient way. sometimes its better to come with redundancy and just draw the cards, cast em and your good. combo needs specific cards but they win if they resolve those. if you tutor for combos that dont even win you should probably not tutored for them but played some card like that instead of bad tutors.
have you thought about Hope of Ghirapur?
and now the thing that sprung to mind the first when i saw your deck: where is Mishra's Workshop?
and last question : is ravager really good here?
btw i came for the Mana Vortex. have a nice day.
2 months ago
Yeah that makes sense on the Dark Rituals I suppose. Keep in mind, any input that I have is hypothetical, I haven't actually played the deck myself. Still, I can't help but feel like having the option to just go balls-out with a turn 1 dreadnought seems too good to pass up. Not saying I'm definitely right, it's just a feeling. Besides, like I said, you don't have to just go for a ritual into an orb into a dreadnought every time. Going ritual into thoughtseize and hymn is another line, and is guaranteed to not million-for-one yourself.
Also, another argument for adding more fetches and possibly bauble that I realized after posting my comment: more fetches means more ways to trigger revolt on your fatal pushes.... Not that there are a ton of 3-4 mana creatures to worry about in the format, but still, having more options is always a good thing.
As far as sideboarding, this is a deck where I think slamming 4 Leylines would be best. Tormod's Crypt and Spellbomb don't actually STOP reanimator or dredge, they just slow them down a couple turns. Leylines stop them dead in their tracks. Also, it's extremely easy to board things out in those matchups to make room for 4 leylines. Especially push, which is underwhelming in both matchups. Decay can at least get a Animate Dead or something. Leylines also get a little better if you decide to add ritual since it becomes a little easier to cast if you end up drawing them.
I think the rest of the sideboard completely depends on the meta you're playing in. Green and Black give you a lot of options. Maelstrom Pulse is a good catch-all. Engineered Plague, Perish, Toxic Deluge, etc all seem good in a creature-heavy meta. Random things like Pithing Needle are probably good. Choke is savage against blue decks. Golgari Charm Is pretty versatile, as it can save all of your dudes, get rid of an opponent's problem permanent, or even kill all their little guys. Extra targetted hand disruption could be good. There's no shame in playing straight-up Duress, since you're probably not scared of their creatures anyway. Everyone's so hesitant to give duress any love because it looks like a budget option, but it's actually incredible most of the time. If you end up shaving any pushes/decays from the main, I'd probably put whatever you shaved into the side.
Not sure how helpful all that that actually is, but hopefully it at least gave you some ideas.
3 months ago
Just a few ideas without any justification:
Cards that I believe should be included: Cyclonic Rift, Dimir Doppelganger, Counterspell, Memory Erosion, Phenax, God of Deception, Mind Funeral, Keening Stone, Tainted Isle, Notion Thief, Clever Impersonator
7 months ago
might be easier if you filter that list a bit (otherwise its just an endless search on card databases with basic lands, colors and "destroy"...etc as keywords)
are you just looking to build a database or looking for a specific kind of hate in specific specific colors?
7 months ago
Perpetual, thanks for the help! I see what you mean, but elesh norn is a little expensive for what she is. Conversion is really nice, though, thanks. I also can't bring in Perish because that would require me to change my whole deck to fit in esper colors.
7 months ago
What Winterblast said: If you aren't a mill deck, it is best to avoid mill cards. For one thing, there are too many reanimator/recursion decks out there to risk filling someone's graveyard. I would pull Altar of the Brood for pretty much anything useful, though if your main problem is Prossh, I might look into Elesh Norn, Grand Cenobite, since it prevents him from having low end creatures to sac. Or you could go with Angel of Jubilation to eliminate his ability to sac in the first place.
Considering the preponderance of red and green in your meta, I would look into some good old-fashioned color hate. No one ever expects cards like Conversion to hit the field these days. You could add black to your deck, and bring in Perish. But be wary of any of your fellow players finding Omen of Fire.
8 months ago
So I have quite a few ideas about this deck. First off i think you have too few mana sources, so i would go up to at least 34 lands. I think in addition to removing the mill strategy I'm not a fan of cards that steal a creature for only one turn and just return it. I would rather kill it. I would also cut all the targeted hand disruption and land removal because they have a very minor impact on the game most of the time. You can destroy important lands with cards like Strip Mine without needing to use up slots in your deck. Hand disruption in multiplayer needs to be repeatable or else it's not very good. In Commander I find people have such powerful topdecks that trying to control people's hands one card at a time doesn't really do much anyway because they will still just draw the most powerful card in their deck. Without a ton of countermagic and removal to stop what doesn't get removed from the hand it's hard to actually control the game this way. Most countermagic does not play well with your Commander's ability however. So I would just focus on ways to control and dominate the board. I also included some really good green hate cards and creature hate cards. Alright so I have way too many card ideas to use at once i think but here we go...
Hibernation, Perish, Slay, Chromatic Lantern, Rise of the Dark Realms, Commit / Memory has really impressed me recently, Fated Return, Necromantic Selection, Expropriate, Mystic Confluence & Cryptic Command are counterspells with other modes you can cast anytime, Mizzix's Mastery, Stolen Identity, Supplant Form, Worst Fears....
1 year ago
Given the way Green searches for lands, maybe Stranglehold. But it seems like you'd have to draw it early.