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Artifact Creature — Dreadnought
When Phyrexian Dreadnought enters the battlefield, sacrifice it unless you sacrifice any number of creatures with total power 12 or greater.
Phyrexian Dreadnought Discussion
2 weeks ago
cgomes, no they're not great on their own. Other than Salvagers getting back things like a destoyed mana vault of crypt, whatever. Not very useful, which is why I originally cut it.
I tried the Kiki loops with Hulk. First pile was Karmic Guide and Phyrexian Dreadnought . Second pile was Kiki and Skirk Prospector , but again Skirk and Dreadnought are dead draws so I cut them too. You can just go blood pod style and run Village Bell Ringer, Felidar Guardian , etc but my idea was to make Marath more combo focused and less staxy.
I have tried Food Chain. And while it's a great card for Marath, you can't actually win unless you have an Altar out to start converting into other mana to machine gun the table. All Food Chain really does alone is make Marath Infinite/Infinite if you're using a CFE creature like Squee, the Immortal . I liked it, just wasn't reliable in my own testing.
But as I've said, this deck is really just my own prototype for a competitive Marath. It definitely needs tuning, adjusting, finding what works.
Also, there's 3 sac outlets, and there's Starved Rusalka I think it? The green one. I've also been toying with Greater Good . There's Pattern, Sneak Attack, Hunting Grounds , though you'd have to have threshold and a reliable opponent. There's ways in Naya. Just not as good as UBG
1 month ago
Staff of Domination makes selvala go infinite with a creature that has 6 power.
Umbral Mantle make her infinite with a creature that has 5 power.
To make the deck efficient you need fast mana, big creature that are cheap. Just there to draw cards and ramp mana off of, like Phyrexian Dreadnought .
Also, Force of Vigor . Get it. Nothing is more satisfying than shutting people's turn 1 artifact ramp down before you even start your first turn. Literally ruins games.
Get you cmc way down. Bellow 3 or bust. It'll make your deck so much faster.
That's all I got. But go look at my selvala and give it some playtests. There are zero dead cards in that deck and it consistently runs like a machine. Everything serves it's purpose.
1 month ago
Varolz is probably my favorite deck that I've built so far, but the ideal route is to go with a elf ball shell. Play all the dorks you can find because 1) they are very early mana ramp, 2) you can sac them to protect your commander, and 3) you can scavenge them when you're done with them (nice thing is the elves usually pay for themselves, float mana, sac and use it to scavenge). Don't forget Birds of Paradise
That is step # 1 for consistency mana to do crazy stuff. Step 2 is either consistent mill, or consistent tutor, or both. For the mill plan, best card to use is Mesmeric Orb . Get that turn 1 with soul ring, and you're going places. There are a lot of budget options to mill. On the other hand, with the tutors you'll be more consistent and basically turn into an one-turn-kill with either Phyrexian Dreadnought or Death's Shadow on your commander or something that has infect.
Cards to think about, as they have work wonders for me
Jarad's Orders you combo that with Elvish Spirit Guide + Phyrexian Dreadnought . It's beautifully on curve. 1 dork, turn 2 commander, turn 3, Jarad's Orders to get it, and you're swinging on turn 3 with 14 power (commander no doubt)
Berserk is insane with this style of deck
Green Sun's Zenith is very good tutor in a creature style deck
Sylvan Safekeeper is a very good protection card
Solidarity of Heroes doubles those counters on the cheap
Kalonian Hydra get's very big, very fast in this deck.
Chord of Calling works well in an elf ball deck
Necropotence is pretty busted
and my pet card Not of This World . Once you have put a large amount of counters on a creature, probably want to protect it....with a free colorless counterspell.
1 month ago
Good morning, and thank you for the love that you gave the deck. I'm working on some more points for the accordion as we speak and you gave me a few more ideas for addition.
So, the area and venue I play in has a lot of hate toward my deck, and as such focuses me down a lot of the time. This has made the deck be more of a reactivate and adaptive style of deck. With this variant of Lazav I've found that I can wipe an opponent out turn 2 and I can grind out longer games by being reactive to the flow of the game.
- Diabolic Intent - I actually have a copy and had this in the deck for a long time. I cut it (reluctantly) because I found I had too few creatures on the field when it was in hand, for Scheming Symmetry . If budget allows you could also just run Imperial Seal . I plan on getting a copy for Christmas. Intent may be a card I would put back in later honestly though.
- Necropotence - I base a lot of the playstyle of my deck on Discard, Draw strategies and Necropotence is a BIG turn off for me. It is a powerhouse of a card, but I want my graveyard to be filled from my deck, hand, and field and I don't want to have to adjust a major style of play when this card is out.
- Mystic Remora - I'm going to just come out and say it. I'm a vain person that is very picky what cards I put in the deck, and I don't like the old-styled backgrounds. I didn't get Rhystic Study until the Judge Promo came out. I know, I know. So this comment will go for Necromancy as well. However I have never been a fan of the cumulative upkeep. I understand it's function as an early game deterrent , however when I choose an enchantment or artifact I think of the longevity of it all. How long will it be on the field. I don't want to put an age counter, pay the cost, then draw in to gas. Feels bad.
- Necromancy - So the reasoning you put for this card just seems like a trick to keep the card from getting exiled. My question to you is, why not just add another counterspell?
- Echo of Eons - I believe this is a card for a different style of deck. Niv-Mizzet, Parun possibly. If it was instant speed, I could definitely use it as a trick.
- Devastation Tide - So, the thing about D Tide is, you ALWAYS, ALWAYS want to know three things. 1. What's on the board, that's targeting you, your permanents, or your style of play. 2. How quickly your opponents can rebuild and. 3. How quickly you can rebuild. This was a card added early on to deal with my opponent's boards that were just, smashing me or turning my deck off completely. Either by Rest in Peace , Silent Gravestone or just beating my face in with creatures. With the aforementioned enchantments, the only thing the colors UB has is bounce and counter to deal with them. We're not in green or white to destroy or exile them. With the go wide or tall strategy of creatures it's easier to make them set up again. However you can combo D Tide with any Windfall esque effect and just get rid of it. Setting up the Miracle is fairly easy as well when we have Mystical Tutor , Vampiric Tutor and Scheming Symmetry .
- Key to the City - Key adds a lot of versatility. It throws a card in my hand like Phyrexian Dreadnought or Kefnet the Mindful that are otherwise useless to me if I have to cast them. If for some reason, you need it to you can have an opposing creature that's swinging at another opponent be unblockable. This is a major swing in our favor. Key also sets up the non-Lazav combo like Crackdown Construct and Basalt Monolith to get in unblocked. It also helps Lazav get in that extra swing when we don't have Invisible Stalker . These alone are good enough for the inclusion, let alone when it is untapped you may pay 2 and draw a card. Winning.
- Diabolic Intent - Putting in the Maybe section as it may find it's way back in the deck.
2 months ago
Hypnotic Sprite is too cumbersome for what it does. If you use the the adventure part, the creature goes into exile instead of into the graveyard. From that point, you have to cast it and then have it die for Lazav to copy it. This is too much work for a card that just gives Lazav flying for , as we have better options that cost less mana. Even the counter ability of the adventure mode is suboptimal, as it costs three mana and only targets three-or-less CMC spells. I think a handy, cheap creature with evasion or one of the more classic counterspells will serve you better, even if you are on a budget.
As for the other spoilers from Throne of Eldraine, I haven't seen anything particularly good so far. Clackbridge Troll got me a little excited because it has both trample and haste stapled on a single card, but five mana is a little too much for us and our opponents can just tap him with little to no effort. Let's hope WOTC prints something playable, but we won't get another Phyrexian Dreadnought . The deck works well as is, therefore we would need something really incredible to be even considered.
2 months ago
Artatras- hey, thanks for the quick responses. I'm definately taking some cards you've mentioned into consideration. I just made a huge (for my budget) upgrade purchase from Card Kingdom last night to effectively remove the selfmill strategy I had going on. Unfortunately, the Wall of Blood was out of stock, so next upgrade purchase will probably have to be from TCG Player if it's not back in stock during the next round of upgrades.
I really, really hate that price tag on Phyrexian Dreadnought and Intuition . Because of that tag, if I can't work a trade out, I'll have to wait until tax season for that sweet sweet refund for either of them, or both.
As for the cantrip package, thanks! I figured that without those evil tutors, they would at least add some consistency to the deck. Now, I just cut Telling Time from the deck, but having second thoughts and kinda want it back, but still not sure.
Lightning Greaves , I have one, it's in my Angel tribal deck. That deck has sentimental value to me, so I don't really want to pluck good cards out of it, and I don't really like to use proxies. I may have to bite the bullet and get a new one, especially that sick new art in C19, if I can't persuade my one friend to part with his copy.
2 months ago
I recommend you try Wall of Blood . It costs less than a dollar but it's incredibly efficient, especially in conjunction with Banehound . I guess you can remove either Nyxathid or Rotting Regisaur . They present a three-turn clock, while the Wall is an OTK.
The rest of the deck feels very smooth and is a very good starting point that doesn't need too many upgrades. If you enjoy the deck, the very first upgrades I would make are undoubtedly Phyrexian Dreadnought , Intuition , Lightning Greaves and Entomb . While all the other cards can be replaced with decent alternatives, these four are crucial to the strategy. The Dreadnought in particular will completely change the way you play the deck, as it will shorten your route to victory by a lot.
2 months ago
As far as budget alternatives, here are my suggestions:
Damnation and Toxic Deluge : these are hard to replace because we don't have too many options that do what they do for the same mana cost. You could consider something like AEtherize or Whelming Wave .
Force of Will , on the other hand, is very hard to replace. Whatever you choose to include instead of it won't be the same. You want Will because you can tap out and still have a response, therefore something like Arcane Denial would be suboptimal. At the same time, another "free" counterspell like Foil won't be ideal because it rips two cards from your hand instead of one. The only decent option, I think, would be Pact of Negation , even though it's more useful as a protection for game-winning combos instead of player-OTKs.
Intuition is another card that is incredibly hard to replace, as it's one of the 2/3 best cards in the deck. You could go with a Corpse Connoisseur , but I recommend you to get a copy as soon as possible if you enjoy the deck as it is one of the best upgrades you can make.
Phyrexian Dreadnought , unfortunately, cannot be replaced. It's the key card of the deck. No other creature is that powerful for such a low CMC. Nyxathid and Eater of Days are a few options, but they pale in comparison with the Dreadnought.
As for your suggestions, I kind of like Archmage's Charm for the utility of its second mode. The only problem I have with it is its mana cost which can sometimes be awkward, making the spell not always consistent. I don't really like Dimir Charm . It's first mode is rarely useful as oftentimes we want to counter removal spells directed to Lazav during our turn, and those are almost always instants. The second and third modes are okayish, but other spells do the same things better. I do get that this is a versatile spell, giving you the option to do three different things, but I believe that dedicated spells will serve you better. If the first mode gave you the option to counter an instant spell I would consider it, but as is it's not ideal. Also, I'm not a huge fan of Force of Negation in this deck. The moment you want to be able to counter spells is often during your turn, when you are trying to kill a player and that player is trying to disrupt you. In that case, Force will be useless as it won't be free. On the other hand, it's also true that if you manage to kill an opponent, chances are you are forced to tap out. This leaves you vulnerable to disruption during the other players turns, and in this case Force will come in handy. I don't know. I'm not fully convinced, but I could change my mind.
I will be checking your own deck and give you some feedback!
Phyrexian Dreadnought occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%