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Artifact Creature — Scarecrow
(2), Untap: Add one mana of any color to your mana pool.
2 days ago
I highly suggest Mox Opal if you have access to it. In artifacts matter decks like this, it's a powerful source of early ramp.
I'm not sure how good Seat of the Synod is. It is an artifact, but it also straight dies to Null Rod , Back to Basics , Stony Silence and Blood Moon . I don't know how big your meta is on non-basic hate, but in mine Seat might as well be a Darksteel Relic . I think a basic would be better.
I never had much luck with the Pili-Pala combo. Does it work for you? I would just as soon run more tutors like Reshape or Transmute Artifact . You might also consider Power Artifact on Basalt Monolith or Grim Monolith ... that'll depend on how much money you want to spend though.
2 days ago
A green splash for Cryptolith Rite and Ancient Stirrings offers a lot, and allows you to play a backup combo with similar pieces- Training Grounds / Biomancer's Familiar with Umbral Mantle /manland and similar 'untap for effect' cards mean you can run a lot of redundant pieces- Gilder Bairn /any counter, Pili-Pala for infinite mana, etc.
You basically have two ways to make it happen-
Counterspells/protection so you can untap with puresight merrow (where I'd consider Lightning Greaves worth testing). I'd look at Gemstone Caverns and ornithopter for mantle, since going off a turn earlier will let you dodge a lot of removal, then counter backup- spell pierces and negates primarily.
The other option so many redundant combo pieces that your opponent runs out of answers. This will likely call for your interaction to be able to stop them winning- so mana leak and friends, backed by lots of cheap 'I might win with this next turn' cards.
The best deck likely sits somewhere between both extremes, so use judgement and have fun.
5 days ago
Nice deck. If the price is not a concern you could exchange Tectonic Edge , Field of Ruin or Encroaching Wastes with Dust Bowl , Ghost Quarter or Wasteland . You have quite high costs and some (x) cards. You could inculde some infinity mana combos like Grand Architect + Pili-Pala or Isochron Scepter + Dramatic Reversal + mana rocks.
other consideration: Padeem, Consul of Innovation
1 week ago
Thanks for the suggestions, but unfortunately none of them are good enough to make the cut!
Kiora, Behemoth Beckoner is only drawing a card on 4 different creatures entering, Woodland Bellower Great Oak Guardian Terastodon , and any of those entering the battlefield means we're secure in our combo to victory, so a card isn't going to do much for us. The untap effect is nice, but paying 3 CMC for an untap we will use one time is too expensive for the deck. We also don't get synergy with Disciple of the Ring , which our instant/sorcery untaps do.
Umbral Mantle suffers from a similar situation. The idea of getting multiple untaps off one permanent is very appealing on our combo turn, but the price is simply too high. It costs 3 CMC to play, and 3 CMC for every untap after the inintial investment. Paying 6 CMC total for the first untap is simply unacceptable, even if we are able to split it into two smaller chunks on two different turns. Also doesn't combo with Disciple. Getting two or more untaps from it sounds very nice, but at the cost of 9 mana for 2 untaps we don't want to pay that price.
Fblthp, the Lost is a neat idea, but we really don't need card draw. It might have some usefulness in a future "draw your deck line" with hulk via Body Double Gigantoplasm Phantasmal Image and others, but I haven't been able to find an infinite Vannifar loop that makes it worthwhile to include all those slots in the deck. New printings in the future may make this a possibility, but it has to be better than the secondary hulk line in terms of slots and usefulness. Currently, Pili-Pala and Grand Architect are dead draws and also make us run Walking Ballista (we could cut down to only 5 different 0 drop creatures and be fine), so whatever replaces those 3 has to either be fewer slots or have higher usefulness outside combo in an actual game.
Craterhoof Behemoth looks better on paper than it is. We have to deal 120 damage (3 players x 40 life) in a swing, which means we have to have 10 other creatures without summoning sickness for Behemoth to be worthwhile (11 creatures total we can assume all 1/1's which get +10/+10, so 10 creatures x 11 power = 121 damage with some leeway as Craterhoof is a 5/5 and other creatures have higher than 1 power.) We don't have any lines that give our creatures haste, so we have to have 9 creatures that aren't Vannifar ready to swing on our combo turn. Avenger of Zendikar could possibly work, but we'd have to pass a turn before transmuting it away to make creatures combat ready. Grand Architect + Pili-Pala + Walking Ballista doesn't require a combat step, it will 100% always kill no matter if players gain life, and is an alternate wincon that fits through our Hulk package. Behemoth just doesn't make the cut.
1 month ago
@Derleth: Thank you! You are correct, I'm certain that comment was implying Nooze is on the battlefield and the other cards were in the GY. I took out the infinite mana combo but left it in the description in case someone wants to add it in. I would recommend keeping Pili-Pala but if you have to replace it you can put in any creature that has an untap symbol in the activated ability cost. Thanks for looking!
1 month ago
Not sure if it'd be something you'd be interested in but Grand Architect & Pili-Pala generate infinite mana you could use to blink stuff indefinately with Deadeye Nav. Or create Endless thopters with Retro foundry.
1 month ago
I am wondering what Pili-Pala is in there to synergize with. The only thing I'm immediately seeing is Grand Architect , but I'm not entirely sure that's worth putting Pili-Pala in the deck, as you'd need just the right scenario for it. Maybe I'm missing something though, so please correct me if I'm wrong!
I like the idea of this deck. I did something very similar to this with a Zedruu deck a while back. It can be really fun! From my experience with that deck, I'd recommend running just one more "no maximum hand size" card. Probably Thought Vessel .
1 month ago
Three card combos are just difficult to make work in modern.
Vizier of Remedies
are kind of a corner case.
First, I want to make you aware of another three card combo which doesn't work in modern which operates on almost the same level as Devoted Druid + Vizier of Remedies : Grand Architect + Pili-Pala .
On the surface these two combos are pretty similar. You have a creature that generates mana but suffers from summoning sickness, and another creature that breaks the former and lets it produce infinite mana. Both combos feature creatures that cost 3 or less. One combo is in blue, the other in G/W. Both require some third thing to exploit infinite mana to win.
What exactly is the difference maker between these two, where one sees competitive play and the other doesn't?
The first major difference is that Vizier combo is in green. This gives the deck access to Chord of Calling and Collected Company , both of which can help cheat out combo pieces at instant speed. Pili Pala combo only has access to Whir of Invention , and that doesn't even hit Grand Architect .
The second difference is synergy. Vizier of Remedies on its own can do things such as create an immortal Kitchen Finks , which on its own is enough to seriously slow down any aggro deck, and in some cases just stops them cold. Devoted Druid is at worst a mana dork that can untap at instant speed to either produce a second mana or block. That means 2 lands + Devoted Druid on turn 3 means you're holding up a potential Collected Company , or even a Chord of Calling for 1 during blockers (2 lands make , Devoted Druid taps for a , takes a -1/-1, taps for a , then chumps). In Pili Pala combo on the other hand... Grand Architect can help maybe cheat out a Myr Superion , while Pili-Pala combines with Viridian Longbow to essentially produce an effect that ammounts to : Deal 1 damage. That's about the extent of synergy that the pili pala combo deck can obtain.
The third difference is robustity. Devoted Druid + Vizier of Remedies is an infinite mana combo, true, but Kitchen Finks + Viscera Seer + Vizier of Remedies is still infinite life, and essentially lets you rig your next draw. You have fall-back combos, all of the pieces of which being fetchable by the same means that the primary combo can be fetched. Pili Pala combo has no such luxury.
The point that I'm trying to demonstrate here is that to be an A + B + C deck in modern, you need tons of synergy, robustity, ways to find your combo, and you probably want to be in Green. Each combo piece still needs to be good on its own. Devoted Druid + Vizier of Remedies
is a deck which has all these things. Grand Architect + Pili-Pala
is a deck which does not. Which side of the fence do you think this Gitrog combo falls on?
Can it go off turn 3? Can it win consistently by turn 5, even through disruption? Does it have a secondary game plan to fall back on if the primary combo fails?
I'm not saying that the answer to any of these question has to be "NO" for the Gitrog deck. Indeed, you may be able to brew up some crazy and powerful new combo deck. Rather, I'm just trying to lay the foundation for the absolute necessities of an A + B + C combo deck in modern.
Good luck brewing, but always remember: your combo deck is only as strong as your weakest combo component. Hope this helps.
Pili-Pala occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%