|Commander / EDH||Legal|
Printings View all
|2010 Core Set||Rare|
|Classic Sixth Edition||Rare|
Combos Browse all
Destroy target creature. It can't be regenerated. Its controller reveals cards from the top of his or her library until he or she reveals a creature card. The player puts that card onto the battlefield, then shuffles all other cards revealed this way into his or her library.
Price & Acquistion Set Price Alerts
|Have (11)||VGJustice , , bakeraj4 , rikertchu , Wolfninja , Dr_Jay , MoJoMiXuP , , rockleemyhero , Va1mar , twistedmage|
13 hours ago
Hey Pal00ka, thanks for the comment!
You're right, there aren't a lot of token generators, and that's ok. With a lot of ways to steal creatures, I find that it still does a good job getting little guys out.
Also, the token generators it has do a pretty good job of already pumping them out. I didn't want something that put out too many, as it made things a little clunky.
Honestly, I put Lorthos in, because he wasn't so expensive that I couldn't play him late game. I can also hit with him with either Proteus Staff, Polymorph, or Mass Polymorph. Inkwell and Stormtide aren't bad. Really, the big ones I want to hit are Blightsteel Colossus, It That Betrays, and Scourge of Fleets. The others were just extra.
As for the overall play of the deck, it's a LOT of fun. With a lot of ways to protect Jalira, Master Polymorphist, I find she is able to pull of her ability fairly well. Good ways to search out artifacts for Boots or something similar, it's nice. Also, Bribery and Acquire do a great job of filtering out big dudes from their deck.
It's a rather consistent deck, as well. Give it a run, and see how you like it. I'm VERY happy with how it turned out.
3 days ago
2 weeks ago
2 weeks ago
Polymorph mandates giving up playing power cards (that are in the category of creatures) like Dark Confidant, or Snapcaster Mage.
It also needs tokens in play to work, while Madcap Experiment work 100% if you draw it. (and for consistency a single playset of token generating cards is not enough)
Drawing 1 of the 2 of Platinum Emperion on the trigger of Dark Confidant, before putting one in play with Madcap Experiment is a small risk. (since you are twice as likely to draw the experiment off the same triggers, and then you could just as well draw the same card naturally. Thus taking nothing else into account you have 1/6 of the chance to lose life from it, of what the chance of drawing 1 of card of a full playset would be, however this problem stops once you play a madcap experiment, or if you don't draw the confidant.
Platinum Emperion is a hardlock against some deck on game one, and some can't even beat it on game 2. Of course its no Platinum Angel but that requires a deck dedicated to keeping it on the field, for it to work.
Did you consider adding any of the new cards from the cycle that includes Bontu's Last Reckoning in the 75?
2 weeks ago
2 weeks ago
2 weeks ago
Iona, Shield of Emeria is the creature you were thinking of. Worldspine Wurm is another fatty that Polymorph typically uses alongside Emrakul. Usually, Polymorph decks have at least 2-4 targets, so adding a few to your deck couldn't hurt (there is always a chance you may draw Emrakul rendering your gameplan useless).
Proteus Staff is another Polymorph-esque card that could help you more consistently combo off turn 4 (playing this turn 3 allows for a protected turn 4 combo if you have a 1-mana counterspell in hand, which I recommend you play a few of, such as Swan Song or Dispel. I also believe you should switch out Elspeth, Sun's Champion for Elspeth, Knight-Errant as she provides a far quicker way to produce tokens than her counterpart. Modern is far too fast for you to play big Elspeth as your free token generator.
The one problem I have with your list is the lack of token generators in the mainboard. Your only way to combo off currently involves you acquiring Sword of the Meek, Thopter Foundry, and Polymorph, all while not drawing Emrakul. You would fare much better if you included some of your sideboard in the deck, for example, Timely Reinforcements, as this is a fantastic way to setup and survive the turn before a Polymorph. Some of your control cards can be cut to include these token generators. Lingering Souls is also a pretty standard card to include if your manabase can make room for it, as it provides two chances to keep tokens on the field. Expanding you manabase to black with some fetchlands would also allow you to play some hand disruption in the form of Thoughtseize of Inquisition of Kozilek, and even efficient removal in Fatal Push; this preemptively protects your combo before you go off by discarding your opponents counterspells.
I really enjoy the addition of the Sword + Thopter combo, in the deck, it gives the deck a nice way out against fair decks that are beating you down. Good luck making the deck more competitive, hope I could help you :)
1 month ago
Hey there. Well, it's not my usual playstyle, but it's an effective deck, so I'll do my best to provide feedback.
I think this power level is perfect for any playgroup, with one exception: players (especially casual ones like most EDH players) usually get tired of losing to shockingly quick infinite combos. Those happen to be your only win conditions I can see. That's what's drawing hate from your pod, because there's a difference between seeing the tokens player with 50 Saprolings gearing up to swing for a kill in two turns, and a combo deck with 10 lands untapped that could win any time for all they know. The principle of "the devil you know" makes you the most immediate threat.
If you can add any "normal" win conditions like Talrand, Sky Summoner, Polymorph into Eldrazi, or just a bunch of Leviathans and Krakens and stuff, that might help convince other players that you'll only combo off once per week rather than every time they don't kill you first.
As far as the deck itself goes, it seems like a really well-balanced build. There's no individual cards that don't serve a purpose, which is good. My only suggestion is that Kefnet is cool, but this deck makes very few concessions to synergy with him apart from drawing cards. If your goal is for him to be a placeholder commander, then that's fine, but otherwise he's just going to be a beefy 5/5 with little value in the later turns of a Commander game. I'd suggest either Talrand or Thassa, God of the Sea to fit the synergies of the deck without changing the 99. Otherwise, you'll need to include more ramp cards like Patron of the Moon, Walking Atlas, and Pilgrim's Eye to fuel Kefnet's abilities.
Hope this helps! Let me know if I can do anything else for you.