|Commander / EDH||Legal|
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|Commander 2014 (C14)||Rare|
|Duel Decks: Divine vs. Demonic (DDC)||Rare|
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Promise of Power
Choose one - You draw five cards and you lose 5 life; or put a black Demon creature token with flying into play with power and toughness each equal to the number of cards in your hand as the token enters the battlefield.
Entwine (Choose both if you pay the entwine cost.)
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|Have (18)||ironax , Lucretian , DarkMagician , pskinn01 , SketchyScribbler , miracle , mziter501 , NCN946 , PTsmitty , _raeofsunlight , rockleemyhero , raymaverick97 , Ashy , Tiddilywinkus , accioali , Unlife , Wolfebladeelite , sonnet666|
Promise of Power Discussion
6 days ago
Thanks for all of your explanations and in-depht analysis, Kaalia is one of my favorite, and your list inspired me a lot since I've got my own deck with the same approach now. I've tested your list first, and the point that annoyed me was the lack of draw and my LP were falling pretty quickly (I've fund myself often with empty hands quickly), but I precise that I evolve in a non-competitive meta like you, but still spiky. Now I think about some cards for my list :
Kothophed, Soul Hoarder : He can be dangerous but the card advantage can be insane, and a 6/6 body with flying is totally ok
Read the Bones : Cheap spell who digs in potentially four cards
Promise of Power : high impact on draw with an rare entwine in the theme. The 3 black mana is not so annoying since we have a solid manabase fixing.
Shizo, Death's Storehouse : Act as a swamp who can provide evasion for Kaalia if we encounter an opponent heavy with flyers.
Twilight Prophet : A conditionnal more busted Dark Confidant with flying and an ok body. The ascend scares me a little bit since we do not run many lands and drop creatures one by one, but the return on investment can be high.
True Conviction : Feel this is my weaker proposal, cause it's expensive and seems to be a win-more, but double strike with our flying creature can help us to seal the deal earlier and gain a ton of life for the long run.
That's all for me, what do you think about those ?
(forgive me if you see some bad english there, I'm french)
1 month ago
You're going to want to speed up the deck a little bit by removing 2 or 3 lands, and adding in a few more mana rocks as replacements. With 39 lands, you're probably going to feel mana flooded. Mind Stone, Fellwar Stone, Star Compass, Thought Vessel are good 2 cmc mana rocks, Commander's Sphere, Orzhov Cluestone are color fixing/cantrips later on in the game.
You probably want about 8 sources of card draw, currently you only have 3. Consider Sign in Blood, Night's Whisper, Read the Bones, Ancient Craving, Ambition's Cost, Promise of Power, Dark Tutelage, Necropotence. Cheap card draw will also help smooth out your land drops during the early game, and give you more gas later on in the game. Personally, I found Well of Lost Dreams to be too slow. Grave yard recursion is also card advantage: Phyrexian Reclamation, Chainer, Dementia Master
As for the deck itself:
What do you consider to be the main win condition? It looks like you're trying to go for a pillowfort strategy with life gain/drain, so you probably want some cards like Ghostly Prison, Windborn Muse, Sphere of Safety, Righteous Aura, Thaumatic Compass Flip to protect yourself even more. Lifegain still loses against commander damage, so you might also want some more spot removal: Royal Assassin, Dark Impostor
2 months ago
There's any number of ways to resolve the issue of drawing cards issue since you have access to Golgari colors. A few examples that come to mind:
I can also think of a few more useful protection tools you can employ to keep your Commander safe:
Blue, however, is a dilemma with little to no straightforward answers. Eliminate those players first!
2 months ago
Okay. it seems like I need a lot more draw, so I'm going to move in the direction of permanents that draw cards, because they work better with malfegor. I'm also getting rid of a bunch more discard spells, and a couple draw cards that I think could be better.
2 months ago
Hey there! Welcome back to the world of EDH!
A few suggestions for you - biggest thing I am noting is not enough draw and ramp. I count about 3 draw engines in the deck, more if you count your tutors. As a general heuristic I aim for about 10 solid draw effects, either powerful one shots or strong engines like you have in Phyrexian Arena and Skullclamp. Underworld Connections, Read the Bones, Necropotence, Land Tax, Gift of Estates, Promise of Power, Damnable Pact, Read the Bones all reasonable options pending budget.
As for ramp I also typically aim for 10 total sources. Myriad Landscape is an easy inclusion in 2 color decks that only occupies a land slot, other possibilities would be Ashnod's Altar with your token theme, Mind Stone, criminally underplayed Wayfarer's Bauble,Commander's Sphere, and personal favorites Everflowing Chalice Worn Powerstone and Thran Dynamo.
That leads me to a couple of other suggestions - replace token makers with more powerful iterations. Conqueror's Pledge and Nomads' Assembly are decent cards, but Secure the Wastes, Decree of Justice, or even Entreat the Angels are all more scalable and mostly instant speed, a huge boon in edh.
So what to cut? I would start with a few cards that I believe are underpowered - Archdemon of Unx, Phyrexian Gargantua, Elixir of Immortality, aforementioned token producers. I would also consider finding good but expensive cards to cut to lower Your curve - i have found the ideal sweet spot in edh is 3-4 mana power plays more so than 6-7 mana bombs that die to a removal spell or board wipe.
5 months ago
Tap, draw two, give to opponent
Tap Path, get control of Defector, tap again to draw more cards.
If you can get something that let's you untap Path each turn, in a 4 player game you can draw 8 cards a turn.
My suggestions are:
Vampiric Rites, combos with Alesha
Promise of Power, but it's a one off
Queen Marchesa, but you have to protect yourself or lose Monarch
5 months ago
Wow! This list looks insane. You're running basically every card I've tried to keep myself from buying over the last three years haha. One day Candelabra of Tawnos . . . one day.
Any reason you decided to add creatures? They all make sense, but I'm trying to think of ways to recur Vampire Hexmage and Arcbound Reclaimer without popping your commander or tutoring for Trading Post. Try running Dawn of the Dead, it has so much synergy with Xiahou Dun, the One-Eyed that I think it merits a slot. Lets you just keep him in the yard to recur a black spell each of your first main-phases. I'd suggest Bloodghast and Nether Traitor if you want other self-recurring creatures. Maybe check out Liliana, Death's Majesty.
Corpse Dance helps out a lot in this situation, but I really hate the whole "top creature in the graveyard" nonsense. It is such a tough condition to keep track of and people get so handsy with your graveyard when you run this commander that you really need to house rule the order of your graveyard every time you run the deck. It may not pose an issue for you since you have a much more limited creature pool, but it can be annoying. With that said, there's no real substitute for what it does, instant speed and buyback make this card insane.
Also, I'm really liking Forcefield in your deck and I am probably going to include it in one of my lists.
How have you liked Soul Conduit? I've considered it a few times but I'm always pretty hesitant.
5 months ago
Yo card draw is CANDY ASS. Mentor of the Meek has 19 targets. Skullclamp is ok. You have 0 artifacts in the deck which is weird if fine. At least a Nihil Spellbomb and some mana rocks, I would think. And on that tangent, you have no Bojuka Bog. Ok back to draw. Phyrexian Arena. Land Tax. Promise of Power.