|Commander / EDH||Legal|
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Creatures can't attack you unless their controller pays for each creature he or she controls that's attacking you.
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1 day ago
Since you're running mill EDH, people will target you naturally (since they're sore losers). I'd recommend some group hug cards such as Dictate of Kruphix, Howling Mine, Kami of the Crescent Moon, and Font of Mythos. While also making opponents deck out faster, you can also get more mill from Sphinx's Tutelage and Jace's Erasure.
If you don't like giving opponents cards, some pillowfort cards would help, such as Propaganda and Ghostly Prison to prevent opponents from attacking you. Honestly a combination of pillowfort and group hug effects would work.
Also Undead Alchemist is nice grave hate and mill.
Hope these suggestions help!
3 days ago
Would Ashnod's Altar and/or Hecatomb strike your fancy in this deck? I was thinking that last one would be nice in case your opponent is running tax cards like Ghostly Prison or Propaganda and you have plenty of rats to sac.
3 days ago
sorry if this has been mentioned, but i don't want to read all the comments.
crush of tentacles is not worth it without the surge cost. you have no way of activating the surge cost. all your spells cost too much or are counter spells (you won't play them on your turn -> crush of tentacles is a sorcery -> you can't use them to reliably activate the surge cost). to have 3 copies of a card in your deck that you can't reliably use to its full potential is silly and will cost you a lot of games.
also, running 4x port town and a westvale abbey decrease the value of engulf the shore, which is a crucial card in your deck vs every non-control matchup, since most of your removal is counter spells, which is single target. i don't disagree with running westvale abbey in and of itself, i think it's fine to have alternate win-conditions; it's just that if you willingly decrease the odds of having sufficient islands on the board for engulf the shore, you make yourself unnecessarily vulnerable to taking damage. personally i think Propaganda is underrated, and you could consider it as a healthy alternative to engulf the shore for stalling?
3 days ago
i saw you were using some untap cards for the activated abilities of some of your creatures; these two cards are the best untap cards for blue:
Opposition would work really well in combination with Tormod's Crypt or Nihil Spellbomb, and as Propaganda is great too. they'll all help you stall out and stay alive until you've milled them completely.
4 days ago
Oh, yeah. Sorry that I forgot to say anything about it, but it seems like a pretty darn good deck, with some very nice interactions; definitely going to upvote it as soon as I can.
A couple suggestions that I have for you deck are:
.Why no Propaganda, it is another copy of Ghostly Prison, which is a pretty self explanatory inclusion; as it provides constant protection from large attacks, it reduces the amount and/or size of spells people can play if they want to attack you on the same turn and late in the game, once you have wiped all lands, it can make you INVINCIBLE (even if only for a few turns while they recuperate; unless you have a Land Equilibrium on the field, in which case NOTHING CAN STOP YOU, MWAHAHAHAHAHA!!!).
.Does Elixir of Immortality really contribute that much to the deck to justify it's card slot usage, I mean, unless you are against mill, it literally just gains you 5 life and shuffles a few cards back into your deck where you have a very slim chance of getting them back again (it is actually a nonbo with Replenish and it does the opposite of deck thinning with all of your lands). If you are against mill, then it can be very redundant if it itself is milled, in this situation I would much prefer one of the two not banned original eldrazi: either Kozilek, Butcher of Truth or Ulamog, the Infinite Gyre; the reason being because, even if you never play them and they just sit in your deck (which, with a stax deck, is quite likely to end up happening), they always provide that saving grace against being milled (as at any point if one of them is milled, your whole graveyard gets reshuffled into your deck and your opponents have to start all over again on the mill train); even if you end up drawing it, if your opponent knows you run one in your deck, they can be really discourage from milling you (which is great protection in its self) and if you are able to discard it then you shuffle it and your grave back into the deck anyway.
.Nevermore can be a really awful card in a singleton multiplayer format with 100 card decks, for obvious reasons (what of the many possible threats are you worried about and are those cards even likely to be in your opponents hands or next few draws), this is especially true when playing against new and different decks which you don't know many (if any) of the major cards of. However I assume this is a meta choice to allow you to prevent that one card that you know a certain friend always plays and always wins with, or it could be a great way of locking a troublesome commander from being cast.
Other than that I can't really think of many other suggestions that would help with your specific build of the deck (without changing it too much and driving it away from it's current gameplan); because, as we have seen, we both have very different ideas for how to build a stax deck. ;D
5 days ago
Hmm...if I had to choose a way to make Sun modern-viable, I'd go hard prison with the Nyx-Fleece Ram/Propaganda/Ghostly Prison/Sphere of Safety route. You've already got some key pieces here, like wraths, Leyline, Gids, DSphere, and some solid countermagic. However, if you've already committed to this path, I'd say you need some extra fuel. Censor over Mana Tithe, Thought Scour to reach Approach faster, for example.
Then, maybe Linvala, the Preserver in SB over one copy of Timely? That way, you won't wrath yourself as often.
Hope that helps! Let me know what else I can do. Cheers
6 days ago
Maze of Ith sounds interesting. One issue I have with both Propaganda and Dissipation Field is that since they specify "you" in their effect, they don't affect any of the planeswalkers. Unfortunately, most of the cards that have similar effects to Propaganda came out before the existence on walkers and don't work with them. That is why I included Sphere of Safety at least.
6 days ago
I have been trying to come up with a similar list myself, and I really like yours. A very affordable list, for the most part, especially in the land department. I would encourage more fetch lands if they can be acquired, since it will make getting your dual-type lands out of your deck much faster. Some other recommendations I might offer include non-creature protection for yourself (and your 'walkers). Things like Propaganda and Maze of Ith are strong. Another enchantment that I have a fondness for is Dissipation Field.