|Commander / EDH||Legal|
Printings View all
|Commander 2016 (C16)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
Combos Browse all
Creatures can't attack you unless their controller pays for each creature he or she controls that's attacking you.
Price & Acquistion Set Price Alerts
2 days ago
Commander / EDH*
SCORE: 1 | 9 VIEWS | IN 1 FOLDER
I just wanted to create something different. You'll notice cards missing like Propaganda and Ghostly Prison for that reason. I like tax effects to slow up my opponents and this deck doesn't mind p(l)aying them with the decent ramp package. Also, if any effect starts to become to TAXING, I can feed it to the Auratog .
That being said, I'd like to see what other people think I could do to improve.
5 days ago
How does Transcendence kill someone? You can only enchant yourself with it, so I can't see how it will affect other players unless you Donate it (maybe I'm just not understanding a rule here). Actually, if you want to go for the meme, you could actually run Donate, which also combos with your Celestial Dawn to stop a non-white player from producing any colored mana (because any of the white mana they would produce with their new plains would instead be colorless, as white is outside of their commanders color identity).
If your play group plays lots of Voltron, Fumble could be good, although with your low creature count you would likely just be giving those equipment to different player.
Maybe I'm biased towards land destruction because a lot of the time when I use it, my friends have ramped out stupid amounts of mana, and then the rest of their deck is thin on lands and they have an extremely hard time dropping lands each turn from that point on. I also mainly run mass land destruction in my Nahiri, the Lithomancer deck once I've got some type of board set up, so I get how it works in a more aggressive shell, whereas you're using it in a control sell, so I might not understand how it would feel in that type of deck. Still, I'd recommend you give it a shot; a board wipe like Supreme Verdict and Armageddon at 8 mana essentially resets the game, and with your decks land count I imagine that you'll have an easier time recovering from this than your opponents (as in, you will likely be able to drop lands more consistently than they will).
I stil don't know if Darksteel Forge is worth it. Does the 9 mana investment usually pay off? Like 11/14 of your artifacts mana rocks, and by the time you can cast a 9 mana spell you probably aren't in dire need of mana rocks anymore. On the other hand, if your playgroup does run a lot of multi-artifact nukes, are you really dropping Darksteel Forge in time (before the artifact nuke) to save your mana rocks that have come out? But you would know how effective its been better than me so if you think its pulling its pretty heavy weight, then I'm all for it.
Sun Titan is a pretty good creature as well, can grab back any destroyed artifacts or fetchlands and such.
Hushwing Gryff is also as good as a counterspell sometimes, if your group runs a lot of enters the battlefield creatures.
Thats all I got for now!
5 days ago
I recently started playing with a new group that is extremely casual and/or beginner (compared with me) and I knew I needed to build a new deck that could play at their level. I normally like playing control decks but too many boards wipes will make 5 player games last forever and ever. So I made a "rattlesnake" deck that controls the game with fear instead of much actual removal. And it wins with other people's monsters after they do most of the work.
Its the most fun I've ever had playing multiplayer edh.
I would try some more cards that will strike fear into their hearts for ever crossing you and less that cause angry retaliation because of you proactively destroying their threats. Not pillow fort cards like Propaganda think more like Comeuppance or Settle the Wreckage. Then once they know your game plan, any open mana will be scary to attack into. So they will kill each other first, leaving you with a much easier task to finish the game up. I think Fog effects are often underrated in edh. They are extremely powerful if everyone is winning by attacking in your playgroup.
Not sure it will make your casual people like you better, but it worked for me. By the time a couple people are eliminated from a game you can be as ruthless as you want and it will be ok. Just give them a chance to kill someone else before dream crushing them and they won't feel like they just lost the whole game.
Many people don't like dying from effects that are not just "attacking creatures". Combos and control and resource denial decks are "not fun to play against" for these kinds of folks. They are not comfortable with the edh cardpool as a whole but they enjoy some of it, the easy stuff...that moves slow enough for them to react. Its possible your build was just too powerful for that situation but they might have even objected to a powered down version of the strategy just because they don't like playing vs those effects. Good luck.
Here's my "rattlesnake" deck:
Commander / EDH
SCORE: 2 | 1 COMMENT | 216 VIEWS | IN 1 FOLDER
1 week ago
Multiplayer does present an interesting challenge for her for sure, but I don't think it's getting enough hits in with her (there a ample cards that account for that). I think the bigger issue is how telegraphed she is and your opponent's choosing to not play creatures. I think you build her sort of like how you build Brudiclad, Telchor Engineer -> Abilities that give her flash or haste and plenty of counter magic. That way you only commit her when you are ready.
Honestly, you could probably build a near creature-less deck with her. Outside of Deadeye Navigator, Sakashima the Impostor, new Lazav, Dimir Doppelganger, and Phage the Untouchable (for laughs), what else do you really need? The rest could be filled with turtle effects like Propaganda, ramp, card draw, and mass bounce effects.
1 week ago
Propaganda, Frozen AEther, Glimpse the Unthinkable, Blue Sun's Zenith, Windfall, Wheel and Deal, Relic of Progenitus, Ambassador Laquatus, Jace, Memory Adept, and Ashiok, Nightmare Weaver might be good.
1 week ago
Rhystic Study is a stupid powerful source of card draw, and its lesser cousin Mystic Remora isn't bad either. Sword of Fire and Ice provides you with a bit of draw power and small removal in addition to adding to your gameplan. Ghostly Prison, Propaganda, Windborn Muse, Norn's Annex, and Sphere of Safety are the classic 'fort' cards if that's what you're looking to do. The Solemnity + Decree of Silence combo could fit nicely in here as well if you feel like being a dick lol