Each player draws X cards.
Printings View all
|Commander 2013 (C13)||Uncommon|
|Classic Sixth Edition (6ED)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Prosperity occurrence in decks from the last year
Latest Decks as Commander
4 days ago
DocProfFoxBeard Thanks dude! I really enjoyed writing out my thought processes on all my card choices cuz I really did put a LOT of thought and personal experience into it. This is everything I love about EDH too! The most important thing that rarely gets considered when people are building decks is "Is it fun to play against?" Yknow? People groans about STAX and discard and land destruction or combos that go off too fast for anyone to stop before they've even really gotten a chance to play the game, so I love being able to enable everyone at the table to get to play the game. It sucks when one person keeps that risky hand and gets screwed for it or just can't find the right cards, but when you're helping everyone you can kinda equal it out and make it interesting. And that's very true about Drawing the game! You could just simultaneously make everyone draw out their decks and force a draw with a big enough Prosperity, which is a win in my book!
1 week ago
Hey no worries OatmealBear, happy to help!
You nailed it on the first question. Originally I was making a mill deck with Kami of the Crescent Moon and all of those kinds of cards, but I think thats its own dedicated strategy, not really a group hug thing. You can certainly include group draw cards in that style of deck to get extra triggers and draw your opponents through their decks even faster too, but I don't think they go in the friendlier soft-control style we're going for here. People see Kwain and their first thought is, "That seems kinda underpowered and totally innocent...how are they trying to break it?" And the point of this deck is, for us at least, we're not trying to break him, we're just playing him as nothing but a straight up helpful good boy. But as soon as you play something like Psychic Corrosion, they think exactly: "Ah, that's what their gameplan is. Its a mill deck," and the jig is up. Kinda hard to play innocent after that. Otherwise with our deck, if you don't specifically know about the Smothering Tithe+Prosperity combo, you could search our whole deck and have no idea what our win condition is, it just looks like a pile of friendly group hug cards and some removal and counterspells. I think a card draw/mill deck is definitely doable, but you're probably better off going with Bruvac the Grandiloquent or Kami of the Crescent Moon and hard committing to the strategy. You can even still run the combo in mono-blue now thanks to Hullbreacher, which was originally going to be my plan until they spoiled Kwain and I got hella excited, lol.
As for Mirrodin Besieged, you'd have to play a lot more artifacts to make it work. If you're just using if for the card draw, we have enough strictly better options that don't make us discard so we don't really need it, and I don't think we have enough artifact spells to capitalize off of making Myr tokens or enough atifacts to be able to get enough artifacts into our grave for the alternate win condition. Just not sure what it really does for us. If you're just looking to make some tokens to chump block with, Nadir Kraken and Chasm Skulker are great at that, but I cut them because they can get awful huge and threatening and draw unnecessary aggro toward us. Oneirophage, Toothy, Imaginary Friend, and Psychosis Crawler are kinda the same, people see them and go "Aha, THAT'S your win condition!" and immediately want to blow it up so that you don't even become a problem. Hence, I cut them. No threats, no worries!
As for Windfall, I think its value is somewhat diminished for us in our deck. We tend to hold a full hand of cards most of the time with all our extra drawing, and Windfall gets the best value after you've played out your hand and can capitalize on discarding maybe 1 or 2 cards to draw 6 or 7 off an opponent. However, when everyone has full hands, its usually not card advantage anymore, its basically just a one-time Teferi's Puzzle Box except we have to discard everything in our hand, some things we might have prefered to keep, and instead draw a whole new hand blind. It can sort of be a win condition on its own in the late game if you've built up a sizeable enough hand that a Windfall might just mill everyone out, but for that, you'll need to have Jace, Wielder of Mysteries or Laboratory Maniac to win when you draw out. I found myself a lot of times with more cards in my hand than in my deck and less cards in my deck than in my opponents, and neither of the two alt win-cons, so Windfall didn't do me any good at all. They literally project "Hi, I'm a win condition", and they aren't any good on their own, so they tended to end up dead in my hand, so I just ended up cutting them and relying on the other win conditions instead.
Hope that helps! Lemme know if you have any other cards you're considering, I've probably thought about them to, and I'm happy to share my thoughts!
2 weeks ago
Thanks for the compliments!
One of Kwain's biggest strengths, I think, is how friendly and nonthreatening he is. There's no way to break or abuse him, even with infinite untapping with Isochron+Dramatic Reversal, your opponents get the option to just not draw if they don't want to.
If you're playing group-hug, I think its incredibly important to be as friendly and non-threatening as possible. I had cards like Consecrated Sphinx and Archmage Ascension in the deck originally too, because, like you said, it seemed just too good to pass up. But your opponents will see that too, and like it or not, its a threat. Its scary. Its why I've taken such care in picking the least threatening cards I can find. When people see an Isochron Scepter, they know you're up to something cuz its a pretty well-known combo.
IMO, trying to slow the game down is kind of the opposite of what a group hug deck does. By drawing everyone extra cards for free, we're naturally going to be speeding everything up. Cards that stop people from doing what they want to do like Drannith Magistrate only make people mad, and when they're drawing extra cards, they'll end up finding removal for it pretty quickly.
That's why instead, its important to lay low, and play the role of the arms dealer. By making sure we don't play anything threatening, our opponents will be too preoccupied dealing with each others' threats. In a multiplayer format, there's just no way that we'll be able to get a hard control over everyone and everything. You can't stop every threat, you're simply outnumbered. Instead, you want to make sure that your opponents are aimed at each other and friendly towards you.
Our control of the board has to be very subtle and purposeful. Board wipes are our biggest and best way to slow the game back down, and my favorite are actually mass bounce spells. Bouncing everything back to everyones' hands is much better for us than destroying everything. Destroying everything they've played makes them mad, but bouncing slows the game down and resets the board. The cards they want to play aren't gone, they're in their hand, and now they have to waste time playing them back down again. Their hands will already be pretty full of cards, so returning even more cards to their hands makes them have to make tough choices what to keep and what they have to discard. And anything we bounce that we don't want to come back down, we can save a counterspell of piece of removal for.
I think THAT is how you want to slow the game down, not with onboard threats and hatebears, but with instant speed responses to our opponents. Its the same philosophy you want to use with your single target removal and counterspells. You can't just stop anything that looks scary. Let your opponents be scared of it. Keep yourself safe. Keep your guard up and keep your answers ready. Don't react unless you absolutely have to. The only threat you want to be posing is an invisible one, that is, a board full of open mana and a hand full of 7, 10, 20 some cards. No one will dare to attack you when you can easily AEtherize their board away. As long as you stay on their good side, and they stay on yours, you're safe. Step number 1 to winning is not losing.
The reason I love the Prosperity combo is because those cards seem harmless enough on their own. They're just group hug cards, and everyone wants to draw a huge pile of cards. And when you're doing nothing but helping everyone, people are much friendlier about letting you have those Smothering Tithe and Rhystic Study triggers. Once you get that Smothering Tithe down and cast that Prosperity for X=10 or so, they don't know it, but you're about to win. You really want all 4 of Prosperity, Minds Aglow, Skyscribing, and Fascination, so that you have the highest chance of drawing into another one. Then, once it resolves and you draw those 10 cards and get those 30 Treasure Tokens, its already too late. Now you're loaded with cards and mana and counterspells. No one should be able to contest you. Then you cast the next X Draw spell for 30, get 30 more cards, 90 more treasure, and then you finish the game from there.
Its a really awesome, really unique combo that nobody sees coming. Even with your opponents drawing cards too, its very unlikely they'll have the ability to actually stop you, especially if you time it right and wait for everyone to be tapped out. Even if they do have an answer, you have counterspells, which is why I have so many cheap/free counterspells like Force of Will. They aren't necessary, but they help us defend ourselves even if we're tapped out and our guard is down.
Hullbreacher is the new addition to the deck as a backup Smothering Tithe. It does the same thing, but without your opponents actually drawing any cards, and it has Flash. Its important not to use this aggressively. Don't just play it for value, everyone will hate you for it. Save it for when you want to win, and you have the cards to protect it.
3 weeks ago
Kwain, Itinerant Meddler
Absolutely nobody seems to be as hyped about this card as I am. Everyone's like, "I guess its an okay group hug Commander..." and I'm just like, "No, no... its the BEST group hug Commander."
I've been toying with a group hug deck focused on comboing with Smothering Tithe and "Everyone Draws X" spells like Prosperity where you group hug everyone to death, but I've never had the right Commander for it... UNTIL NOW.
Also, the addition of Hullbreacher as an additional backup copy of Smothering Tithe is just THE BEST.
4 weeks ago
Those were great suggestions...
Wheel and Deal I originally discounted because I don't get to draw a full hand, but have noticed that really doesn't matter to me so much with this deck. Is now on my list to re-add.
Prosperity is also on the possible list now. I like the idea of others paying for the Minds Aglow, but would be nice to have an extra.
Sudden Impact was on its way out of the deck. Already moved it from active to maybe. The couple times I got it I could always find something better to spend 4 mana on. But the idea of having a 1 version is kinda nice.
Folio of Fancies is probably a no, only because it ends up being a mana sink, and I almost always have a fist full of cards.
1 month ago
Nice deck. +1 from me. I always like token decks. I would include Overrun for Overwhelm. Normaly you want all of your creatures to attack so convoke doesn't help that much and trample is a nice addition. Maybe even Return of the Wildspeaker because it is so flexible.
Wheel and Deal would be an awesome card for the deck.
Folio of Fancies could be a second win-option for the deck.
1 month ago
Now that you have a smaller list you can work on rounding out your deck strategy. As well as making adjustments needed to help your deck win games.
First, the elephant in the room; People are not pleased if If you can create infinite mana in a deck, but then cannot win on the turn you can do it. Or worse, don't even have any direct way of using that mana to win the game.
You need to add at least 1 way to win with infinite mana and you need ways to find it reliably every game you play. Infinite mana by itself cannot win a game. So you need to add cards like any of the following:
Winning with Artifacts you can find with Tinker: cards like Walking Ballista, Rocket Launcher, Goblin Cannon, Whetwheel, or using something like Staff of Domination and a creature that taps to damage or mill.
Even Ambassador Laquatus.
Just add a couple copies of any of these chards to the deck so that when you find yourself with infinite mana you can win the game immediately.
1 month ago
Cards to play: Psychosis Crawler which will reward you for drawing by dealing damage. Ob Nixilis, the Hate-Twisted is the better ob nixilis for this deck. Whispering Madness, Dark Deal, Reforge the Soul, Magus of the Wheel, Incendiary Command, Wheel of Fate, Time Reversal, Echo of Eons are all wheel effects that make your opponents suddenly draw a ton of cards that will then let you deal damage to everyone. Prosperity Will have everyone drawing equally. Izzet Signet, Dimir Signet, Rakdos Signet, Arcane Signet are decent mana rocks you're missing. Arcane Denial counters a spell and lets them draw and replaces itself. Stormfist Crusader howling mine effect but punishes at the same time.
Cards to take out. Pillage Very inefficient. Quest for Ancient Secrets Very slow. Sadistic Sacrament not really what this deck is truly wanting to do. Shrieking Affliction 99/100 games your opponents will have more than 1 card in hand. Darksteel Plate just too expensive to be good for this deck. Ob Nixilis Reignited not as good as the other ob nixilis. Cerebral Vortex not usually going to deal massive damage and only damages 1 opponent. Painful Quandary I like this card and probably wouldn't get rid of it, but your opponents will usually have the card to discard. Crawlspace not really going with your overall game plan, it does slow your opponents down,but not by enough. Nin, the Pain Artist it's a lot of mana to sink into an effect like this. Curse of Fool's Wisdom only targets 1 player, it's really too limited. Torbran, Thane of Red Fell a lot of your debate sources are black, this is decent with your commander but not much else. Reverberate I didn't see a huge number of decent targets forthis spell and it doesn't do a whole lot of good. Darksteel Ingot I don't personally like seeing 3 cost mana ramp, I'd suggest replacing it with a signet.
I would like to say that I really like your deck, it's an interesting take on an interesting commander. This is meant to be constructive and all with the best intentions.