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Pyxis of Pandemonium
T: Each player exiles the top card of his or her library face down.
7, T, Sacrifice Pyxis of Pandemonium: Each player turns face up all cards he or she owns exiled with Pyxis of Pandemonium, then puts all permanent cards among them onto the battlefield.
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Pyxis of Pandemonium Discussion
2 weeks ago
It's great that you've identified a core plan to victory for this deck - attacking with an unblocked Master of Cruelties. That's not a very good plan for the Modern format, but it's your plan here so we're sticking with it.
Uh, by the way... is this supposed to be a Standard deck from RTR/THS standard? I was halfway through this comment and I realized it's all cards from that time. If so, most of these comments should still be valid. All of these are just my opinions and I can't account for your meta or what you find fun.
I advise you to identify which cards are contributing to that game plan, and which are not - then you can cut the cards that aren't. Every card in your deck should be winning you the game. I don't know what your budgets are like, so I'm just going to recommend whatever comes to mind. The fact that you're playing Lightning Strike over Lightning Bolt suggests you're on a budget.
For example, some cards which don't help you:
Pyxis of Pandemonium: This doesn't do anything. It literally does not affect any zones you care about. You aren't going to get to 7 mana, and if you were, you'd have better things to do, like Cyclonic Rift.
Sire Of Insanity: This card has power, but it doesn't contribute to your plan. The plan is "land a hit with Master of Cruelties", not "punch face with fat beaters". You don't need a 6-mana attacker that doesn't help Master land a hit.
Vortex Elemental: If you want a blocker, you can do better than this. Also, why do you want blockers? Play, like, another draw spell here, or Chromatic Lantern - anything which helps you Master sooner.
Also, there are cards which are just too situational or too weak:
Slaughter Games - This doesn't contribute to your game plan, it obstructs the opponent's. But you can get much better disruption than this. You want a Thoughtseize here instead. It's cheaper, and it'll hit more often.
Voyage's End - I get what you're going for here; bouncing a blocker will let you get in, or keep you alive if you're under pressure. But this just doesn't do enough - most creatures your opponents play will be cheaper than Master, so you're unlikely to be attacking into a single blocker with the opponent having no removal. Think about how specific the situation for this to win you the game is! You can do better with this slot. Also, you already have 4 of this effect in Cyclonic Rift, which is alright because it can win you the game from much further behind.
Spark Jolt - Again, I get it - it lets you find Master, or finish the opponent off after you have. But it doesn't do enough, and you already have plenty of burn. Most of the time this card is dead, so you can do better.
Aqueous Form: Ah, now we're talking. A card that guarantees your Master gets in! Except, it doesn't stop removal, and the scrying doesn't help you find a Master - what else are you gonna put this on, an Omenspeaker? Too situational in my opinion. Thassa, God of the Sea is your best unblockable source.
So, what cards do you want instead? Well, more powerful ones. I'll contrain myself to RTR/M14/THS Standard
- Chandra, Pyromaster - This card removes blockers, finishes opponents after a Master hit, and digs for Master. No card can win you the game from any position, but this is powerful and versatile enough to justify playing.
Thoughtseize = Slam dunk include. For one mana, counter a removal spell, remove a blocker, or stop an attacker... sort of. Beats Slaughter Games by a large margin, since you don't have any other ways to look at your opponent's hand.
Anyway, there's not too much you can do with this basic plan and this card pool - even allowing all of Modern, you'll only get so far - but I hope this helps you focus on cards which often advance your plan, rather than cards which maybe help sometimes but usually do nothing.
1 month ago
You might want to have a look at Ghoulcaller's Bell, Codex Shredder, Pyxis of Pandemonium, Lantern of Insight, Isochron Scepter and Dramatic Reversal. Also Mnemonic Betrayal (Yawgmoth's Will for your opponents' cards) is really good when you mill. I would reconsider the mana rocks you have, especially since you are missing the cheap (money-wise) but good ones such as Fellwar Stone, Talisman of Dominance, Dimir Signet. Dark Ritual is a must play.
2 months ago
I don't think you need Lion's Eye Diamond and Night's Whisper. With chains of mephistopheles in the deck, Impulse would be better than drawing, also Tainted Pact works as a bigger Impulse and as a win con with Lab Man and the mana base you have (only one copy per land name - exchange 1 Island with Snow-Covered Island). Dark Confidant is also nice for drawing without "drawing".
If you want to focus more on the draw lock you could play Spirit of the Labyrinth and Uba Mask as I do in my Circu deck. The lantern package with Lantern of Insight, Codex Shredder, Pyxis of Pandemonium and Ghoulcaller's Bell along with Future Sight might be worth considering then. These cards would act as a win con with Dramatic Reversal and Isochron Scepter and Paradox Engine could do the same trick. That whole package could replace the win with Lab Man, which feels a bit risky for a control deck imo.
2 months ago
Re-review Additional Comments:
Potential Fun: Nesting Dragon
3 months ago
also i like having 1xCrucible of Worlds and 1-2xGhost Quarter in the main, also handy if they GQ your Academy Ruins so you can get it back or you can use it to get rid of evey land in their entire deck, Inventors' Fair is always avalible, you can also do snazzy stuff like Academy Ruins->GQ->replay->activae again. also slighlty meta dependant but most of the time you are safe to run only 3 Ensnaring Bridge as there are a decent ammount of decks that dont use creatures to win and alog with Whir of Invention, acient sturrings, Lantern of Insight and self mill, you are still gonna find it.
for the SB id reccommend Torpor Orb as its a strong hate card that goes well in this deck and some ammount of Welding Jar or Spellskite, or Padeem, Consul of Innovation you need someway to protect your stuff and there is a pretty high chance that your opponent will run some form of artifact hate. i dont know if its fine tuned and thrashes everyone in your meta but your SB seems kind of weak to me.
also generalrenard you never deck yourself if they have no interaction with using Academy Ruins and an artifact that can kill iteself like Pyrite Spellbomb, Lantern of Insight, Mox Opal (legend rule) or discard to hand size, Academy Ruins it ontop of your deck and draw it next turn, repat for infinity. eventually you can, mill it with Pyxis of Pandemonium or ult Jace, the Mind Sculptor. if neither of thoes are an option then its a tie.
3 months ago
4 months ago
No, you're right, that makes sense. I mean, Jace, the Mind Sculptor's ultimate and Pyxis of Pandemonium both exile cards and can thus get rid of Emrakul, but you make a valid point. I'll put in a Pyrite Spellbomb not just because of that, but because I'm a little paranoid someone will Surgical Extraction the Lantern of Insight.
on Odd One Out
5 months ago
I like your decklist. You might wanna consider Codex Shredder/Lantern of Insight/Pyxis of Pandemonium...all of which are odd-mana costed and allows for top deck manipulation. Trinket Mage might also be beneficial in grabbing any one of your top deck manipulators like SDT. Odd number bombs like Ulamog, the Infinite Gyre will also be a blast. Good luck!