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|Planar Chaos (PLC)||Uncommon|
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Rebuff the Wicked
Counter target spell that targets a permanent you control.
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Rebuff the Wicked Discussion
1 day ago
I recommend another one drop creature; Expedition Envoy , Stoneforge Acolyte , Savannah Lions , Elvish Mystic , Llanowar Elves , Sunblade Elf , Something like these would work great in this deck, I also recommend some green or white removal to stay alive till you get wide. Mana Tithe , Rebuff the Wicked , Path to Exile And If you want to keep it at 20 lands, I recommend you add in some land ramp; Harvest Season , Traverse the Ulvenwald Besides that, it looks like a fun deck. And if you want to play it like that, it would probably do pretty good for a FNM, at least from the ones ive been too. And like I said there are more cards out there that accomplish the same things.
6 days ago
Omg those janky spells, I love those spells, now I have to see what I can fit it in, Rebuff the Wicked might be better in the slot albeit, but I love those ideas you are suggesting, I am definitely going to pick those up! Thank you very much! :)))
1 month ago
In addition you can consider adding in the lines for Isochron Scepter / Dramatic Reversal since you are running quite a bit of rocks to go infinite mana, and then from there cast the spells on your target player.
Additional counterspell packages can include Delay , Swan Song , Counterspell , Arcane Denial , Remand , Snap , Mental Misstep . With the protection package as well I am a fan of Capsize for Sen Triplet decks as you will be able to play the lands you bounce back or even permanents that they resolve before your turn.
Some cheap spells that are considered highly are also Silence and Orim's Chant , Render Silent is also a great way to stall for more plays. Allowing you to essentailly time walk over them. If your looking for more protection spells, you can look into Imp's Mischief or Rebuff the Wicked for more protection.
Sen Triplets used to be one of my favorite decks to play hope this gives you some helpful ideas!
1 month ago
So as I mentioned on twitter. We definitely need more ramp in this deck. My equipment deck ways in somewhere around like 20 or 25 total artifacts, id expect that you end up in similar territory after adding some mana rocks. Worn Powerstone is an absolute staple for me, Smothering Tithe is amazing, and then a handful of the CMC mana rocks are good. Gilded Lotus although slow, I have found helpful for that extra needed mana that you need to move around equipments late in the game. So get your mana ramp count to at least 10, I'm counting 5 right now, but a lot of it is conditional or slow. In limited testing I haven't had great results with Boreas Charger, so I may cut that one, but more testing is needed. Also just noticed sol ring is missing from the list. Highly recommend, its OP.
I think your creature package looks great. Only 2 small changes. Ive never had good success with Hellkite Charger so i would cut that one. It takes 13 mana to cast it, and use the untap combat ability, and doesn't pair well with feast and famine because of the timing of the triggers. So Id cut that one. And I've had mixed results with molten primordial. If there aren't tokens running around everywhere it can be really good, but the second there is chump blockers it loses a lot of value. For 1 extra mana you can play insurrection, which easily kills 1 or more players when Aurelia is play. So if you need that effect I would look toward Insurrection . It can be nice to have an Leonin Abunas or Indomitable Archangel especially if theres a lot of removal in your meta, but its not entirely necessary...just something to think about. Also its not really on theme, but I just really like Iroas with Aurelia. Together they have 6 devotion, so very easy to get into creature form, and attacking with it twice just puts a hurting on opponents. Again not necessary, but i just like it as sort of a separate avenue of attack. Oh and I would add in a Kazuul's Toll Collector the free equip is really nice.
I think you want to cut just a few spells from the deck as well. My votes would be Dawn Charm and Wild Ricochet . Ive never been able to live the dream on wild ricochet and if its in your hand, 4 tends to be a lot to hold up. Dawn charm is just a bit redundant with comeuppance and teferis, and i don't know that you need all 3.
Now with all of this stuff, if there are things specific to your meta it may makes sense to keep some of them. A large portion of my testing was in the MTGO meta which has its quirks.
A few other interesting cards to think about. Ive seen people run Nahiri, the Lithomancer , Daretti, Scrap Savant , and Goblin Welder as other ways to get artifacts back. There also the crazy expensive one from antiquities, agrivian something or other. Any of these could potentially be better in the Daring Archeologist spot just something to think about.
Land base, things are in good shape. Although I would cut, temple of the false god for a basic plains. I have run out of plains with sword of the animist and emeria shepherd and that makes me very sad. Or you could replace it with a spinerock knoll, a card I've come to like a lot recently.
A few other things to think about. I didn't see a lot of double strike. I really like Silverblade Paladin and Duelist's Heritage , makes it really easy to be lethal or generate tons of value with equipment triggers.
But otherwise I really like everything. The mana ramp is the big change, and everything else is just some small tweaks.
Also theres a few cards I've been looking at for a while, but since i haven't been running this build of Aurelia I haven't been able to test. Let me know how Lapse of Certainty , Settle the Wreckage and Rebuff the Wicked are working for you. They are cards I always look at, just haven't had a chance to use them yet. Anyway hope this helps! Heres my list, its a bit outdated now, but still relatively close to where it should be https://tappedout.net/mtg-decks/aurelia-weapons-of-war/
1 month ago
Commander / EDH*
1 COMMENT | 26 VIEWS
Before that even...
Now let's get to business...
Recently, I wanted to "Even the Odds" as MTGGoldfish does for some things that are meant to be truly impossibibble (Yes, I spelt it wrong on-purpose for a reason better than yours.) when it comes to Orzhov beating a certain Animar, Soul of Elements , which has full protection over a Syndicate known for their Currency Creation, & Religeous Scorn over Poverty. That said, I'm trying to make said EDH deck for the purpose of beating Animar (Be it "Unfitting" Morph Tribal, Mass Creature casting, & just making Animar stronger each time.); but this story doesn't end here. I actually also want it to be just as capale at beating that as with at least some others. Where do my problems start? The Commander thyself; I just don't know what commander in the Syndicate to use that isn't just another Life-Manipulation, or mass grave manipulation. I don't want to use any creature that one can overuse the amount of all at the same time (I abhorr you Shadowborn Apostle .), I just want a strategy that works.
Here's what & has that you might not know:
Time Magic: - Temporal Extortion (Although only one in this case, it can be reused...)
That said, I'm going to need stuf better than this for the Orzhov Syndicate to conquer Nature, & ruin its army as well. I really would like some suggestions for this. Maybe the cards above are not that good to you, but at least I have something. I believe my Landbase is fine as it is. What do you think should be changed though?
(& why am I acting like a goldfish on a frying pan?!)
1 month ago
I like this list. A lot. Going to build my own this weekend.
Entrapment Maneuver seems really good in this strategy.
Hour of Reckoning better than day of judgment.
1 month ago
1 month ago
Here are some cards you can try out:
- Devoted Caretaker
- Torpor Orb
- Tocatli Honor Guard
- Spelltithe Enforcer
- Phyrexian Revoker
- Harsh Mentor
- Thalia, Heretic Cathar
- Grand Abolisher
- Gorilla Shaman
- Leonin Arbiter
The thing about going the hatebears route is that it is adjusted to your meta, how is your meta been like? I would also say going heavy in the Sunforger route would be great. Including cards like Wear / Tear , Chaos Warp , Oblation , Forsake the Worldly , Teferi's Protection , Tithe , Comeuppance , Faith's Reward , Lapse of Certainty , Rebuff the Wicked , Ghostway , and Eerie Interlude .
Hope that gives you some ideas you can toy around with!
Rebuff the Wicked occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%