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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Remedy
Instant
Prevent the next 5 damage that would be dealt this turn to any number of target creatures and/or players, divided as you choose.
GrimlockVIII on King of Bad Wifi Connection
9 months ago
Oh ye it's def a tricky son of a gun with Oathbreaker. I tried to stay away from too many targeting Instants that provide little tob no value if the Main Man isn't on the field to do his thing.
I'd stay away from Mutate personally just cuz the whole point is to get value from mutating your target creature. Otherwise you're just paying more mana for a new creature that doesn't impact the board all that much.
The other thing is that the payoff for Oathbreaker and his spirit army phasing back in isn't worth enough to be the main build-around. My whole idea was to essentially have the ability to protect powerful Spirits at any point while accruing advantage from these "protection" spells.
Curtains' Call is a prime example of this. With Oathbreaker it turns from just "destroy two creatures" to something way more flexible. I can not only kill two of my opponent's creatures, but I can also either kill an enemy creature and protect a Spirit or protect two Spirits at once.
Wretched Confluence is another example of this unique modality.
The whole deck is like having a toolbox of quirky tricks that can simultaneously be offensive or defensive depending on the situation. Focusing too hard on cards like Remedy kinda railroads you too much into just having "do-nothing" protection spells.
Likewise, targeting sorceries, Auras and Aura creatures without flash, and Mutate creatures are rendered useless because of how slow they are. You want your protection to be on standby at all times, and you don't actively want to phase out your Spirits if there's no immediate threat. Otherwise you just leave yourself open for a single, tapped, 1/1 Spirit.
Kron on King of Bad Wifi Connection
9 months ago
It's tricky with the instants. You explain why quite well in your summary about the spell fizzling without adequate targets.
Given my questions it should go without saying I am working on building this guy as well (tappedout.net/mtg-decks/kron-king-of-the-oathbreakers/?share=4b9b6e29df96f0827a4d454fa254fcef)
I do have a few options for spells that you haven't included here.. Remedy can phase out 5 of our guys at instant speed but lacks any value without the King. Pollen Remedy is another that can work in a similar way. The LOTR spell Reprieve can turn any of our spells into a cantrip (remember it doesn't matter if the spell resolves, only that it targets).
The other thing to maybe consider are spells with Bestow or Mutate which are cast targeting one of our creatures but then when the creature they're targeting phases out they just enter as permanents instead (Bestow might work best because you can keep it on tribe, ex: Eidolon of Countless Battles)
For how cool it is this is proving to be a very mechanically complex commander to build.
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