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Return all enchantment cards from your graveyard to play. (Auras with nothing to enchant remain in your graveyard.)
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2 days ago
Oh, yeah. Sorry that I forgot to say anything about it, but it seems like a pretty darn good deck, with some very nice interactions; definitely going to upvote it as soon as I can.
A couple suggestions that I have for you deck are:
.Why no Propaganda, it is another copy of Ghostly Prison, which is a pretty self explanatory inclusion; as it provides constant protection from large attacks, it reduces the amount and/or size of spells people can play if they want to attack you on the same turn and late in the game, once you have wiped all lands, it can make you INVINCIBLE (even if only for a few turns while they recuperate; unless you have a Land Equilibrium on the field, in which case NOTHING CAN STOP YOU, MWAHAHAHAHAHA!!!).
.Does Elixir of Immortality really contribute that much to the deck to justify it's card slot usage, I mean, unless you are against mill, it literally just gains you 5 life and shuffles a few cards back into your deck where you have a very slim chance of getting them back again (it is actually a nonbo with Replenish and it does the opposite of deck thinning with all of your lands). If you are against mill, then it can be very redundant if it itself is milled, in this situation I would much prefer one of the two not banned original eldrazi: either Kozilek, Butcher of Truth or Ulamog, the Infinite Gyre; the reason being because, even if you never play them and they just sit in your deck (which, with a stax deck, is quite likely to end up happening), they always provide that saving grace against being milled (as at any point if one of them is milled, your whole graveyard gets reshuffled into your deck and your opponents have to start all over again on the mill train); even if you end up drawing it, if your opponent knows you run one in your deck, they can be really discourage from milling you (which is great protection in its self) and if you are able to discard it then you shuffle it and your grave back into the deck anyway.
.Nevermore can be a really awful card in a singleton multiplayer format with 100 card decks, for obvious reasons (what of the many possible threats are you worried about and are those cards even likely to be in your opponents hands or next few draws), this is especially true when playing against new and different decks which you don't know many (if any) of the major cards of. However I assume this is a meta choice to allow you to prevent that one card that you know a certain friend always plays and always wins with, or it could be a great way of locking a troublesome commander from being cast.
Other than that I can't really think of many other suggestions that would help with your specific build of the deck (without changing it too much and driving it away from it's current gameplan); because, as we have seen, we both have very different ideas for how to build a stax deck. ;D
1 week ago
Thank you for the feedback, MrKrabs! <3
-1 Unwinding Clock +1 Replenish sounds good to me. I originally had Replenish in my acquire board since my playgroup is going to let me proxy some of this deck, so I put a $15 per card price limit on the cards I don't own yet. I need to just suck it up and get Replenish. c:
1 week ago
Is the goal of the deck to set up a Parallax lock? I love it.
Considerations for Replenish?
How good is Unwinding Clock, really, when you're running so few artifacts?
2 weeks ago
colton815: Have you ever considered why any Voltron Commander deck depends on the Commander having Hexproof or similar levels of protection? And why Auras are the single most recurrable card in the game?
Because you lose them too fast when you depend on them without additional protections. Equipment doesn't have that vulnerability.
And as for your requests for citations:
2 weeks ago
Sometimes the game gets out of hand and you just need a reset button to take care of the scary things your opponents are doing. I usually like around 3 in my decks. (Winds of Rath is especially nice here)
Here are some specific cards:
Ethereal Armor can pump zur and let you go in for the kill.
Phyrexian Arena is decent draw
Crackdown: Stops many creature decks
Grasp of Fate: Removal
Eidolon of Rhetoric back up rule of law that can also block
2 weeks ago
yeah not saying it its bad. I mean especially with Replenish you could essentially kill one person with Oreads and attach all the curses to the other person. With that in mind I'd maybe want to put in an Archaeomancer for just being able to grab back Replenish. But you do have a Seasons Past and a Yawgmoth's Will already
2 weeks ago
2 weeks ago
Some stuff I think I accidentally added, but wanted to actually discuss first:+Necropotence (Do we wanna go there?)+Yawgmoth's Bargain (Theres no combo pay-off that I can see. Is this card still too dangerous?)+Ancient Tomb (Fast mana is fast, but then again you do become arch enemy pretty fast)+Elesh Norn, Grand Cenobite (is this too much?)+Spellweaver Volute (this card is just weird, but seems like it could be cool. Thoughts?)
- Verduran Enchantress
- Mesa Enchantress
- Argothian Enchantress
- Eidolon of Blossoms
- Enchantress's Presence
- Aura Shards
- Mirri's Guile
- Heliod, God of the Sun
- Quarantine Field
- Prison Term
- Faith's Fetters
- Darksteel Mutation
- Aura of Silence
- Karmic Justice
- Sterling Grove
- Abundant Growth
- Wild Growth
- Utopia Sprawl
- Mirari's Wake
- Debtors' Knell
- Nyx-Fleece Ram
- Bear Umbra
- Luminarch Ascension
- Awakening Zone
- Grasp of Fate
- Suppression Field
- Holistic Wisdom
- Sacred Mesa
- Limited Resources (I realize this card is extremely oppressive)
- Fertile Ground
- Trace of Abundance
- Mana Bloom
- Dovescape (Im just curious about this card. Cant tell if its good or not. Certainly interesting!)
- Earthcraft (theres a cute combo with Squirrel Nest if we decide we wanna do that)
- Privileged Position
- Glare of Subdual (This gets pretty brutal with Seedborn Muse and Prophet of Kruphix in the format. Just something to think about.)
- Khalni Heart Expedition
- Oath of Druids (Finally a card we can break lol)
- Evolutionary Leap
- Primeval Bounty (is this good enough? Seems interesting at least.)
- Bounty of the Luxa
- As Foretold (Yeah boi)
- Golgari Germination (works across archetypes)
- Necrogenesis (a few decks might want this)
More stuff for Orzhov Drain:
- Trade Secrets (cards cards cards)
- Treasure Cruise (fuck it)
- Dig Through Time (fuck it twice)
- Metallurgic Summonings (Spells payoff that packs a punch)
- Mizzix's Mastery (without payoffs like storm or turnabout I think this is safe)
- Jori En, Ruin Diver (maybe not good enough)
- Melek, Izzet Paragon
- Kolaghan's Command (must include now that artifacts is an archetype)
Notes on Enchantress:
First, the payoffs are not super broken. There arent that many cards that REALLY reward you for having or interacting with enchantments, but once the deck comes together its highly synergistic. We could make people more interested in choosing Enchantress as an archetype by adding lots of g and gX enchantment-based mana acceleration in place of cards like llanowar elves (while still leaving the best dorks). Decks that would be interested in ramping might suddenly find themselves interested in enchantment cards like wild growths of bounty of the luxa. What do you think?
Also, Im worried that enchantress skews removal in general towards white. Since so much of the archetypes pulls are removals, we end up having more white removal in the cube.