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Prevent all combat damage that would be dealt this turn. You gain 1 life for each attacking creature.
2 days ago
I think you'd want to focus on proliferate and putting +1/+1 counters on your creatures.
I think that you have a larger number of enchantments then you need. Here are my suggestions to sharpen this area of your deck. Web of Inertia should be replaced with Inexorable Tide . Sheltered Aerie can be replaced with Hardened Scales . This next swab can be a large chunk of money but is a significant upgrade. Asceticism is an upgrade for Shielding Plax . It is up to you but I would cut Beastmaster Ascension and Bred for the Hunt . You can replace them with value creatures that allow you to utilize your commander.
For Sorcery, I am going to again focus on proliferate. Miming Slime creates a creature who can be powerful but not of value, instead I would put in Tezzeret's Gambit . Verdant Confluence is a good card but beings with it a high mana cost. Triumph of the Hordes is cheaper, buffs all your creatures, and threatens your opponents with an infect trample attack. I would replace Confluence with the Triumph of the Hordes card. Cultivate could be more versatile and cheaper then Journey of Discovery .
Now instants. Druid's Deliverance focuses on populate. This ability is for doubling tokens and not counters. Krosan Grip is more value as you get to remove a target artifact or enchantment. Your other cards are good choices but preventing combat damage just slows you down. I would remove Respite and Root Snare . You can use this spot to add 2 more creatures that will buff your experience counters.
Lands look great! Some suggestions would be Yavimaya Coast , Temple of Mystery , Evolving Wilds or Terramorphic Expanse , Botanical Sanctum , and Hinterland Harbor . Sand Silos can slow you down somewhat and Darksteel Citadel only produces colorless mana. It is up to you on how you want to combine these suggestions. My last note is that your land count should be between 37 and 39 to make sure you can constantly play mana and don't get stuck.
Creatures are the bread and butter of your deck. You need them for those experience counters, so let's start putting in some value creatures that benefit you. Wall of Mist is a defender that will never attack, instead lets try to put in Chasm Skulker . Skulker can get very scary and when he is removed, you have an army of tokens. Cultivator of Blades can help to power up your creatures on an attack, triggers an experience counter, and is cheaper in mana then Oran-Rief Hydra . Druid of the Cowl can be upgraded with Gyre Sage . Sakura-Tribe Scout and Wayward Swordtooth allow you to play additional lands but this doesn't benefit your gameplan. Herald of Secret Streams and Champion of Lambholt are good value cards to replace them. Gladehart Cavalry is very expensive mana wise. Vorel of the Hull Clade is a great replacement that doubles your counters. Overgrown Armasaur should be replaced with Managorger Hydra .
2 weeks ago
Hey, saw your forum topic asking for help. Welcome to TappedOut :)
This is very low budget deck, less than $30, therefore all my card suggestions will be $1 or less. There's several budget cards that can replace current cards here. I'll first list all card suggestions for you to consider and then explain.
Cards to consider adding:
For your overall deck:
- Command Tower
- Haven of the Spirit Dragon
- Game Trail
- Dragon Tempest
- Dragon's Hoard
- Talisman of Impulse
- Prismatic Lens
- Mind Stone
- Dragonlord's Servant
- Lathliss, Dragon Queen
- Scourge of Valkas
- Sarkhan's Triumph
- Signal the Clans
- Fierce Empath
- Kodama's Reach
- Elemental Bond
- Creeping Renaissance
For against Goblins:
- Circle of Flame
- AEther Flash
- Sweltering Suns
- Mizzium Mortars
The card suggestions for your overall deck are cards that can help in all matchups not just against your Goblin opponent. Command Tower and Haven of the Spirit Dragon are Rainbow lands they can make mana of any color (red or green) to cast Dragons. Tower is one of the best lands for multicolor decks in all of Commander. Mana it makes can be used to cast any spell.
Dragon Tempest and Dragon's Hoard are excellent Dragon tribal cards. Tempest giving haste to Dragons as well as a source of damage to a target opponent or creature whenever a Dragon comes into play is very strong. Haste with big powerful Dragons makes them much more threatening to your opponents especially when they get double strike from Atarka. Hoard is a Rainbow mana rock, it can make any color of mana to cast any spell. This is great and another reason it's good is it can be a source of repeatable draw because of Dragons. You put a counter on it when a Dragon ETB (enters the battlefield); can then remove a counter to draw a card.
Talisman of Impulse , Prismatic Lens and Mind Stone are two drop mana rocks. Early game mana rocks and land ramp spells ( Cultivate , Kodama's Reach , Nissa's Pilgrimage ) are cards you want with Dragons. You need early game plays and ramp is the best thing you can do since the faster you can play your big Dragons the more pressure you put on your opponents and the faster you can kill your opponents. Adding more ramp is a good way to beat your Goblin opponent because if you land a big Dragon faster than normal then Goblins will have a hard time dealing with it.
Lathliss, Dragon Queen and Scourge of Valkas are two very good budget Dragons because they give you more value when you play more Dragons, they are also excellent when both are on the battlefield. Lathliss creates Dragon tokens and Scourge does damage to target opponent or creature whenever a Dragon ETB. When a Dragon token is created this means it ETB. The token will trigger abilities of cards like Scourge, Tempest, Hoard, Elemental Bond , etc. Glorybringer is a powerful five drop budget Dragon who can be a repeatable single source of 4 damage to target nonDragon creatures. He's a repeatable way to kill Krenko.
Sarkhan's Triumph and Signal the Clans are budget instant creature tutors to search your library for a specific Dragon such as Lathliss or Steel Hellkite and it put into your hand. Harmonize is good draw for four mana and Elemental Bond can be repeatable draw when Dragons ETB. Magmaquake is an instant creature board wipe that doesn't hurt your Dragons, best of all it can kill all Planeswalkers if you put enough mana into it.
Against your Goblin opponent you want repeatable damage effects. Circle of Flame and AEther Flash do this; Circle prevents your opponent from attacking with 1/1 creatures because any 1/1 creature who attacks will die. Flash does 2 damage to each creature including your own creatures when they ETB. Doing 2 damage to Dragons doesn't kill them, but doing 2 damage to every Goblin that ETB can prevent your opponent from even playing Goblins.
The number one target to kill against Goblins is the Commander Krenko, Mob Boss because his ability can keep making Goblin tokens and this can get out of hand pretty fast. When Krenko dies he goes to the Command Zone, but this can delay your opponent long enough for you to stabilize with a Dragon or two. Incinerate and Mizzium Mortars ; you want a few more low mana cost targeted removal spells that can do 3 or more damage just to be able to kill Krenko. Mortars is unique because for six mana it can instead do 4 damage to just all your opponents creatures.
Early game board wipes are also good against Goblins. Pyroclasm , Sweltering Suns and Slagstorm are budget board wipes that can be cast turn two, three or four which can cripple your Goblin opponent. Sweltering and Slagstorm do 3 damage to all creatures this means they will more times than not kill Krenko since he has 3 toughness, but your Dragons will be fine since most have more than 3 toughness.
If you like some of these card suggestions I can help you to make cuts.
Good luck with your deck.
2 months ago
Been years since I've looked at this deck. I actually re-made my Guildgate deck when this set was released as well. Guild Summit and Gateway Plaza were too good to pass up. Here's my updated deck list if you're interested in checking it out.
You really need to decide if you want to go the turbo fog route. If you do, go all-in on it. If you don't, then don't run any fogs and go full control. I happen to think that full turbo fog is the way to go with gates, but it can be run either way. Anything in the middle will give you a mixed bag of tricks that you won't be able to use very well.
Running 1x-2x Crackling Perimeter gives you a great secondary win-con, in case your Maze's End gets somehow removed from the game. I've found that Terminus works really well as a board wipe, as you can get the low CMC cast for practically free, and 6 mana isn't too much for a stalling deck in case you can't use the miracle cost. I've also found a ton of success running 2x Primeval Titan. If you've got 6 gates in play, the turn you cast it you get 2 more, then the next turn you swing and win because you'll have all 10 gates in play. Really speeds up the game plan.
Guild Summit is so good man, you want 4. It's your main draw condition, and it can turn a single land play into a chain that draws you several cards if you've got things like Rites of Flourishing or Azusa, Lost but Seeking in play. I run 4x Guild Summit and 4x Rites of Flourishing and it works really well, the two synergize off each-other and both speed up the deck massively.
I tend to play multi-player games more often than 1v1. If you're in a similar boat, then running 2-4x Isochron Scepter can really add longevity to the deck, help you survive against multiple players, etc. Really great when paired with 12x fog effects, as you can always have access to a fog to use. Speaking of fogs, I'd recommend checking out Dawn Charm and Respite. Dawn Charm stops attacks directed to your face, as well as fogging when needed. Respite gives you life every time you use it, adding to your longevity in the game. Both pair extremely well with Isochron Scepter at two CMC.
You really need a way to recover your destroyed lands. The method I've chosen to use is just running 2x Elixir of Immortality. This gains me life when cast and cycles any destroyed Gates back into my library. Since I use Elixirs, this allows me to only run 1x of each gate (with the exception of Gateway Plaza and Selesnya Guildgate as those tap for my main colors). Really makes the land base easier, and makes searching for gates 10000x easier.
Anyways, just was following your deck from a couple years ago and got notified that someone commented. Figured that I'd give my two cents again, since more cards were released for this arch-type. Good luck with your Maze's End deck!
5 months ago
Also checkout red burn spells and black destruction spells for creature control.
Furthermore I would recommend mana ramp (i.e. Rampant Growth, Cultivate, Kodama's Reach, Myriad Landscape) instead of mana augmentation Extraplanar Lens et. al. You will not need as much mana, and they would effectively shrink your deck increasing the odds of drawing something you need.
Finally, for starters, aim for 1Commander, 40 Lands and 59 Others. Drop anything else that seems good but doesn't fit into your maybeboard, and we can adjust later.
If I come up with anything else, I'll let you know.
1 year ago
Should be interesting, cant wait to see this one on action!...might be a slow starter though...high CMC for pauper...maybe some early early life gain and/or fog effects(like Respite)? Once it gets going though might do really well. As we discussed last night...card advantage!!!
Panas on Chemo Ramp
1 year ago
Alright! I gave the deck a quick look and it looks relatively good overall. I understand you are not in a very competitive meta (or at least, not a very cutthroat one at that) and that budget is a concern albeit not a very crazy one.
I see enough card draw and cards that replace themselves. I also liked that you built the deck accordingly, avoiding enchantment and artifact inclusions to fit the theme of blowing all of them up.
With that said we reach the greatest flaw in the deck. Without any strong, early ramp and so many high costed cards doing what you want, your deck is left slow and clunky and will often durdle and fold to early advantage gained by other people through the same things you hate. Breaking a Sylvan Library on turn 5 means that opponent already has gained all the value in the world out of it and probably doesn't care too much that it's being destroyed.
A second point I want to make is that although you do have a lot of big mana plays, a LOT of them are inefficient considering the resource investment into them (mana cost Vs effect + P/T). Here's a list of which ones I didn't like too much and the reasoning behind it:
- Avatar of Might is a vanilla trampler in your deck. Unless you are facing against a fast aggro deck or token generator, you are the one playing the creature deck so I wouldn't expect to cast it on the cheap side often.
- Deus of Calamity is an awesome card but it needs the proper enablers (double strike/constant buffs) for it to work as intended and even then it's a "win more" card. In effect it does a hell of a lot under certain conditions, but those are hard to come by and when you are behind you'd prefer playing something else.
- Domesticated Hydra a very high investment just to get a trampler. Evasion is good but when you compare these kind of cards with enablers like Thunderfoot Baloth and Siege Behemoth they are very lackluster.
- Havenwood Wurm: 7 mana for a 5/6 trampler? You can do a lot better than this. The instant speed doesn't warrant this investment as it is essentially asking you to skip your turn to play this.
- Stonebrow, Krosan Hero would be a lot better in a shell where mass trample and Overrun effects ran rampant. This is not the case so quite often he will be giving you an extra 2-4 damage on swing. He's not that bad though.
- Blunt the Assault is a heavy costed fog effect. If life gaining is that important, running Shamanic Revelation is better. If the fog is really needed then just run Fog or Lull or Respite or Winds of Qal Sisma.
- Devil's Play is a very flavourful card and I do like it, but I think it's a bit small for commander. Fall of the Titans or even better Comet Storm do a much better job at finishing people.
- Scrabbling Claws is not good enough for graveyard hate. There exist much better alternatives (i.e. Relic of Progenitus)!
And here are my suggestions for you, including some notable omissions. Some have already been mentioned by others.
- Acidic Slime
- Mold Shambler
- Reclamation Sage!
- Sakura-Tribe Elder!
- Wood Elves!
- Farhaven Elf!
- Woodfall Primus!
- Chaos Warp!
- Krosan Grip!
- Ancient Grudge
- Comet Storm
- Hull Breach
- Skyshroud Claim!
- Hydra Broodmaster
- Beast Within!
- Xenagos, God of Revels
I would choose a number of these as replacements prefering their versatility, efficiency and power.
Those are my thoughts. :)
ps: since tappedout doesn't let me mark my most suggestions through the checkboxes for some reason, i'll put an exclamation mark next to them...
1 year ago
Edit: Try more Fog, Fog Patch, Respite or even better, Moment's Peace. I know that the possibility of being able to loose 19 life without risking the win is a big advantage, but this is going to be either expensive because of the Manabase, or something strange, because of the missing draw-stuff, because Sylvan Library isn't going to do the trick here. I would suggest to splash blue instead of black, because of cards like Mystical Tutor, Ancestral Vision, Brainstorm, Ponder, Preordain or Force of Will.
2 years ago
There was a time where I was drawing 3 cards per turn while playtesting, although thinking about it that would make my opponents target me. Thanks for having me reconsider Psychosis Crawler. I will take it out and put in something more... worthy (ramp haha).
As for instants and sorceries, I would take out Fog then... I just didn't like how I was swarmed one time with 24 tokens. Respite makes it perfect for me to be able to cover at least one weak point of my deck. Also, maybe a delay could be what saves me? One could never know haha... and I will keep the counterspells just to have insurance for Kruphix and the big guys I'm planning on casting.
I never intended to flip Cryptolith Fragment Flip, as I only have once in my life... it was more as some kind of mana ramp just in case I'd need it (and it has saved me in playtesting). I would keep it just to have the deck be more consistent, not having to worry if I don't draw the other island.
Respite occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%