|Commander / EDH||Legal|
Printings View all
|Commander 2016 (C16)||Rare|
|Modern Masters (MMA)||Rare|
Combos Browse all
Creature — Elemental
When Reveillark leaves the battlefield, return up to two target creature cards with power 2 or less from your graveyard to the battlefield.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
Price & Acquistion Set Price Alerts
|Have (25)||Mousemke , thetechzombie , Vasbear1 , sonnet666 , PhyrexianScience , greanbeaner , Lindough , jrschnoebelen , prass1 , Jpegwun , Falte , Auriel , joshw335 , jtaddeo , Archegos , TheRealPeaches , Wazerwifle , gosora , Duct-Tape-Guardian , pskinn01 , Swamy , wackozacko , MattN7498 , , TheDuggernaught|
|Want (4)||edster , Jose_Arrogantio , Vasbear1 , PTsmitty|
3 days ago
If you are looking for creatures that are control, I suggest Fiend Hunter, Angel of Serenity, Faceless Butcher, Leonin Relic-Warder, Mesmeric Fiend, and Tidehollow Sculler. These are all decent control on their own, but pull double duty when paired with a sac outlet (which i feel you should have). Using the stack correctly, you play fiend hunter and target their ulamog with the first part of fh ability. While the ability is on the stack sacrifice fh and the second part of fh ability goes off and since the first part hasnt triggered yet, nothing is returned. Finally your opponent loses their ulamog.
I also think you could use some more recursion, such as Sheoldred, Whispering One, Hell's Caretaker Karmic Guide, and Reveillark. The last two are part of a group of infinite combos that get called either karmic guide and friends or reveillark and friends that you could add in.
Looks like you have a pretty solid deck as is, so I totally understand if you completely ignore my suggestions.
5 days ago
I want to thank you from the bottom of my heart for the kind words, advice, and upvote! I'm glad you like what I have so far for the description. I always get those up before asking for help on decks because if there's no description it's near impossible to help. Anyway, I wanted to make a Intruder Alarm combo deck and a Zur deck, so putting them together seem perfect! I wanted a really unique deck since my last deck was heavily based on someone else's.
I see your point about streamlining the combos. I've been worrying I was going a little too far in some places(especially with #2) and I agree with your assesment.
Yeah those two creatures, Steward of Solidarity, and Necrotic Ooze(with them in the 'yard) is the main game plan. All others are secondary and may be cut. I know the Steward isn't as good and is near useless alone but I needed some consistency without having to cash out for Demonic Tutor haha
Sun Titan is great. He hits half my deck :)
Standstill seems okay. It looks kinda easy to play around and doesn't help me if my opponent's board presence is greater. Still, I'll consider it.
Yeah, the lack of haste in the colors is killer. Swiftfoot Boots, Lightning Greaves and their tutors, and Hall of the Bandit Lord are all I have atm. The pillowfort strategy how I live the extra turn to win and I'm glad you noticed and appreciated that!
Yeah, honestly... someone telling me I'm overcommiting on #2 is exactly what I needed. You're right haha
I'll probably end up shuffling this part around a bit. I like the schoolmaster and I like how he can also combo with Sunstrike Legionnaire. I'll leave them, Hermetic Study, and Psionic Gift, then probably toss the rest.
Vedalken AEthermage is good. I'll pick one up!
Gray Merchant of Asphodel will probably be cut but Hell's Caretaker has a lot of synergy with my recursion package of Karmic Guide, Reveillark, Sun Titan, Fiend Hunter, and Auramancer. He's just generally very good and near infinite with Alarm out. I'll ditch the combo but I think he can slide into another category.
While all that's going on.
I like Trinket Mage because he's a cheap tutor, but I don't have many other targets for him.
Martyr's Cause is one I have actually! I haven't tested it out yet but we'll see!
After streamlining Combo #1 and Combo #2 here's what they could look like:
Thanks for laying everything out for my like that! Extremely helpful!
I like that way of looking at it. Pillowfort first, combo second. Thanks for that advice!
Again, thanks for laying all the suggestions out like this! It's especially helpful when you've already talked about the deck a ton and now you're giving the suggestions to go off of what you've already said. I'm finding this extremely helpful and will try to do it like this when I help people!
Ethereal Armor is an easy addition. I already have one so I'll throw it in there!
Once again, loving the summarized lists. It's nice to see what the deck could look like in this way. You are good at what you do friend. You deserve that top helper rank.
I'm glad you recognize some creativity and uniqueness in the deck. I'll gladly take all of your advise into consideration.
I'm going to be updating the deck soon, perhaps this weekend. I'd love it if you'd look at it again once I do... though I know you've definitely spent a lot of time on it haha! Let me know if it'd be okay to tag you or something :)
My sincerest thanks!
1 week ago
Hi guys, thanks for you feedbacks.Your comments made me reflect, the goal of the banlist is not to destroy combo decks (it is impossible, even removing all the cards you suggested, new combos would come around); it is just to make the format more fun.Talking about cards like Mikaeus, the Unhallowed or Reveillark, it's true that they are used mostly for combos, but they can create some interesting interaction; i think in that case is up to the player to decide how to build the deck in order to not be unfair.You also suggested to ban Atraxa, Praetors' Voice, Sen Triplets and Iona, Shield of Emeria; i think those cards are pretty powerfull and very annoying to play against, but imo not over powered, so not ban worthy.Ultimately I decided to not ban any card you guys proposed, I just added them all to the "honorable mentions"; and following this logic i decided to remove Splinter Twin and Kiki-Jiki, Mirror Breaker from the ban list.
But in the end i gotta say that this banlist is not meant to be my personal list; I want it to be open to the players and filled with their opinions, so if other people want the cards you proposed banned, i will put them in the banlist.
1 week ago
On another note, their logic for unbanning Protean Hulk was absolutely stupid. It hasn't been preforming well lately (IT WAS BANNED! WHAT!?!?) and there are more answers to it... no... just no... that is untrue. Where is this new mystical card that answers it that came out recently? I need one, and 3 more differently named reprints of this card and they better all be 1 or 2 cmc.
1 week ago
How the deck plays is that it locks out scarier opponents with its value control creatures and makes allies with Roon's blink ability with the subtheme of hyper-ramp. Eventually the deck seeks to close out the game with said value creatures using Cathars' Crusade, Call for Unity, and Meadowboon due to the deck's huge capacity for low power value creatures. The other threats like Trostani's Summoner, and Avenger of Zendikar are more for go wide strategies and being fantastic closers on their own, that and they combo well with Cathars' Crusade. You can also steal your opponent's finishers with Gilded Drake, along with something similar to the kiki-jiki combo with Minion Reflector as detailed in one of my updates.
The deck is primarily value, bant doesn't have very many offensive ETB options outside of the ones mentioned in my list and Armada Wurm, let alone LTB.. So you have to compensate somehow and be a little more creative. Besides, the low power on my creatures means that Reveillark becomes more and more relevant outside of being a combo piece for said minion reflector.
Roon can be a build around commander, but typically you're building a concept around him, not a playstyle. Value is a concept, its not like Aggro, or Control, but is a lot more like Tempo-Midrange since whatever you draw is good, but it stalls your opponents. The only niche pick in my deck is the Stonehorn Dignitary since it only stalls combat. Now that I look at the deck, I find that my deck isn't built around Roon, but that Roon makes the plan move forward. He isn't like Krenko, Mob Boss where if you just stop him with Song of the Dryads you effectively removed the deck, he's more like the guy that pulls the lever on the machine and can walk away.
I don't know if you have a decklist for your Roon deck on here Hellfiend, but I think that you might be lacking other enablers or not abusing that ally making potential that Roon has if he keeps getting removed like that (at least that's my impression). Look at it this way, Roon is an enabler not the game plan, if they waste removal on Roon, then its one less removal spell to be used on your finishers as long as you have other enablers, otherwise that removal is even more useful when they stop Roon. Unless you are playing actual competitive EDH, then I don't know what to say about that.
I guess this deck is competitive in the casual sense versus try hard. I also never asked for the higher competitive percentage, but I'm not saying I don't want it, I very much like the fact that people consider this to be a competitive list. My deck wants to be fun and somewhat interactive (or at least that's how I intended to build this one anyway). I can also most certainly look at Ixidron, the more I think about it seems like a better and better option. I even have one on hand, however I'm probably not doing the elesh norn thing, enemy graveyard shenanigans and all that...
I find Thought Vessel to be not too very effective in my deck since it likes to interact with the graveyard, even Reliquary Tower is looking to be on the chopping block. I also have enough colorless sources as is for Eldrazi Displacer and Thought-Knot Seer. I have Ashnod's Altar to dodge exile removal or to help with mana in a pinch, and enable my infinite combo with minion reflector.
I hope this clears some things up Hellfiend.
1 week ago
Kasethyr, thank you so much for taking the time to write your comments. I really appreciate your feedback, and this honestly made my day.
Serra Ascendant is a card I mostly kept around in 4-player games. It's always good to have the ability to instantly pressure the less fair decks at the table, and remove threats before they become a problem. It's possible to solo a turn 4 deck before they can go off (especially because its pressure asks the player to never misstep on draws or misplay their sequencing, which punishes how low-effort combo is), but the draw required is tough. It's just my "kill target player" button. Wurmcoil Engine is 100% the card I'd recommend in its place; the deck likes to keep itself at a high life total, and fighting Purphoros, God of the Forge strategies is something I have to do every so often (Omnath, Locus of Rage was in nearly every game I played for a few months after printing).
Chandra is a lot like Marath--has a lot of options, and while she's not the best at any of those options, having all of them on one card is just really nice. She "draws", she "ramps", she "kills things", and her emblem "wins me the game". I don't blame anyone whatsoever for abstaining from her.
Goblin Sharpshooter is a card I've had trouble with for a while, as with the Karmic Guide loop set up, it's infinite ETBs with whatever Reveillark's second target is. I just feel that in some games, it's necessary to lock the board down, or else green decks run rampant. Austere Command is my recommendation for another boardwipe, as its utility is incredible, and it's fairly cheap since its recent reprint.
Marath is probably one of the format's most underrated commanders. It gets passed up so often simply because it doesn't wombo combo and outright win you games with a single other card (its combo relies on multiple others, making it trash tier on the clear and obvious holy grail of Commander insight, r / c E D H ! Therefore, Marath is obviously garbage. Obviously.) You really just have to appreciate the whole package, rather than just bottlenecking your deck to cast one card that wins you the game every time. I hate that philosophy with a passion, mostly because I used to do that myself a lot, and it's just not very fun.
A 1v1 variant would probably condense its curve and run cheaper interaction. I don't know if Wishboards are allowed, but Glittering Wish and Burning Wish are both incredible. Nature's Claim, Pyroblast, Path to Exile -- all cards I'd probably run in a 1v1 version. I believe Marath is banned in 1v1, though. I can't say I don't understand why.
1 week ago
The most common win-con is to go infinite with Karmic Guide and Reveillark. The idea is to get Reveillark and/or both in the graveyard, swing with Alesha, Who Smiles at Death, pay for her trigger and bring back Karmic Guide, which brings back Reveillark. You then want to sacrifice Reveillark with some type of outlet, like Goblin Bombardment, Ashnod's Altar or as seen in the video, Viscera Seer and when it dies, you bring back one other creature and Karmic Guide, which brings back the Reveillark again. Repeat the loop over and over until you win. With Goblin Bombardment, you can do infinite damage. With Ashnod's Altar, you can make infinite colorless mana. If you have one red open as well, you could play something like Fireball and kill everyone in one shot. Another way is to have that one other creature you bring back with Reveillark be Murderous Redcap, which again creates infinite damage or Solemn Simulacrum, which can draw cards until you find what you need. There's plenty of ways to go infinite with Alesha but the ones I listed first are probably the most common and easiest. Hope this helped.
1 week ago
I really love this deck concept and how you've put it together. The Wood Elves -> Solemn Simulacrum -> Karmic Guide -> Reveillark -> Sun Titan pod chain is magnificent. I have been developing a growing appreciation for decks that provide fun and meaningful combos that don't go infinite.
I have a few suggestions after playtesting and making a few modifications of my own. First, I removed Serra Ascendant as it generally only results in "less fun" for the table and is actually banned in many of the 1v1 formats (which I realize this deck is not designed for, but would like to create a variant that is). I also removed Chandra, Torch of Defiance as the overall functionality didn't fit my personal playstyle. I qualify that it isn't a bad choice.
After playing the deck a few times my feeling was that while I loved the Birthing Pod combination, I didn't feel like I could use it as much as I wanted to. So, I added a Voltaic Key for just this purpose. :) Secondly, I added Vedalken Orrery for fun and interesting synergy with the Anger -> Seedborn Muse transition.
I was wondering if the Goblin Sharpshooter + Basilisk Collar combo could be replaced with some additional board wipe options. Of the combos in the deck this one is the most oppressive/least interactive and is psuedo-infinite. Despite that, it is still so much fun (for the pilot) and isn't TOO difficult to deal with for the rest of the board. My concern really stems from the fact that I seem to rely on it for board control and end up tutoring the collar or podding into Sharpshooter. This isn't really a complaint, more of an inquiry into what alternatives you may have considered.
The last bit of commentary I would leave is that Marath, Will of the Wild doesn't seem to get as much use as a Commander generally should. It could be that I don't have the familiarity with the deck to understand all of the spots where she fits, but I can't help but thing that there is another Commander that could work better.
Overall, amazing deck, some truly excellent craftsmanship here. I would love to hear your thoughts about a 1v1 variant.