|Commander / EDH||Legal|
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Reward the Faithful
Any number of target players each gains life equal to the highest converted mana cost among permanents you control.
Reward the Faithful Discussion
7 months ago
Here's an example I just thought of. It's pretty absurd.
- Play Prototype Portal and imprint Isochron Scepter . (Actually, you only need two Isochron Scepters, so you can copy it however you want.)
- Make two copies of Isochron Scepter. Imprint one with Dramatic Reversal and another with Reward the Faithful
- Add some mana rocks to the mix, then cast Dramatic Reversal and Reward the Faithful infinite times, causing all players to gain infinite life. Alternatively, target only the players willing to grouphug.
- Smirk and insist that everybody agree to a draw.
2 years ago
For the 10 adds you wanted:
- Land Tax -> Exploration - Since they basically negate each other. I'd run Exploration over Burgeoning, since Burgeoning is only amazing on turn 1 and only if you can see multiple opponents on turn 1, which probably won't happen in our game.
- Braingeyser -> Minds Aglow - If you wanted to mill people out anymore with Braingeyser, then we can figure something else out.
- Curse of Predation -> Rest in Peace - I'm not sure how good the Curses will be. Sure, they trigger whenever you attack anyone on that team, but they cursed player could leave the plane in order to spare their team the triggers.
- Rhystic Study -> Well of Ideas - I was considering running Rhystic Study too, but I think that the Sphere of Influence rules will neuter it most of the time.
- Meadowboon -> Noble Benefactor - The trick will be killing Noble Benefactor when you want to.
- Tamiyo's Journal -> Prosperity - Sucks to cut a pretty thematic piece, but it doesn't help your teammates!
- Angel's Grace -> Privileged Position - Angel's grace only saves yourself, not your allies. It does prevent opponents from "winning", but those cards are too few and far between to warrant a spot.
Resolute Archangel, probably not good enough to bother with, since you already run Reward the Faithful.
2 years ago
2 years ago
Wicked! I've been wanting to do a deck with remedy myself for the longest time! You've nailed all the auto-includes, I think:) so I only have some plausible suggestions: Last Breath, Avenger en-Dal turns every card in your hand into a better condemn, Curse of the Forsaken if you target yourself :p Illumination? Swords to Plowshares although, it'll ruin the budget. Alabaster Potion = white fireball ;) Hope Charm for versatility. Laquatus's Champions hillarious! Misfortune's Gain for more removal? Reward the Faithful is fun. Soldevi Steam Beast for the lulz. Soothing Balm for the hurtz! Tonic Peddler turns every card in hand into a lava spike.
3 years ago
Alright, time to tackle this beast from a deck builder's standpoint. First, let's talk about what packages this deck needs, and by that I mean the things this deck needs to do: Wipes, Ramp, Politics, and Utility. This deck does not need targeted removal or counter spells to function, the inclusion of which would actually diminish the power of the deck.
Wipes - These are all the Wrath of God effects you can and should be playing. These will make running any other kinds of creature removal obsolete, save for a little commander removal utility which I will discuss in the Utility package. These are the wipes that your deck should be playing:Wrath of God, Supreme Verdict, In Garruk's Wake, Planar Cleansing, Toxic Deluge, Damnation, Merciless Eviction, Blasphemous Act, Chain Reaction, Final JudgementWith these as your wipes, you shouldn't run low on answers to gummy board states, especially with your commander being the Death Baby.
Ramp - This package is going to get you the mana to do what you need to do, as most of your value is coming from cards with high costs. With the ramp, it needs to interact well with your five color mana base, which by the way I will discuss further down this comment so you can see why I would make it the way I would. Here are the ramp spells you should be playing, or at least what the ramp spells you play should be like:Shard Convergence, Farseek, Sylvan Scrying, Oblivion Sower, Chromatic Lantern, Gilded Lotus, Collective Voyage, Tempt with Discovery, Solemn Simulacrum, Fellwar Stone, Commander's SphereNotice that the ones that get lands, all but the Sad Robot, get your Shock Lands or any land, allowing you to more consistently hit all your colors. This is highly important, but don't lose sight of the importance of Basic Lands as well. They can be very useful and should be in this deck in force.
Politics - This is a tricky package to put together. It will have cards that take you off peoples' radar as well as cards that can make you allies and enemies. One thing to be careful of here is putting in Chaos cards and Group Hate/Hug cards, because these will definitely not have the desired effect. Here are a few examples of cards that fit into this section, though exactly what cards like these you choose to put in are entirely up to you.Infernal Offering, Intellectual Offering, Volcanic Offering, Jace, Memory Adept, Reward the Faithful, Queen Marchesa, Jester's CapThis is clearly not a comprehensive list, but I think you get the point of what these cards do. Don't be afraid to make enemies, because sometimes it's the best way to make allies, and even if the world is your enemy, what creatures will they attack you with when you wipe the board, huh?
Utility - This last package is even more vague than the Politics one, but is arguably more important. This package will be filled with things that interact with your other cards, namely your commander, and serve a greater purpose in your deck. These cards are the cards that will really make your deck shine. Here are a few good ones:Hedonist's Trove, Sen Triplets, Rescue from the Underworld, Boros Charm, Greater Good, Nim Deathmantle, Greenwarden of Murasa, Demonic Tutor, Sepulchral Primordial, Archaeomancer, Song of the Dryads, Imprisoned in the Moon, Time Stop, Keranos, God of StormsAgain, clearly not a comprehensive list of utilities that belong in this deck, but this is a great way to start. Take a look at these cards and you will see the types of effects you need in your deck and you will notice the synergies that each of them has.
Now, let's talk mana base. First of all, this deck's mana base is too all over the place and will make not only ramping but getting your colors difficult. So, let's throw it out for now and start from scratch.First, when building a mana base for this deck, you want to think about what the best ways to get all your colors are. The most classic and well proven method is to play Dual Lands and Fetch Lands, or Shocks and Fetches, depending on budget. It is also worth noting on a budget level that the enemy Fetch Lands are exceedingly expensive and can be replace with Mirage Fetch Lands for the less affluent EDH player. Anyway, you will want to run one of each Dual/Shock and one of each Fetch.Next, is the obviously useful lands. These include, but are not limited to, Command Tower, Reflecting Pool, Exotic Orchard, City of Brass, Mana Confluence, and, because of your high concentration of black cards, Urborg, Tomb of Yawgmoth. Be sure to only fill up your mana base a little with these.Finally, it is time for basic lands. Now, I very strongly recommend playing between thirty-nine and forty-two lands in a deck with this kind of mana base and as high a curve as yours should and will be. So, now comes the math part. I know, Boohoo, but it is simple. what you will do is count up your lands you already included, then subtract that number from your total number of lands, let's assume forty, and save that number. For example's sake, I'll assume that number is 12. Now, go through your non-lands and separate by color, evenly distributing multicolored cards among their colors, until you have your five stacks. Count the total number of cards, keep that number, and then count the total number in each stack and save those numbers. The conversion is very simple from there: You take the number in that color, let's say white is 20, and divide by the total number of non-lands, which in this example is 60. You get 0.333333333 etc. Multiply that by the number of basics you will have, which in this example is 12. You get 4, so you will have 4 Plains in your deck. Repeat for each of the other colors, and you will have a complete mana base that will be at least mostly consistent.
Hope this helps with your fine-tuning process Trey, let me know if you need more help later.
3 years ago
I created a General for this deck too:
Jessan, Master of the Sands ---Legendary Creature ---Human Cleric --- --- 1/6 ---"At the beginning of your upkeep, any number of target players each gains life up to the number of cards in your hand." --- ": Redistribute any number of players' life totals."________We tested it out, and my play group seemed to like it. Now we're all making generals in this way :)
3 years ago
We cracked a bunch of really interesting cards today. Scourge had a bunch of "CMC matters" spells (e.g., we got a Dragon Shadow), so our Scornful Egotist -- which on first look was perhaps the most overcosted 1/1 we'd ever seen -- actually made sense.
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