|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Common|
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Gain 1 life for each creature your opponents control. Prevent all damage that would be dealt to you this turn.
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|Have (7)||Supremespeed , Yawkcorb , nakni , MattN7498 , webdokkeren , Ryfestone , gildan_bladeborn|
|Want (9)||neato4incognito , Bluewolf_Sun , Lingeringlemur , Nebulacreator , Lazysaurus , ctrlxfreak , SaltySpecula , TheAceol , Approximos|
Riot Control Discussion
Steeb on Black/White
3 weeks ago
Yo breh, I looked through what you have and here are some suggestions
Cards to switch out
It's pretty rare that you'll be hit with a target player effect at our table, so this won't see much use. Good for a sideboard though in case you're up against a burn or mill deck.
Dawn Charm is enough for a deck with as much protection from attacking as this deck, so you can drop Riot Control. Epicure of Blood is the second half of your instantly kill everyone in the game combo.
Cry of Contrition doesn't do much since it doesn't target a specific card. Karlov is just one mana cheaper, and with as much life gain as you will be getting, it's basically an endless source of exile effects and can double as a super strong attacker or blocker because it'll be gaining 6+ counters per round at a 3 person table.
Mill won't be a win condition for this deck, and by the time you deal enough damage to effectively mill someone, you probably will have already killed them. Also you could use some more mana rocks in this deck in general.
More reliable than Angelic Accord and can generate as many angels as you can pay for.
Obzedat does what 90% of your deck does, only he comes with the drawback of not being able to block if you actually use his ability. Teysa shuts down creature swamp completely and gives you tokens to block with.
Land of your choice for Reliquary Tower
These don't seem great at first but it lets you get the lands that you want, while simultaneously reducing your land base and deck size after playing them which raises the probability of drawing the cards you want.
Approach of the Second Sun (because it's an aesthetic win con)
Overwhelming Splendor if you want to be a real cunt
The reason this isn't listed as a necessity is because I'm pretty sure you already are adding it. Seriously tho add it
This straight up just prevents people from playing anything with toughness 2 or less and puts a gap of 4 between the power/toughness of your creatures and theirs, making all of your creatures viable attackers and blockers. Seriously this wins games
1 month ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
1 month ago
I love the Azor, the Lawbringer with Helm of the Host combo. If your opponents can't cast any instants or sorceries, then chances are they'll try and flood you with creatures, so you should have more to deal with that too. I run Riot Control in a similar deck and find it to be really good at dealing with that particular problem.
2 months ago
Try Aura Shards for cleaning table with your tokens.
And for your token production? Oketra´s Monument. If you have too much tokens, try Throne of the God-Pharaoh.
2 months ago
Sorry to hear you are getting frustrated with this. i would personally say there is not enough consistent life gain. creatures like Nyx-Fleece Ram give you nice early game defense and consistent life gain. and for combat tricks with a bit of life gain i like Riot Control
Feel free to have a look through my life gain deck: Ajani's lifeforce (budget) (note it is completely make from my spare cards but it serves me very well)
2 months ago
I'm building a Medieval-themed deck. I haven't decided on the deck archetype/strategy yet, but I'm thinking something along the lines of Mardu enchantments and pillowfort.
I'm mostly building this joke deck as a way to make puns in my playgroup, but I'm open to competitive card suggestions too.
Got any card suggestions that are good/powerful but also satisfy my deck's flavor requirements?
Here's the link to my deck. The deck is still under construction, so I haven't made up my mind about a lot of things.
Hope you find the deck's Number 1 card interaction as hilarious as I did!
2 months ago
Hey, man. Finally got the chance to look at it, thanks for linking it to me. Here are my suggestions:
There are a few really good upgrades you can make on the cheap. I'd say almost all the upgrades below are strictly better except Divine Visitation which is new to MtG, since it's a part of the new Guilds of Ravnica block. Trading out Sigil is just personal preference.
- Swiftfoot Boots for Lightning Greaves
- Sigil of the Empty Throne for Divine Visitation
- Prison Term for Conclave Tribunal
- Kemba's Skyguard for Boreas Charger
- Ajani's Sunstriker for Burnished Hart
- Worn Powerstone for Thought Vessel
You've got too many enchantments eating up space for things that are more important like your land base. White has a really hard time ramping and tends to be the most costly color, so you want to draw as much of it as possible. I'd aim for 35 lands minimum, but 36 is probably preferable. Every land counts.
- Angelic Gift
- Cradle of Vitality
- Curse of the Forsaken
- Ethereal Armor
- Luminarch Ascension
Six of the eight add-ins below are lands. You need a hard to deal with board wipe like Wrath of God and I'm really surprised you didn't immediately go for Riot Control, since it's a table staple. If you really don't want it, I'd go straight for the Path to Exile.
- Windbrisk Heights
- Terrain Generator
- 2x Plains
- Myriad Landscape
- Mistveil Plains
- Wrath of God
- Riot Control
Mono-colors can get some crazy mana numbers going, but white has terrible ramp, cards like Land Tax and Thawing Glaciers will help you get lands on the board, while the multiplier artifacts will keep your mana plentiful.
5 months ago
So, I would definitely work in Palace Siege, Phyrexian Reclamation, and Dawn of the Dead. Being able to recure your creatures is going to be really helpful with Ayli.
These are some creatures I run in my deck: Wall of Reverence, Divinity of Pride, Wurmcoil Engine, Archangel of Thune, and Rhox Faithmender. Some of them are pricey and may not fit exactly what your going for, but Divinity of Pride is pretty solid.
I run Proper Burial for value on sac triggers. I also like Riot Control, I have a lot of tokens in my meta so the creature count can get crazy, but depending on what decks you play this may not be a good fit.