|Commander / EDH||Legal|
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|Tenth Edition (10E)||Uncommon|
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Rule of Law
Each player can't play more than one spell each turn.
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Rule of Law Discussion
1 day ago
Actually, final question before I make the cuts @Megalomania/: What card(s) can alleviate the effects of Mindlock Orb, Rule of Law/Arcane Laboratory, Spirit of the Labyrinth, Cards that tax your stuff as well, etc for the user, but not the opponents; & is in this decks' colors? Just wondering; as Hexproof doesn't help...
2 weeks ago
Serenity would be a disaster for me. I would lose all my stuff, and waiting for my upkeep would basically allow Jhoira to go off during her turn. I was actually cobsidering Rule of Law, and also Nevermore. Both would hose a large number of decks, not just Jhoira, but I am pretty sure the salt would be thick. Still thinking, but I basically need something to hose Jhoira in the first few turns or we all lose.
2 weeks ago
Serenity is the best artifact/enchantment removal around - as long as you stay away from using them. Akroma's Vengeance is costly, but it works, and Rout can change the board immensely (in your favor) because it can be cast as an instant. Additionally, Rule of Law or Eidolon of Rhetoric can be extremely punishing against decks that try to combo off early game, or at least get a lot of things out.
2 weeks ago
I would add in Necropotence for sure, then some other utility spells. Rule of Law would be a good choice, since it slows down opponents (but you still get to both cast a card and cheat something in). Land Tax is a bit pricey, but is one of the few long-term ramp spells you get in your colours. Some more removal can't hurt--I am a pretty big fan of Darksteel Mutation as it can remove an enemy planeswalker without forcing a zone change, so your opponents do not get the option of returning the card to the Command Zone. It provides them an indestructible blocker, but most of your creatures are flying anyway, so that's not a big problem.
I do not think I would add more creatures--you have a good number as-is, and do not want to be flooded with cards you cannot play.
With regards to your second question, Stranglehold creates a replacement effect nullifying extra turns. So long as you can keep it in play, your opponents will be unable to take extra turns.
2 weeks ago
Win conditions: Approach of the Second Sun seems like draw would be good. You're essentially doing what u/w approach did in standard.
Also, Overwhelming Splendor is a multiplayer delight.
3 weeks ago
I like this list have you thought about adding Solitary Confinement to combo with necro? Also Winter Orb,Eidolon of Rhetoric, Rule of Law, Arcane Laboratory, and Stasis might be good additions as well.
3 weeks ago
+1 for locking everyone out of the game and getting punched in the face!!
1 month ago
I mean, I don't see how this is stax, I see some very good cards, like Gamble, Imperial Recruiter, and Enlightened Tutor, but in terms of prison/stax, you only run about 6 cards: Thalia, Heretic Cathar, Ghostly Prison, Linvala, Keeper of Silence, Aura of Silence, Blind Obedience, and Cataclysm.
I'd suggest you drop the cards like Bruse Tarl, Boorish Herder and Elesh Norn, Grand Cenobite for much more powerful stax cards. Also I'd think running some more tutors for Helm of the Host (the instant win) would be useful.
Other cards I'd suggest you run:
Thalia, Guardian of Thraben - hurts storm builds and greedy manabases more than your deck.
Ruination - You run enough basics that a 3-4 colored deck will crumble.
Armageddon - Aurelia, the Warleader makes this thing basically a win, as you can probably beat face enough to kill one person before they rebuild, whilst rebuilding on your own. At that point with a couple more stax cards you might be able to drop your opponents all together. Use Ravages of War as well if you can afford one.
Crucible of Worlds - With a lot of land-destruction, or fetchlands, this card gives you constant land drops, allowing you to rebuild like nothing ever happened a few turns after an Armageddon or Cataclysm. Acts as a half Sun Titan in some cases. Strip Mine/Wasteland make it really good too.
World Queller - this card is godly. It can be used as land destruction every turn, and with a Sun Titan or Crucible of Worlds, you might not notice it's effect, but can name planeswalkers while you have none to get rid of a pesky Ugin/Karn/Nicol Bolas. It can of course remove pesky artifacts or enchantments, and still beat face a bit.
Trinisphere - This deck has a pretty high CMC, so this card might barely affect it. It will totally hurt the elf player, the storm player, and any other low-cmc player.
Aven Mindcensor - This doesn't affect you, but hurts your opponents fetch lands, tutors, or any other searches.
Luminarch Ascension - Acts as a powerful alternate win condition if you lock out you opponents.
Magus of the Moon - If you run enough basic lands, this card won't affect you very much, because of the artifact mana you have. Other decks may crumble to it.
Otherwise I'd only suggest you run some more rocks (Mox Diamond/Chrome Mox/Mana Crypt and all of the legal fetchlands like Windswept Heath, Marsh Flats, Flooded Strand, Bloodstained Mire, Wooded Foothills, Scalding Tarn)
Cards to drop for this stuff:
Argentum Armor, Extraplanar Lens, Loxodon Warhammer, Mask of Memory, Sword of War and Peace, Tenza, Godo's Maul, Elspeth, Knight-Errant, Puresteel Paladin, Gisela, Blade of Goldnight, Elesh Norn, Grand Cenobite, Bruse Tarl, Boorish Herder, Balefire Liege, Avacyn, Angel of Hope, Archangel of Tithes, Angelic Arbiter, 2-3 lands.
Otherwise, it terms of lands, drop Sunhome, Fortress of the Legion, Temple of the False God, Boros Garrison, Emeria, The Sky Ruin, Opal Palace, Rogue's Passage, Clifftop Retreat, and some basic mountains, add the remaining 6 fetchlands, and that should be about it!