|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Uncommon|
|Commander 2017 (C17)||Rare|
|Commander 2013 (C13)||Rare|
|Magic 2014 (M14)||Rare|
|2010 Core Set (M10)||Rare|
Combos Browse all
Whenever you gain life, target opponent loses that much life.
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Sanguine Bond Discussion
2 days ago
Have you thought about: Ayli, Eternal Pilgrim -could work well with Sanguine Bond and Resplendent Angel -sacrifice the angel after attacking if you have not gained enough life or at the end of opponents turn Drana's Emissary -sit back and watch them slowly die or combine with Anguished Unmaking - - if you have extra life to spare it is a powerful card Kambal, Consul of Allocation -good against creature-less or creature-deficient decks Obzedat, Ghost Council - don't need a defender? Deal 2 damage/gain 2 life each turn after attacking! Also works well with Fatal Push Vizkopa Guildmage - Whenever you gain life, deal equal damage to opponent. With a lifelink creature and Sanguine Bond that is triple damage. Intervention Pact - they won't see it coming Scholar of Athreos - no limit to this ability
These cards may not have lifelink, but may pair well with the deck.
5 days ago
Marionette Master works by proxy
6 days ago
The concept of the deck sounds great, I'm tempted to make a deck with the same concept, or just "netdeck" the one you make. Havoc Festival looks good, and it plays along with the idea of not winning, but making your opponent lose because they cannot gain life . But enchantments can get destroyed easily due to things like Naturalize , Dawn to Dusk , Demystify , Decimate , etc. So just so that you have something to also prevent lifegain I would add Erebos, God of the Dead , That is if you're not on a budget. Descent into Madness is also a good card for the concept . I don't really know what cards you're going to use in the deck so it's kind of hard to determine what cards to suggest. I would add Exquisite Blood and Sanguine Bond to lower your opponents health and gain some yourself, but if you're going to add those then you should probably add some lifegain stuff to this deck, such as Disciple of Bolas , Blood Artist , Sorin's Vengeance , Chalice of Life Flip , painful quandry , etc. I also don't know if you're going to be playing casual or competitive, but i'll assume competitive. I'd also add Kaervek the Merciless . Maybe you could throw in Whip of Erebos and a Exsanguinate . Those are all the suggestions I have right now, so uh good luck on making the deck. Again, the concept is really interesting to me so I hope this deck works out for you.
1 week ago
I specifically meant Sen Triplets, not Sharuum the Hegemon (the real artifact esper commander of choice other than Sydri, Galvanic Genius), in fact now that I think about it, Sen Triplets sucks as an esper artifact commander, and also Celestial Dawn isn't exactly an artifact combo.
Exquisite Blood and Sanguine Bond are enchantments, so they can be Replenished/Open the Vaultsed back with ease after a Tunnel Vision/Traumatize, and the fact they need lifeloss is easy with an unblockable hexproof commander. Neither of your "combos" win the game, let alone can be Replenished.
Celestial Dawn + Caged Sun = Double you land mana, and give it perfect fixing, minus Ancient Tomb, which now only receives fixing, and Boseiju, Who Shelters All doesn't protect you stuff, ad your artifact mana is kind of sucky now.
See what happened, a 9 mana two card combo did worse than a Mirari's Wake, which is another way of saying it sucks, together. On their own, Caged Sun does very little ramping, and it outclassed by Thran Dynamo/Gilded Lotus most of the time, which I could make an argument that they were bad, and Celestial Dawn is even worse, with this deck already having an incredibly powerful landbase, it un-ramps you with Ancient Tomb and Boseiju, Who Shelters All sucks now.
Onto the next "combo:" This one you were kind enough to even put a reason for:
Okay, Mycosynth Lattice + Unwinding Clock untaps all of your permanents (lands, artifacts and creatures mostly), along with fixing each players mana perfectly, and leaving you open to a blowout with Hellkite Tyrant, By Force, Vandalblast or Shattering Spree.
Okay, so tons of value? I mean it has a major couple of downsides, this deck is fine on its own fixing, and it fixes for all of your opponents? it is 10 mana, and can't be cheated out by Replenish, so it comes late in the game, and your opponents can probably tutor a Vandalblast up be now, so tons of value? Lets, see, if we untap every one of our permanents, every turn, what ways do we have to abuse the excess of mana? 8 things, of which 5 are instants (Cyclonic Rift, Dark Ritual, Enlightened Tutor, Mystical Tutor, and Vampiric Tutor), we can also move around Felidar Umbra a lot, activate Nomad Mythmaker, or Flickerform a little bit.
Well, yeah, and the cards are bad on their own, so it is a trash combo in this deck, despite what you said.
1 week ago
Those all seem like great options for the extra turn varient, will you write up a decklist and put it in the description?
Also, what are you dropping for the combo?
It seems like Intuition might be a fun joke card with the combo.
Whichever is left in hand, cast it, recurring Intuition (or recur Archaeomancer then recur Intuition if that was the card left in hand), then cast Intuition again, fetching Auramancer, Monk Idealist, and Exquisite Blood, then whatever is left in hand, cast it, if it wasn't Exquisite Blood then recur and cast Exquisite Blood.
After all of that, flashback the Unburial Rites targeting either Mnemonic Wall or Archaeomancer (whichever is left) recurring Intuition a final time. Cast it, fetching Argivian Find, Mine Excavation, and Sanguine Bond. Whatever is left in hand, cast it, if it wasn't Sanguine Bond, return Sanguine Bond to hand, and cast it.
It is an 8 card combo, but every piece is fetchable with one Intuition The combo costs , so it is really easy to go off turn one with it.
1 week ago
How strong are the decks you face? How strong do you want to make it. Also Oloro can be so many things. As far as I got it, your plan is to get some life here and there, to be able to draw cards off of Oloro and then win via some combo you don't actively search for or combat damage. Also what's your budget?
First low budget steps would be to add in all signets and talismans in your color(they all cost 2 and make 1 mana right away). They are the best colored accelerators esper has. Then there's also Mana Crypt and Mana Vault if you want way too much mana quickly.
Second: Pick a strategy. If it's beatdown + refill with Oloro from lifelink then go all in for that. If you want to win via Felidar Guardian or the nifty Exquisite Blood + Sanguine Bond combos make sure to add in the good black tutors Vampiric Tutor Demonic Tutor and Grim Tutor for example. To gain the life for felidar maybe run Beacon of Immortality. If you don't want to go for a combo directly, then I'd suggest focus more on effective creatures. Sure the soulsisters make a life for every creature, but what if your creatures on board can't attack and you can't play any more? Also taxing yourself for each creature played might not be ideal either. A fun way to make sure your creatures are always effective are the Archetypes from theros, and all of them in esper are great! Archetype of Courage, Archetype of Imagination and Archetype of Finality are all great for a deck that wants to attack. Also True Conviction does exactly what you want in this plan :)
Tell us a little as to what you wanna do with your deck and what your meta is; then I can provide better help. Also imho you don't run enough removal but that's to be added in when we know more :)
1 week ago
Ok let's examine the 'steps', assuming you have cast Intervention Pact
- combat damage is dealt, although the targeted zombie's damage is prevented. The delayed triggered ability of Intervention Pact is put on the stack
- the triggered ability resolves causing you to gain 5 life. Sanguine Bonds triggered ability is put on the stack with targets
- the triggered ability resolves causing targeted opponent to lose 5
in between each of those 'steps' state based actions are checked, such as a player loses, if he or she has 0 or less life. Fun Fact: Instant speed things can be played in between as well
1 week ago
Losing the game due to having 0 or less life is a state-based action. SBAs are checked each time a player would receive priority and then triggered abilities are put on the stack. This means that your life total will be checked and you will lose before Sanguine Bond's ability is even put on the stack, let alone resolves.