|Commander / EDH||Legal|
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Each player returns to play all artifact, creature, enchantment, and land cards that were put into his or her graveyard from play this turn.
Price & Acquistion Set Price Alerts
Second Sunrise Discussion
1 week ago
What do you think of a Second Sunrise as an un-board wipe for yourself?
1 week ago
So! Yesterday I took this deck for a serious round of testing at my local Magic shop and I am glad for it. It is unfortunately rather weak for now - by Doran Aggro wiped it out 9 out of 10 times, and I could win with it only if Doran had some obvious mana screw issue or terrible draws. Fighting against Anafenza aggro, Treft Voltrons or Combo Artifacts was a hard bargaing too. It looks like this deck is on the verge of being competetive, but still struggles with the real big boys of Tiny Leaders top decks. But that's okay, because everyone agreed that this deck is extremely fun and have great potential! Especially since you mentioned quite obviously that this is a budget deck, and for its low price it managed pretty well.
The biggest issue displayed during games is the deck tempo. Without Sigarda's Aid in hand it takes a lot of mana and turns to actually put all the sexy components on board to ensure you have some tools to deal with things your opponent will throw your way, and unfortunately this lack of tempo is hurting the deck a lot. Usually when I have Kemba with enough Eq's on her to start being a threat, I am on a verge of death or the enemy have significant board advantage.
So there are some ideas how to make this deck a bit more powerful:
Brimaz, King of Oreskos is considered a must for the aggro side. Simply put, we have few creatures and pretty much none of them is an aggressive tool beside Kemba, so even if they sit on board we rarely want to attack or even block with them, as they provide key utilities to our equipment plays. Cat King on the other hand can beat people down, generate more tokens for the Konda's Banner and Stoneforge Masterwork and help us fill the board for control of it.
Paradise Mantle is god damn amazing. First, it is a 0 mana artifact, so it helps with Metalcraft. Second, with Sigarda's Aid and/or Puresteel Paladin it becomes a sick Mana Ramping tool. With Equip cost 0 you can basically turn EVERY CREATURE you control into a mana source. Have 10 tokens? Now you have 10 more mana. With that mana you can cast more equipment. Draw cards for casting them from Sram, Senior Edificer or Puresteel Paladin and then cast them too! Paradise Mantle can speed up this deck significantly and it quickly teaches our opponents, that if they have any artifact removals on hand, they have to destroy it ASAP.
Second Sunrise is your Surprise Button. So, you casted your artifacts, have your Kemba in Full Voltron Mode, and then your opponent cast Pernicious Deed or Engineered Explosives or some other mass removal that for example destroy all artifacts. That's nasty. That's going to cost you a game, most likely. But what, if you could just use three mana to return all of the busted stuff to play? This card is a natural white counter for mass removal shenanigans. Worthy of giving it a Sideboard space perhaps?
Hanna's Custody is a beauty I am considering playing in Main. Giving all our artifacts Shroud is amazing. Sure, it's just an enchantment and can be removed, but that's kind of the point. With this on board opponent have to waste their Abrupt Decay effect cards first on this before touching any of our artifacts.
3 weeks ago
3 weeks ago
Other powerful Demons worth considering are Rune-Scarred Demon for tutoring, Bloodgift Demon for more card draw, Ob Nixilis, Unshackled to punish tutoring, and Archfiend of Depravity for board control.
1 month ago
Thanks for taking a look over! I find that a bit hilarious you made that connection. Although, once you made that connection, my brain tried making the connection between Samurai Jack and the IRS. My mind went through some pretty weird roads with that one...
As for Winter Orb, I agree it would be epic to lock down my opponents. Sadly, that isn't what I'm aiming for in this deck. I was trying to make a deck that offered as little taxing as possible outside of Kataki himself. Literally one of the gimmicks I do when I play this deck with my playgroup is apologize each turn for them having to pay their upkeep. Makes the game's air more lighthearted than competitive despite being semi-competitive.
I am currently working my way through rewriting all my deck's descriptions so I apologize again if you misread something in there, or more likely that I failed to implement the right context. Thanks again!
1 month ago
I think this deck represents the IRS perfectly. A paradoxical system that steals your money just because you have resources.
Winter Orb also helps to lock down your opponents, and you can discard it when it's no longer helpful to you.
2 months ago
not sure I like it but Open the Vaults is another option
oh wait eggs were printed before modern
2 months ago
I think there absolutely exist cards that are outright better in any situation. I've got a couple criteria for a good card:
Power. As in overall strength of the card. Easier to see in creatures; a strong creature has power/toughness equal to its cost, a very strong one has P/T higher. It's harder to see with non-creatures, but a powerful card is one with a powerful effect.
Threat. Can the creature end the game really fast if left unchecked? Does this enchantment give me an inevitable win if it stays on the field for long enough? Would this combat trick completely upset the board state in my favor? Good cards need to have an immediate effect on their own. Even the slow ones should force your opponent to change their plans to deal with them.
Resource control. Does the card get you access to other cards, or to the correct cards? Or, does it give you an edge in terms of resources over your opponent? Examples include card draw, scry effects, loot effects, land ramp, and 2-for-1 removal like Bile Blight or creatures packaged with removal like Polukranos, World Eater.
Flexibility. If the card can deal with multiple situations, or deals with a wide range of threats, it's better. Ultimate Price is better than Doom Blade because it hits more creatures. The card is also better if it can deal with multiple board states: stalled, winning, losing, etc.
Empowerment. How well does it enable other powerful cards or mechanics? This is especially important for cards that could potentially combo. Example: Second Sunrise, which is outright useless in everything but Eternal formats, where it's the backbone of the Eggs deck. Another example: Deathrite Shaman, which is so good at making any G/B deck work better that it belongs in just about every one, despite not doing anything flashy on its own.
Reliability. Does the card trip over itself so hard that you never find a good situation to use it, like the atrociously-designed Rattleclaw Mystic? Or, do the effects meld well with the card's intended purpose, like Jace, Vryn's Prodigy Flip? Basically, can you always be sure of the card doing its job?
Mind games. Finally, does the card force your opponent to play differently just knowing that you use it in your deck? Half the strength of Counterspell-type cards or combat tricks is that you can bluff them with open mana, forcing them to change their plays.