|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
2 days 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!
2 days 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.
1 week ago
not sure I like it but Open the Vaults is another option
oh wait eggs were printed before modern
1 week 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.
2 weeks ago
So I have an idea for Kydele + Silas, it's eggs to help draw cards to net infinite mana with Staff of Domination to lock down thee board. I know it's missing white for Second Sunrise and friends, but I think it has potential to be a tier 2.5-2 deck. I can make an optimized list for an idea of the deck later.
2 weeks ago
Have you ever considered Open the Vaults? Just in case an artifact boardwipe is cast, you can get all your equipment back. There's also Second Sunrise and I remember a few others that do similar things. Hope this helps!
2 weeks ago
Replenish was also considering Second Sunrise as well, but thankfully there's not much enchantment removal on tables I play, but that's the only things that can save me, if there was more enchantment removal than I would like.
3 weeks ago
Basically you're using Krark-Clan Ironworks + your rocks + Second Sunrise / Open the Vaults + Codex Shredder to generate infinite mana. From here you can use Thrasios to draw your deck. While the eggs combo itself needs a lot of pieces, there's overlapp with the bomberman combo, they work with Paradox Scepter combo package and there's interaction with Thopter Foundry + Sword of the Meek (which goes infinite with the addition of Ironworks) which in turn has good synergy with Tymna.