|Commander / EDH||Legal|
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|Duel Decks: Knights vs. Dragons||Common|
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Seething Song Discussion
6 days ago
I would not rely so much on permanents in general, not even on Nekusar himself. From my experience I can tell tat you probably have only one chance with him, maybe a second if the game goes very long. This means you should be able to play one wheel followed by another and yet another without having to pass the turn once nekusar hits the board...I'd suggest Dark Ritual, Cabal Ritual, Seething Song, Desperate Ritual, Pyretic Ritual, Chrome Mox, Mox Diamond, Mana Crypt, Lion's Eye Diamond, Mana Vault, Grim Monolith, Mox Opal and even Simian Spirit Guide for that purpose. With every new Hand you draw there should be enough mana sources (not lands though) that you can cast the next draw spell. Waste Not does a great job, but it shouldn't be the only way to generate mana for multiple wheels in one turn.
Maybe you can find some useful ideas in my Nekusar list: Jesus, take the wheel!
I think two or three cards are wrong (meaning not as they are in my real deck, but I can't figure out what is different at the moment) in my list, but it has played very well until now. Having basically no permanents results in an interesting play style and it's hard to disrupt, unless you play against stax with a lot of taxing stuff.
1 week ago
i do see that the mana rocks offer alot of colorless mana acceleration. which is good. but i was thinking for my own decks sometimes i run into issues like not drawing an adequate amount of land for a few turns. we have all been there. re-reading my last comment it seems a tad noobish. but still why not run more...colored mana acceleration?Seething Song (mentioned earlier)Braid of FireGeosurgePyretic RitualDesperate Ritual
1 week ago
i first saw this on your youtube video but i gotta ask. how do you plan on getting your commander out on turn 3 or 4 with no mana ramp like Seething Song? or other mana assistance. because, correct me if i'm wrong, but from where i'm sitting this deck is awfully slow. but that being said i see what you want to do with it. i dig the destruction theme you've got going on.
what brought me here: https://www.youtube.com/watch?v=41qEiIVKSAE
1 week ago
Cards I was thinking about adding in
Kaervek the Merciless
Cavern of Souls
Temple of the False God
Rise of the Dark Realms
Torrent of Souls
Crucible of Fire
Kokusho, the Evening Star
Haven of the Spirit Dragon
Chancellor of the Forge
2 weeks ago
First off, get rid of your tapped lands. Next add fetches and shocks for deck thinning. You can add Atarka's Command for ramp, also Seething Song although, you only really need to ramp for Protean Hulk so id rather find a way to just cheat him out. Or add Manamorphose id also rather you have a Chandra, Torch of Defiance or Xenagos, the Reveler as planeswalkers.
2 weeks ago
Behold, my hilarious new brew:
I'm thinking the deck needs a third color. Blue is my first choice because it gives Coiling Oracle and Spreading Seas. However, a strong case could be made for White or Black because then you have access to things like Horizon Canopy or Shaman of the Pack.
2 weeks ago
I've been testing a Vial Smasher TL too, I would recommend Howl of the Horde, Seething Song, Reverberate, Impact Resonance, and Chaos Warp. Insult/Injury is really good too, but I heard it could be counted as 6CMC because of some abuse of the "Fuse" ability here recently but idk.
4 weeks ago
This is really an amazing deck. I had been working on my own similar deck but wasn't familiar with enough trolly cards to make it work. I also suck at making efficient decks, so there's that. I hope you don't mind if I add this to my folder and maybe make tweaks to it as I go?
In your comments you asked how to stall for the first few turns. In my land destruction deck, which is a whole different level of troll, I like to stall the first few turns with Strip Mine and Raze. With this you can destroy two target lands on turn 2 by using Strip Mine before sacrificing it. The downside here, of course, is that you are also down one mana at that point. Alternatively, a similar approach would be a turn one single land destruction by playing Darksteel Citadel + discarding Simian Spirit Guide from hand + playing Raze. Doing so gives you the land destruction without losing your own land. The downside however is you are now talking about replacing a significant number of your available deck slots. I personally prefer the first of the two combos because it takes less deck space and the Strip Mine can be a looming threat, in addition to colorless mana, without needing any other land destruction cards.
In addition to Norn's Annex, if you decide to keep blue in your deck, Propaganda is another great way of stalling the enemy onslaught and requires your opponent to blow considerable mana if they event want to consider going after you.
Other good cards for stalling early can be Thoughtseize and/or Surgical Extraction. It also serves the additional purpose of protecting yourself long-term by discarding threats and then exiling them altogether from the opponent's entire library/graveyard/hand.
Something you might want to consider as well would be Dark Ritual. The additional mana can really give you the edge on the mana curve. If you need more red mana ramp consider Seething Song or Rite of Flame.
As an final suggestion, and then I'll shut up, how about Bronze Bombshell?