|Commander / EDH||Legal|
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|Ravnica: City of Guilds||Rare|
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Shadow of Doubt
((U/B) can be paid with either (Blue) or (Black).)
Players can't search libraries this turn.
Draw a card.
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Shadow of Doubt Discussion
11 hours ago
I'm not sure you are running enough spells to make the Scepter worth it. This looks more like a U/W tempo creature deck. To make it more of a Scepter deck I would add those Silences from the SB to the MB.
These are great options as well:
19 hours ago
This deck looks pretty fun! I was going to suggest Power Artifact before seeing that you plan to add it. I don't know your Meta but if you find yourself combating other combo decks Slaughter Pact and Shadow of Doubt shut down a lot of opposing strategies.
2 weeks ago
2 weeks ago
@LabManiac_Cameron I love your deck and have used it as an influence for mine. How necessary is Entomb? I find myself wanting to cut it for Shadow of Doubt in my current build. I realize my deck is different than yours but I'm interested in your opinion on the card.
3 weeks ago
Thank you gentleman, for not only your input, but also your praise. I have been away from the site for some time. I have had finals this week, for Summer school. I agree very much with you both on the way the deck should be routed and tuned. I will take note and do that accordingly. I felt that the added the extra "umpf", for the combo to be drawn into. Gas alsways seems to be the issue with combo. You always hear Q: "What happened?" A: "I didn't get it." I can see a straight shell. I really like the idea of 4x Lingering Souls, by the way. Allow me to rearrange the deck.
Hello there. First and foremost, allow me to thank you for taking the time to provide me your constructive criticism and opinions. I would also love to enlighten you on how the deck synergy works, as well as how it is viable (just like other creature combos in MTG), as other 2-piece creature combos with Melira, Sylvok Outcast & Kitchen Finks or Kiki-Jiki, Mirror Breaker & Pestermite work, there are more, but these suffice, for explaining that removal doesn't always play according to plan--just as combo does not. Everyone always seems to have the perfect scenario, but yet here we all are, on Tappedout to attempt to gain insight on the game entirely.
Understanding the Combo:
Maralen of the Mornsong + Leonin Arbiter means that per every search-- mana must be paid or the search will not happen. This become increasingly more difficult as spells such as Shadow of Doubt combined with Thoughtseize and Spell Pierce. It becomes incrementally more difficult when the player must also pay for their normal spells and constantly loose 3 life on top of creature combat i.e. Dark Confidant, Maralen of the Mornsong, Leonin Arbiter, and Lingering Souls, so there are various ways to "win" the game.
First to understand the combo properly, you would need to read the cards carefully. Now, perhaps there was some confusion, however, do not forget how much mana it takes to pay, for searching AND playing spells. There are also 11x + discard & counter spells in the deck to strip the hand, like other decks. I am going to assume that you have played against 8-Rack. Now, if you will, imagine that same scenario, however, now you cannot search for cards unless you are paying an additional mana just to play your turn. Also consider the factor that you cannot draw and your hand is getting stripped, your creatures Path to Exile'd & Fatal Push'ed--all while your opponent puts more cards into their hand.
I will concede to you that the deck is not perfect and sometimes things to not work out, like Tron not getting Tron online in some games or not drawing a second mana to keep Tempo with the opponent, but it is also probability on top of piloting and skill that makes something work. It does get weaker the larger the mana base gets. On that notion it is a small inclusion, but with the inclusion of Ghost Quarter, Aven Mindcensor, and perhaps another Shadow of Doubt the deck will be even more viable.
I have seen many people lose with a full hand to only a Tarmogoyf on board, so the argument that this cannot lock out an opponent while stripping their hand, countering spells, and destroying their mana base, all while denying or "taxing" the mana base--which is already stressed, having to pay , have mana open, for the turn's spell, and hope the spell resolves or is not removed or discarded, prior to being cast. Creature combat wins games, too.
Overall I would have to remind you that this is an idea I put together. More so, one on a website, for people like you to pick it apart like you're doing for me now, so I may improve it. I would imagine that this explanation clears up your confusion. However, not everyone operates with the same processing.
3 weeks ago
This deck is sweet, and I may end up trying it. Originally I would do the following edits: -2 Shadow of Doubt, -2 Telling Time, +2 Snapcaster Mage, +1 Spell Snare, but I think ToolmasterOfBrainerd has a valid point. It maybe be much easier for you in a BW shell where you don't have to worry about fetching tricolor + Dark Confidant. I understand blue would be good for protecting the combo and going through the deck to find pieces, but without blue you get access to a strong Ghost Quarter plan and you have plenty of playable cards to add (even if they are just additional copies of Collective Brutality). If you do intend to try out a BW plan it would call for some remodeling, but I think it may be more efficient in the end.
1 month ago
If you had room for basic lands you could easily run the Scroll Rack + Land Tax card engine. Land Tax gives you three basics, scroll rack swaps those cards along with any other trash cards you don't like in your hand for new cards, and then Land Tax shuffles your library on your next turn so not only will you not draw into what you tucked away, but the process always repeats giving you the equivalent of an Ancestral Recall on all your turns.
Honestly at this point you got your deck feels like its held down so tightly it almost looks impossible to suggest any ways in which to make improvements.
I noticed you're running Wheel of Fortune. I don't know if you've considered Reforge the Soul some time long ago, but considering you're running Vampiric Tutor, Mystical Tutor, Lim-Dul's Vault, and Imperial Seal with can-trips galore it would practically be Wheel of Fortune for 1 less or at the same cost but at instant speed given it miracle cost. Sure it slightly impacts Dark Confidant and ad nauseum but only by 2 damage more on the off-chance it gets top-decked in a 99-card deck.
Other spells I could probably throw at the wall to see what sticks would be, Fragmentize, Argivian Find, Abolish, Ideas Unbound, Lightning Axe, Day's Undoing, Long-Term Plans, Defense Grid, Swerve, Darkblast, (Specifically for dredging dead cards with Sensei's Top.) Painful Truths, Abrade, Shattering Spree, Ensnaring Bridge, Standstill, Surgical Extraction, Snuff Out, Vendetta, Pongify, Rapid Hybridization, Innocent Blood, Esper Charm, Kolaghan's Command, Reanimate, Maze of Ith, Arcane Denial, Apostle's Blessing, Shadow of Doubt, Impulse.
Sorry if none of that ended up being helpful to you. I tried covering a wide range of spells that would vary in their ability depending on how your meta is.