Destroy target artifact.
Printings View all
|Rivals of Ixalan (RIX)||None|
|Tempest Remastered (TPR)||Common|
|Khans of Tarkir (KTK)||Common|
|Scars of Mirrodin (SOM)||Common|
|2010 Core Set (M10)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Eighth Edition (8ED)||Common|
|Deckmasters: Garfield vs. Finkel (DKM)||Common|
|Seventh Edition (7ED)||Common|
|Classic Sixth Edition (6ED)||Common|
|Fifth Edition (5ED)||Common|
|Ice Age (ICE)||Common|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
Combos Browse all
|Commander / EDH||Legal|
2 months ago
4 months ago
When you say too much protection, do you mean the amount of protective artifacts, or something else? If you mean the artifacts, which ones should I keep?
I put those three for extra protection against non creature spells and they fit the theme of copying things. Should I replace them?
4 months ago
So when I build an edh deck, one of the first things I try to figure out is how I'm going to wrap up the game. General Value can work as a strategy, where you're just trying to outvalue everyone around you, but it's really hard when you don't focus on something specific. For Riku, there are a few paths you can take:
Out - Value everyone: This is kind of the path I was talking about, with tons of valuable ETB and LTB triggers, or big things that you can play early since you're so far ahead from the earlier value plays.
Alt Wincon: Biovisionary is a good example of this - some decks pick a specific wincon that they want, it can be just one card, and build the deck trying to win around that card. (btw, Rite of Replication is amazing with biovisionary too :P) Often, these decks fall into Combo.
Now, don't get me wrong, your deck is perfectly fine as is. You have tons of value with Riku, protection for him, and a way to win through biovisionary. Could you make it more efficient? definitely. Here are some cards that I'd cut, almost no matter what direction you take the deck:
Phantasmal Terrain : I don't see what this does in your deck
Staff of Nin : Generally too slow and isn't really compatible with your cmdr
Some form of protection: While protection for your guys is great, you may have one too many
5 months ago
Looks like a great start!
You're missing a few of the card-draw cards that really make this deck competitive. I'd recommend you add Renegade Tactics and Panic are the main ones you're missing, and the deck can't get enough of them. I even considered running Rile , but it's a bit risky.
I just wanted to make sure you knew that copied spells off of Zada won't trigger Prowess and other "Cast" triggers. They're still fine cards, but maybe not as effective as you maybe thought.
I see you're also playing Goblin Freerunner . Since Zada doubles up as an ally, I take advantage of that by also playing Akoum Flameseeker and Ondu Champion for some recurring fixing and trample-giving. They are pretty reliable with Zada.
It's not necessarily synergistic with Zada, but Rites of Initiation is an awesome finisher with all the card draw we do.
Here's a link to my list. I went with a more Goblin Tribal theme that has been shredding through opponents so far. I'd like to see what you think! Zada, Card Advantage Grinder
6 months ago
7 months ago
marn3us: I suggest removing Ancient Den , Vault of Whispers , Great Furnace and Seat of the Synod . My experience with the artifact lands has not been good, as (at least in my meta) Stony Silence , Null Rod , Back to Basics and Blood Moon are all over the place. However, even if this is not the case, artifact lands still die to any Shatter effect, meaning that they are especially vulnerable with little upside. In a deck like this, I don't think hitting a critical mass of artifacts will be an issue, so I think the three on-color slow fetches would be good instead. I also advise running at least one off-color slow fetch, probably Grasslands because you have more white than red, because it will still fetch your Hallowed Fountain and Godless Shrine , making it effectively a dual land. If you don't want to run off-color fetches, I advise adding another shock of a color combination you don't have yet, like Sacred Foundry or Blood Crypt .
10 months ago
Ajani's Mantra - Too slow. Way too little impact. We don't have triggers off life gaining a lot so we can replace this.
Rise of the Hobgoblins - We aren't really interested in the effect towards our gameplan. The first strike can be nice. But not the best thing we can be looking at.
Scourge of the Nobilis - We don't have anything that we really benefit from putting this on. Brion already has lifeling, and his sacrifice ability is based on the sacrificed creatures power so we don't want to pump him either. Then putting it on a creature we want to sacrifice is setting ourselves up to loose out on cards by 2 for 1nning ourselves. There are some other enchantments that we may play that recur themselves but we will come back to those later.
Searing Meditation - I really want to like this card but it seems rather low damage for mana investment keeping 2 up all the time. However if we end up with a lot of ways to gain lots of individual triggers. Then this could be worth it.
A couple of these are just upgrade them but keep the same idea. These ones are all effects that we want but probably not this exact version. And we might want more of them.
Others should probably just be replaced, maybe with more version of the above effect.
Pact of the Titan - The free 4/4 with flash is pretty good. But unlikely to win you the game with it. It effectively costs you 5 mana for it and because it doesn't have Haste it isn't winning you the game before you have to pay for it.
Soul's Grace - A card that only gains you life in one burst is usually not worth it. If it did something else too then maybe. But not just life gain.
Giant's Ire - Just isn't worth it really. It doesn't do enough for the mana.
Feudkiller's Verdict - While this effectively could be a 6 mana 5/5 that gains you 10 life on enter. Which isn't bad, it could still sometimes be stuck in hand unable to make the 5/5. So while this can be decent, It can be bad.
We can afford to cut 2 or 3. I usually recommend 36-7 with around 10 nonland mana sources. Because this runs a lot of big guys, we want to consistantly hit our mana so we want 37.
Armillary Sphere - This doesn't actually ramp us it helps us hit out land drops though which is a good thing. However there are a couple of other cards which do similar while being repeatable or having other effects that go with it
Paradise Plume - We want mana ramp, this is possibly just too slow though. Rocks that tap for 1 colour are usually 2 mana. Our 4 mana rocks tap for multiple mana usually.
1 year ago
Neither case is a "perfect" lock, but they are pretty close. Both of them can be dealt with via on board abilities. In Omen Machine's case, if they already have access to an answer (Shatter, Reclamation Sage, and the like), they can just use it. Knowledge Pool can be dealt with by cards cast from other zones besides the hand. Flashing back Ancient Grudge for example, or by an uncounterable spell out from under the pool (Abrupt Decay). In reality, though, both would likely prompt concessions as they will quickly know whether they can get out from under it in a reasonable amount of time.