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|2011 Core Set||Rare|
|2010 Core Set||Rare|
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|Have (11)||switchkill65 , Ashy , moosepers , CampbellStev , DrLitebur , the.beanpole , Regulus1010 , pskinn01 , , philktoken8998 , Venser_the_Sojoner|
1 day ago
Hello there, BlackWitch!
So I've been wondering how can you, with all the awesomeness and kickassness you already have, become more resilient.
I've found some interesting pieces that might suit your needs and wills.
Artifacts/auras to stick to Kaalia and lean back relaxed while she reaks the havoc she was born to dwell in:
Champion's Helm -looks good on on sadistic flying cleric chicks imo.
General's Kabuto -shroud and no damage is just what Kaalia needs! The only thing still that could break her is a wipe.
Ward of Lights/Cho-Manno's Blessing -are both similar with the exception of Cho-Manno's Blessing being much better. Maybe a little costly but certainly worth a thought or even two.
Righteous War -it's a two-colour Earnest Fellowship.
Reconnaissance -that would be nice if you wanted a Dolmen Gate effect. Not if Kaalia has shroud but still a valid ability. Maze of Ith can help you with that, as well as making opponent's creatures do no damage.
Stave Off is just a Gods Willing with no extra effect. Simply a reliable one-drop.
Otherworldly Journey can both protect your commander from being destroyed and make her more beefy with the counter. Same can be done with Ajani's Presence or Undying Evil.
Bathe in Light can be used on Kaalia and grant protection to all the other creatures you control at the same time. To be used at a tougher than expected combat phase or in order to make your attack go through.
If you are facing an incoming Wrath of God or such, you can always use a Ghostway! Similar effect can be achieved with Cauldron Haze or even Cauldron of Souls only with -1/-1 penalty.
If you want a protection against every spell AND not just as a counterspell but with until-end-of-turn effect, there's always the old friend waiting: Silence. Very powerful imo. I need to get one as well! I wonder why doesn't it cost much more.
Now for more proactive play:
Go for the Throat is a really nice spot removal which black can provide.
Aurelia's Fury -this card I am always biased about. It can be costly, it can be cheap. It can be useless if you want pure damage of pure control. But if you need to just tap the creatures or if you just need to counter that creature spell it is the one you go for. AND it does damage!
I see you like discards and no wonder -it's a very efficient and honestly -tilting activity. If you want maximum salt, I propose Hymn to Tourach. No targeted discard can tilt as much as random shot at two lands in opponent's 2nd turn, or even before that. Pure cruelty and immorality. But that's what you aim for, right?
As to the creatures I've found:
Ending the topic of discards: Mesmeric Fiend. Not OP, but hell, it might be just what you want.
And while at two-drop creatures, Benevolent Bodyguard, Obsidian Acolyte, Daru Spiritualist, Selfless Spirit and Standard Bearer can all help you with the Bearer being far superior to others imo. If killed/discarded, you can also bring them all back with the Reveillark! Same can be done to one-drops (like the Mother) with Ranger of Eos.
Last, but not least: Deathless Angel. I know it's not the omni-potent killing machine you'd like to drop with Kaalia, but it's really nice when comes to protecting her mother or any sibling actually.
Now the tricky part: I have one thing I don't really know if it works and some that I know you won't like, but I still want you to know them.
Illusionist's Bracers can potentially let you put two fatties on board at once. I'm not sure if it really is so, sadly.
And all the life-loss cards:
Phyrexian Arena -come on! It's supernice! Who cares about 1 life if you draw a protection you'll need or a demon that will win you the game!
Same goes for Night's Whisper and Skeletal Scrying.
Toxic Deluge just annihilates the board. You usually control more beefy ones so you can get rid of anything to the threshold you choose.
Grim Tutor is just another one to get what you need.
Both Thoughtseize and Mind Twist look good. Mind Twist can really vegetablify the opponent at almost any time of the game.
And the last one: Hall of the Bandit Lord. I know 3 is a lot of life. But considering you might take far more from the opponent I believe it can be neglected. The card is very powerful if used correctly. I believe it could make the deck more aggressive, just another brick in your wall of hatred in the wrath castle of Kaalia.
I hope you will take as much as you can from it and that it will help you somehow in making this damn good deck a masterpiece.
3 days ago
So cards that i think are a little underpowered are: Aegis Angel, Jeskai Barricade, Astral Cornucopia, Jace Beleren, Vapor Snag all feel underwhelming to me. Also i think 8 boardwipes are a lot, 6 is probably as many as you would want.
Some cards that might be good to add in are: White Sun's Zenith, Spirit Bonds, Springjack Pasture, Scourglass, Mirror Mockery, Martial Coup, Moonsilver Spear, Invocation of Saint Traft or the actual Geist of Saint Traft works well too. Cyclonic Rift can end games on its own. Some good draw cards are Treasure Cruise, Well of Ideas, Concentrate, Stroke of Genius and Rush of Knowledge and Bident of Thassa. Here is also a good list of draw spells https://www.reddit.com/r/magicTCG/comments/2u5o6m/best_reusable_blue_card_draw_edh/. I would also probably replace one elspeth with Ajani, Caller of the Pride
5 days ago
You're a genius! Maybe Silence for the initial push? There are some great enchantments that you can get, so I would take out Hinterland Logger Flip and Lambholt Pacifist Flip for 2 Howlpack Resurgence and 2 Full Moon's Rise. This is absolutly fabulous. +1
1 week ago
Usually decks that demand a lot of mana use this instead of mana dorks because they don't get an easy removal (although you might need to be careful with your enchanting choices not to get Ghost Quarter'd away). Plus, slamming a lot of enchantments instead of creatures will help you against Anger of the Gods, Firespout or sweepers in general.
I think you focused too much on the more recent Sets (theros, Khans, etc)... Try to dig past the recent sets.
In general, i think you could replace these slots: Feat of resistance, gods willing, solidarity of heroes, wildwood rebirth and brave the sands with more efficient cards...
Lets assume you change the way you ramp and adopt the way i suggested, with less mana dorks and more enchantments. Then this would mean you'd be able to run Day of Judgment or Wrath of God to kill everything in sight to mess with your opponent. Sure you'd have your mana dorks removed, but against an aggro deck you'd get ahead because you'd take more valeu out of the global destruction and yet get to keep your enchantments. Also, you'd be cleaning the way for your incoming Hidras.
Also, you could run something like Primal Command and be able to choose which Hidra to pick. Also, with a more efficient ramp you could add something like Harmonize. Or maybe an alternate kill condition with Wolfbriar Elemental (ramping him for 10 mana would give you a total of 6 2/2 tokens plus his 4/4 body).
You may need a sideboard too. There are some cheap awesome cards that can really wreck people up. Say you are facing an Emrakul, the Aeons Torn... One cheap and easy way to get rid of it would be a simple Oblivion Ring or even a Day of Judgment as I mentioned before. Now, an opposing Ulamog, the Ceaseless Hunger might not be hit by destruction, but oblivion ring still gets him... as well as Condemn, Journey to Nowhere or Stasis Snare. Oblivion ring gets most troublesome stuff in general, even planeswalkers.
Lastly, against counderspells, a cheap good choice is a simple Silence before you cast anything.
Take care man, I wish you luck :)
1 week ago
So with these suggestions, I really wanted to commit to thoughtful suggestions that compliment your playstyle, upgrade existing cards, and give your deck a chance to set itself up for success.
Starting with lands. I know I preach lands and basics, and part of the reason for that is a deck is only as successful as its mana base. Looking at the basic lay out, you have 35 lands, which is kind of on the low end. In a color-scheme that doesn't land ramp well naturally, so we will work to address this. Current stat, 13 out of 35 of your lands enter tapped, meaning that if you keep a hand of 3 lands, on average 1 will end up entering tapped and with a average CMC of 3.6, this means you might be waiting until turn 4-5 to play a first spell. So we will fix the mana base first. We will do this by addressing lands and mana sources that enter tapped or don't further your goal:
DROP: Alloy Myr; ADD: A basic Land. The reason is because it sits at the top of your curve and needs a turn to activate, thus being prone to a board wipe.
DROP: Rupture Spire and Transguild Promenade; ADD: Exotic Orchard and Myriad Landscape. These multicolor lands actually set you back a turn without realizing it, since you have to pay into them as well. Exotic Orchard plays into your theme and actually gives you access to other colors of mana in your opponents hand. Myriad Landscape can be used to ramp too.
DROP: The guildgates; ADD: The pain lands. Each one of Caves of Koilos, Adarkar Wastes, and Underground River. Great cards that offer mana fixing without a hit to a budget. They also enter untapped, which is the key.
DROP: The Ravnica Karoos; ADD: The Check Lands. Again, a situation kinda like Rupture Spire, this sets you back early game and is unfortunate late game when you have momentum. The check lands, each one of Glacial Fortress, Drowned Catacomb, and Isolated Chapel. They don't enter tapped provided you have a basic land TYPE (key word there). Again, they enter untapped which is important.
OPTIONAL DROP: One of each Basic Land; ADD: The Shock lands. These guys are phenomenal, seriously. If you can swing it, I'd recommend it bigly.
OK! Now that we have hit the mana base, lets look at upgrading some of the utility cards that allow your deck to get the gas it needs in play, things like your ramp spells and tutors, and just generally better versions of what you're running. Since we added and fixed your lands up a bit, we can slow down on all the ramp artifacts. So here are some suggested adds to get more bang for your commander.
DROP: Armillary Sphere; ADD: Darksteel Plate. We took care of the basic function of Armillary Sphere with Myriad Landscape, so this card seems overpriced and slow for the effect now. Expedition Map will fetch you a utility land/Mana fixer and is better, which you already have in here, so lets use this slot to get some protection for your commander. Sen Triplets draw hate by their nature, so having ways to protect them is important. Darksteel Plate keeps them around and forces people to play their board wipes different if they want your gals gone.
DROP: Manalith; ADD: Lightning Greaves or Swiftfoot Boots. More protection for the commander. Manalith is redundant and weaker when compared to Darksteel Ingot, making it the subject of the pull. Nuff Said.
SUGGESTED DROP: Annex; ADD: Strionic Resonator. Now hear me out on this one Sen Triplets is a triggered ability, denoted by the "At the beginning..." in the card. Annex may net you a land or remove utility, but copying your commanders ability seems like its more your style. And targeting two players at once has obvious benefits that I don't have to overstate here.
DROP: Beguiler of Wills; ADD: Merieke Ri Berit. With only 15 creatures (after cutting Alloy Myr), the maximum effect you could get from Beguiler of Wills feels limited. The suggestion here is a straight upgrade, non-conditional creature steal. Just gotta keep her tapped. And with added protection from the new protection artifacts, thats easier to do.
SUGGESTED DROP: Memory Plunder; ADD: Stolen Goods. They sit at the same spot on the mana curve, however, and the reason I put suggested here, is the casting cost of Memory Plunder really eats into your colored mana available, whereas Stolen Goods does not. This is more of a preference call but one I wanted to make any way
SUGGESTED DROPS: Thrashing Wumpus + Charisma; ADD: Enchanted Evening + Aura Thief. This fits the comboo here in a similar fashion, however I'd argue the latter is much more powerful and fitting to your deck than the former. Adding a sac outlet like High Market which can be fetched by your Expedition Map ensures that you have your combo. These pieces aside, each of these cards can serve a purpose on the board separately as well.
DROP: Grand Arbiter Augustin IV; ADD: Supreme Verdict or Wrath of God. Now this is one where you could probably explain it a bit more to me, but it feels really out of place from the outside looking in. It unnecessarily draws hate when your commander already does that a lot for you. A board wipe here could help.
DROP: Sidisi, Undead Vizier; ADD: Dragonlord Silumgar. Sidisi lets you sac a creature you steal from your opponent, true, but if your commander isn't online or you don't have a large creature presence, its a dead draw. Adding Dragonlord Silumgar actually fits our fairly-heavy planeswalker meta well,or grabs a creature that a player has. Just imagine the look on Eric's face when you pay 6 mana for his 8 mana Ugin
DROP: Seizan, Perverter of Truth; ADD: Keiga, the Tide Star or Recurring Insight. This one could go either way, depends on preference. I'm recommending cutting Seizan though because its the third effect of Howling Mine and Kami. It lands turn 5 if you have it in your opening hand, and you don't get the benefit until it comes back to you. 2 extra cards is a big deal in our meta as the faster decks just got more answers to kill stuff before it comes back to you. Recurring Insight sits in a similar spot on the curve and allows interaction with another player, and Keiga is a great trap that sits with your "Theft" theme.
DROP: Damnable Pact; ADD: Blue Sun's Zenith. While Damnable Pact gives you a way to deal damage to another player, if you can't kill them with this spell then you just gave them a ton of answers to kill you with or combo out. BSZ performs a similar function, however can be done at instant speed, hit you or another player, and shuffles back into your deck. Another viable option here would be Sphinx's Revelation
DROP: Knight of the White Orchid; ADD: Solemn Simulacrum. Its conditional land search at 2 mana, versus unconditional land search at 4 colorless mana. Sad robot is stronger in this case. Plus, Weathered Wayfarer does the knights job better.
SUGGESTED DROP: Fellwar Stone; ADD: Deep Analysis. Card draw that comes back. With a stronger mana base, less mana rocks is viable. I picked Fellwar Stone because of its effect, however only a suggested drop because I know it plays into your commander's strength. So up to you on this one.
SUGGESTED DROP: Plea for Guidance; ADD: A card draw spell, or another Jank spell of your choice. Plea for Guidance is a nice card, but at 6 mana its almost tapping you out in a given turn to get cards you can't play that turn. You also have 4 other tutors in the deck that give you an enchantment when you need it, so use this slot to play a different jank card that fits your playstyle and theme better.
So this is all I've got for now. Just a few thoughts I had immediately combing the deck. Again, these are all just suggestions and I tried to be cognizant of your playstyle and commit to adding thoughtful suggestions that also wouldn't break the bank.
Some other fun cards I stumbled across that were pure jank when looking for upgrades are below:
Hope this helps!
1 week ago
Thanks for the prompt replies guys, and the thoughtful suggestions! There's a lot there to digest.
I'm feeling a bit of hate for Familiar's Ruse which I can understand, especially since I'm removing a creature thereby throwing off my tempo. I suppose I was hoping to remove either a token or even Thalia's Lieutenant, which would then ETB again leaving a bunch of counters in its wake. I was probably being a bit too smart/optimistic.
My mana-base is another thing I'm not sure about. I'll look into Hallowed Fountain especially, but Seachrome Coast seems like it'll ETB tapped more often than not. I was fielding Temple of Enlightenment originally because Scry 1 rocks.
Swap out Grand Abolisher, really? I get that he needs but he seems invaluable, especially in my Meta which sees a bit of Tom-foolery during my turn. I get that he may be a bit difficult to get out, which I concede if I were going Tri-color (Bant, you know those dreams I've been having).
Adaptive Automaton is a 3-of in my mono-White Human deck, where he is very useful, and I guess I didn't want to include him in this one because, well: 1) I didn't want the 2 decks to mirror each other too closely; 2) I thought there would be other cards that would fit a Blue-splash deck better. Metallic Mimic is absent for the same reasons, but I find her less useful than her older brother to TBH.
Regarding Reflector Mage: I'm appreciating his appeal and will tweak things to include some (he'll need to be a 3-of if he's going to be included); maybe it'll be as simple as swapping the Echoing Truths, but I feel I need something to deal with Enchantments/Artifacts. Essence Flux may be required too.
I have looked at cheap removal/counter spells for a while now and will reconsider them again. Things like Mana Tithe (sort of), Mana Leak, Spell Pierce and Vapor Snag. I liked Silence for a while but found it needed to much pro-activeness to use well.
Cavalry Pegasus is very interesting. It'll 'break' the Tribal purity, but seriously it does make incredible sense. If I'm going down that road though, there are other non-human creatures worth considering too. There is always Abzan Falconer too, although my Average CMC will go up.
Once again, thanks for the replies, I really appreciate it. All the best.
1 week ago
This is all obviously just food for thought, and a lot is based on meta. Always happy to help :)
Pride of the Clouds is absolutely nuts in this, great card in general. Maybe switch for...
Windreader Sphinx just another recurrable card drawer.
Warden of Evos Isle makes all the flyers cheaper, always great :)
Because of all the flyers, Gravitational Shift could be good, depends on what you feel like. It will get a lot of hate all around the table.
Favorable Winds boosts your flyers, won't get as much hate as G Shift will.
Archon of Redemption will help you stay out of kill range a lot of the time.
Emeria Shepherd is good for recursion, it's newer though so I don't know how I feel about it.
Windborn Muse is Ghostly Prison with wings :)
Drogskol Reaver works really well with any lifegain.
Sphinx of Magosi is a fantastic mana sink that draws cards while getting stronger.
Wall of Denial is a great blocker. Have fun getting past that.
Stormtide Leviathan stops everything from hitting you while making you hit so hard.
Reya Dawnbringer either gets answered, or goes nuts.
Kira, Great Glass-Spinner is a staple of Legacy merfolk, and for a good reason. She's great for defense.
Aven Mindcensor stops people from tutoring, and doing all sorts of shenanigans.
Return to Dust is great for artifact/enchantment heavy metas, I love the card.
Isochron Scepter is great. Along with replacing Silence with Orim's Chant by the way, when you cast a spell off of Scepter, you can still pay the kicker. Scepter does all sorts of terrible terrible things.
Dissipation Field is wonderful for defense. People usually think twice.
I'll try to figure out what I would switch here soon. :)
1 week ago
jeez.. well i guess in that regard i'm happy to be on grixis control. right now it looks like the single worst matchup Cheerios has. with Spell Snare, Lightning Bolt and Fatal Push we should be pretty well off game 1. g2 should be cool as well with Dispel (for Silence and Swan Song) and Engineered Explosives.
PS: for those pointing out that EE isnt great against Sram0s, it is, at second glance. because it shuts off Retract. which is often the only thing keeping them from fizzeling. they also cant really "restart" the process" after EE, as SaffronOlive puts it.
Welp, I'll have to face it some more to be definite on all the above anyways ;)