Smoke

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition IV (ME4) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
Revised Edition (3ED) Rare
Revised Foreign Black Border (3EDFBB) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Smoke

Enchantment

Players can't untap more than one creature during their untap steps.

Price & Acquistion Set Price Alerts

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3ED

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Recent Decks

Smoke Discussion

Suns_Champion on Show me your red prison ...

1 week ago

I don't have a decklist, but cards like Smoke, Price of Glory, and Blood Moon might all be useful.

filkinsmark on Locust God's Unbeatable Swarm!

3 weeks ago

rockleemyhero, sorry for the late reply! Thank you so much for the feedback!

As Foretold is absolute MONEY. Especially if I can get it out T1-2?! Unbelievable, however- huge source of hate. People know how good it is, and go for it. Sorcerous Spyglass has been great for me too, since someone in my playgroup runs Chain-Veil Teferi lol

Here are some of the cards you suggested being considered at this time; Smoke, Ponder & Preordain, Fellwar Stone as a replacement for Thought Vessel, Kindred Discovery -- this one is particularly interesting and I'm shocked I overlooked it! (Probably on mana cost alone I erroneously vetoed it)

It's funny you mention Copy Artifact... that card has to be the most expensive card I never get to use lol You'd think in cEDH that there's always some artifact for grabs, but I swear I've never played that card for value... Don't think I'll be adding it back in, sorry.

Check back in to see which updates make the list! Feel free to copy, share and use the list! Thanks so much!

JeremyX2 on Mogis God of F U

1 month ago

Stealing Smoke :)

Regoober on Havin fun with goblins

1 month ago

Ogre Battledriver and Thousand-Year Elixir to better enable your commander & tokens the turn they hit!

Smoke Could probably come out...

Very nice, though. May consider some looting mechanics (Faithless Looting, etc.) to get the cards you want when you need them!

Last_Laugh on Narset Spell Sling

1 month ago

Ahh, a fellow Narset player (or soon to be rather). So I have just 1 question for you... how degenerate do you want to be? This general can range from sorta fun to disgustingly gross.

Posting a link to my list for the gross end of things. The list as a whole isn't budget friendly but it should still give you a general idea and several budget friendly cards. Narset, American Beauty

I also used to run the deck with more pillowfort cards like Ghostly Prison, Smoke, etc. a few years back and it was less cutthroat. https://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/618968-narset-enchantron

A good rule of thumb with Narset is only run 2 cmc or less mana rocks and 3 cmc if it produces more than 1 mana i.e. Coalition Relic, Worn Powerstone, and/or Basalt Monolith. Those 3 drop mana rocks you have need to go and this isn't the spot for Gilded Lotus or any other mana rock cmc 4+.

Haste is also big here as Narset doesn't usually make it around the table. Hall of the Bandit Lord, Mass Hysteria, Need for Speed, Ashling's Prerogative, and Lightning Greaves are all cards I run.

I could honestly go on but it's bedtime lol. Check out the 2 lists, it'll help a lot. Good luck and enjoy!

The_Mike on PillowChesa

3 months ago

Cards I would recommend adding if you want to support your pillowfort theme.

  • Koskun Falls Does exactly what you want to do with not exactly a back breaking downside.

  • Delaying Shield Nobody can take away your monarch token and lets you mitigate damage. (Also handy for negating massive fireballs for a turn.)

  • Smoke Can be good against green rampers and go-wide strategies. Also will make people to think twice before running over your Marchesa with quantity since they'll be open for a longer time and have much more difficulty to come get the monarch token next time.

  • Tainted AEther Keeps the creatures low, keeps the threats low, keeps everyone wanting to kill you high. Great way to lock boardstate in your favour after a boardwipe.

  • Marchesa's Decree and Hissing Miasma You want to nibble your opponents as much as you can while making them hesitate harming you if you plan to win while pillowforting. This does both and so either deters would-be attackers or makes finishing the game with Debt to the Deathless or the like easier.

  • Aurification It's good. Doesn't spare you from lethal but at least saves you from random chunks of damage.

  • Windborn Muse Redundancy, another Ghostly Prison

  • Gideon's Intervention and [Nevermore] Naming opposing commanders is just so backbreaking against some decks and buys you a lot time (and a lot hate from the player). Other than that you can name common threats to your board like Cyclonic Rift and Merciless Eviction. Another card with similar effect on board is Prison Term, which lets you to put opposition into sort of a Nevermore state as they hit the field.

  • Island Sanctuary Basically a budget friendly mash-up of Moat and Solitary Confinement

  • Vow Cycle of Vow of Duty, Vow of Lightning, Vow of Malice Works double duty. Why bother removing opposing creatures if you make them work for you and even be happy about it? Deals with offensive threats while nibbling opposing life totals. Orzhov Advokist also could work the same way in practice, but is less reliable though stronger when it works.

  • Soul Snare "If you attack me, I will kill your creature" is not an empty threat anymore, also counts towards your enchantment mass making cards like --Sphere of Safety and Open the Vaults more valuable. If this doesn't make big threats look at another direction then nothing will.

Well then. Since the commander herself fixes your needs of juice, the next question is: what do you stall for? (Was that a Hamilton reference?) After the long and satisfying grind of EDH, you want to finally claim the prize and call it a game. There's a few ways to go about it, but I'd recommend picking at least 6 - 10 cards which enables you to win the game when played right. In addition to what you have now I'd recommend one or two more.

  • X Equals Win the Game: In addition to Debt to the Deathless, other good X spells to add would be Exsanguinate or Torment of Hailfire, of which the latter is usually better but the first always consistent.

  • Not this turn, but maybe the next: Felidar Sovereign should net you a win when opposing resources to stop you are running thin. Or at least burn a removal spell.

More mass removal. They can't hit you if they have no creatures, and you really don't care about your own all too much. Two more of any "destroy all creatures" spells would work wonders.

As you are running on a budget here, we can't afford expensive allstars that win games basically no matter what deck you are playing. THUS we have to compensate by making our deck consistent, efficient and precise in what it does - in it's theme (Pillows, taxes and enchantments) - so the cards have more power than the total of their sum. Cards I'd cut:

  • Ancient Craving Good if we need explosiveness... which we don't. In EDH value this is basically 4 mana 3 life draw 1.

  • Read the Bones Draw 2 isn't anything to write home about in EDH either, basically draw 2/3th of a card for 3 mana. Marchesa nets you the cards over time, and you aren't in any rush.

  • Starfield of Nyx Would be good if you could protect your enchantments from the "creature" status as they get easier to spot and wipe remove. The recursion is amazing, but it wont matter when everything bows up, along with the starfield.

  • Price of Knowledge It's strong if it gets to hit the field, but not strong enough to compensate for the cost. It doesn't help us in 2 of the 3 themes of the deck but on the contrary draws hate with slow pay-off.

  • Bloodgift Demon Rather than having multiple ways to draw 1, focusing on pillowforting and keeping the monarch token to yourself would add consistency. A body is nice, but also a liability and lack of synergy with the rest of the deck.

  • Kambal, Consul of Allocation It's good at what it does, but we do not necessarily want to do that. It always universaly and equally hates on everyone, drawing hate towards you when our idea is to keep us away from the harm. Draining is nice, as long as it doesn't also drain our goals.

  • Sidisi, Undead Vizier Again, really good at what it does, but we need more space for cards that we need to do exactly what we want to do.

  • Void Winnower Strong, but really expensive for non-ramp deck and draws hate to us. Not the strong we must have.

  • Elixir of Immortality When a deck functions as planned and has multiple ways to win even if some get discarded to graveyard, you should be able to win before decking out.

  • Skullclamp Strong... but not the strong we must have.

  • Staff of Nin We have our economy covered as long as we are able to sustain monarchy.

rockleemyhero on Locust God's Unbeatable Swarm!

3 months ago

This is a sweet list, +1 from me! I play almost exclusively cEDH on trice via the cEDH discord, you should join us over there if you're not already. How has Sorcerous Spyglass and As Foretold been for you?

So my initial thoughts on my small critiques of the deck:

Skepticism:

  1. Molten Psyche seems like an odd choice. Am I missing part of the combo with it? I don't think any cEDH deck wants to win by making your opponent's draw cards.

  2. I think Frozen AEther is a pretty bad stax piece at 4 mana. But I know your a bit short on options in UR. I've heard of Smoke being some nice tech against creature heavy decks (i.e. selvala brostorm, blood pod, etc)

  3. Dissipate is pretty bad, I don't think you ever want to be playing 3 cmc counters. I'm not sure you need the extra counterspell when you are already running 14. Remand and Delay are a bit suspect as well in my experience, although have niche functions.

  4. Mana Maze. I love this card to death, don't get me wrong. However, I've played too many games where it's backfired on me. Once fast combo blue players figure out how to use it to their advantage, it becomes a double-edged sword. Casting ad nauseum, holding priority, and then casting a Brainstorm means they have an uncounterable naus. This card is too chaoticky for my liking in stax.

  5. Mana Web. This card is alright, but i've never been very impressed with it for 3 mana. It's not the worst choice but certainly not the best. I think it's replaceable.

  6. Thought Vessel. I really think this deck is hungry for colored rocks - even if that means ETB tapped. Isochron+reversal needs both blue and red mana to win you the game, which can be a little tricky.

Adds to consider:

  1. Ponder and Preordain - these cards are surprisingly powerful. Being able to keep sketchy hands is a huge plus and these cards are never dead, outside of a rule of law effect. I've added them in my lists and haven't looked back. There's a reason why they are legacy staples, even more so in a 100 card singleton format where you need to dig for tutors, answers, or combo pieces.

  2. Fellwar Stone: this should be an auto include in any cEDH using rocks. One of the best imo, always solid. Easily replaces thought vessel in my book.

  3. Paradox Engine: You have some easy combo pieces you can shell into this list and this is one of them. Goes off with Isochron Scepter and a variety of random cards like Winds of Rebuke (if you swap it with into the roil), Capsize, etc to go infinite. There's the ol' infinite swans stuff as well if you have Copy Artifact. This is a fat card but certainly extremely powerful.

  4. Transmute Artifact: a 2 mana tutor to find part of your combo is extremely good. I don't think you can leave home without this one, especially since you are so artifact heavy. Even Fabricate wouldn't be a terrible choice. Izzet is really hurting on tutors, even more so when you have a 2 card wincon.

  5. Kindred Discovery: I think this is one of the spicier tech options with your commander. Goes infinite and wins you the game. It's fat and clunky, but a 1 card wincon with your general. I'd think it would be a solid back up plan to drama stick.

  6. Other meta choices: Pyroclasm/Rolling Earthquake, Abrade, Winds of Rebuke(love this card): All unique, flexible options depending on your meta. I've had a good amount of success with each of these.

Hope this helps and the list overall looks very solid. I really like the deck and can tell you put a lot of work and thought into it. It's refreshing to see something new float around :). Nice work!

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