|Commander / EDH||Legal|
Printings View all
|From the Vault: Annihilation (V14)||Mythic Rare|
|Vintage Masters (VMA)||Rare|
|Urza's Saga (USG)||Rare|
Combos Browse all
At the beginning of your upkeep, you may put a soot counter on Smokestack.
At the beginning of each player's upkeep, that player sacrifices a permanent for each soot counter on Smokestack.
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3 days ago
3 weeks ago
@BigBoyBeau Looking at that deck my guess is that it is used more in 1v1 Commander games like on MTGO? If you are looking for commentary on the deck itself feel free to drop me a message and I'll get back to you on the deck page. It seems like you have a particular vision of what you want the deck to be though, and I usually just offer deck refinement ideas, so I'm not sure if my commentary is really what you are looking for.
In regards to tribal decks in general; elves, wizards, and goblins have well earned reputations for being threats at a table and I liked what WotC attempted with the Tribal themed preconstructed decks. I would like to see them do more every second year or so because that seems like the best way to give various tribes some tribe-focused cards that probably just wouldn't have a place in regular sets. More support for elementals, scarecrows, and ninjas are at the top of my wish list. A lot of tribes currently have issues when it comes to competing at more competitive tables.
In regards Edgar Markov in particular as a commander for an aggro deck, I've faced off against a few. His eminence is strong, considering that it gives you extra resources for free. Normally though, as opposed to really using those tokens for attacking, I see Edgar Markov decks use them to fuel cards like Grave Pact, Smokestack, and Skullclamp for value. It's a balancing act with Edgar Markov because if you go too heavy on the aggro end you wind up playing some sub-par creatures just to increase your chances of netting tokens. Even if you are playing an Aristocrats strategy, three opponents with some well-timed spot removal and wrath effects are going to make the game tough on you. With Edgar Markov there is always that question of "Should I play this underwhelming vampire card for the sake of synergy, or just run a more powerful off-tribe card in that slot instead?" I've never built a deck with that commander, so I'm sure there are other people who would have far more insightful advice regarding that question than I would.
3 weeks ago
Personally, I do not think that is necessarily true. Three things I want to point out:
For one, Wizards has tried to combat this by printing the strongest WR+ aggro commanders ever - Edgar Markov who literally gives you free creatures for casting creatures, and Saskia the Unyielding - literally doubling up your damage dealt, so you can deal with two opponents at once. Heck, even mono-red has a commander that easily deals with the issue of multiple people - Purphoros, God of the Forge that is a an aggro commander that does not even need to attack.
Two - the combo-control meta you mention is also not really present. Just because you have multiple opponents, counterspells are nearly eradicated from Commander. Counterspell targeting a single person leaves does nothing but help your other two opponents. The best modicum of control is coercing your opponents to direct their interactive spells towards the biggest threat.
And the third point - aggro is a bit different in commander than 60-card 1v1 constructed. Aggro threats are just further up the mana curve for every deck. Goblin Guide is not very impactful, but Goblin Rabblemaster is a legit threat.
Fourth bonus point - most metas are self-regulating in this regard. Commander is a social format, or at least marketed as such - the playgroup determines the meta. If everyone is OK with combo control decks, somebody will get fed up, bring a Stax list and Smokestack those people to death. Metas are incredibly localized and your point of observation of 1 game where everyone played the same deck is more a statistical error than the norm.
1 month ago
Hey, I think the biggest issue is the fact that you play a lot of one use only single target land destruction. This means you spend one card to deal with one card of one of your opponents, and although you have some copy spells, it often will leave your other opponents up 2 cards. It also doesnt continually pressure your opponents landbase.
A few suggestions: Desolation, Earthlink, Burning Sands,Destructive Flow, Smokestack, Wildfire,Jokulhaups and Blood Moon These are my personal favorites. Although these cards also hurt you as much as they hurt your opponents, you have Lord Windgrace to break parity.
Another great card is Nissa, Vital Force
1 month ago
Thanks for the comment, I'm defenitely gonna try the Kessig Wolf Run and Smokestack. I already tried the Turntimber Sower and was'nt quite content with it, maybe I did'nt try it properly. I'll put it back in when I get my hands on a Smokestack
As for the orbs, I tried Storm Cauldron before, and absolutely hated it. I can only imagine the orbs doing the same thing.
1 month ago
Really like what you are aiming towards here, certainly one of the best Lord Windgrace lists I've seen so far.
A few suggestions...
I was playing against Windgrace Stax just yesterday so can offer a few tips on that:
Smokestack works surprisingly well when combined with The Gitrog Monster card-drawing effect and you can obviously just -3 Lord Windgrace and retrieve what you just sacced. He was using Turntimber Sower to great effect and always had plenty of Plant blockers to protect his Commander.
1 month ago
I'm currently using Sun Titan and Elesh Norn as finishers. Titan synergizes with Mana Vortex and Smokestack for a hard lock, and Elesh Norn is a soft "board clear" that allows us to trade more efficiently and end the game faster. I'm a BIG fan of titan in metas that don't require us to run Rest in Peace.
Some lists run additional finishers including Jin-Gitaxias which I personally find too slow. He costs way too much to flash in at the end of an opponent's turn, and usually dies to removal before his effect can force parity. I find Iona does more of what the deck tries to do, (prevent our opponents' from playing spells) while also locking specific answers/combos straight out of the game as soon as she resolves. Alternately, I could stick to running just 2 large bombs instead of the more traditional 3.
1 month ago
Either way Ill have pics for you in the next half an hour.