|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Commander Anthology (CM1)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Commander 2015 (C15)||Uncommon|
|Commander 2014 (C14)||Uncommon|
|Vintage Masters (VMA)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Masters Edition IV (ME4)||Rare|
|From the Vault: Relics (V10)||Mythic Rare|
|Revised Edition (3ED)||Uncommon|
|Revised Foreign Black Border (3EDFBB)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
|Promo Set (000)||Mythic Rare|
Combos Browse all
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Price & Acquistion Set Price Alerts
Sol Ring Discussion
10 hours ago
+1 for the great budget build!
12 hours ago
Oh that is nice, one minor downside is the spell you countered might make you have bad blood with the guy with new cards, generally I have found players react like, "Oh, since you countered my spell, at least you gave me some cards, I don't mind that much," still, a few times players have been like,
"How DARE you counter my turn 2 Gilded Lotus, I was going to win next turn! Not I have to play at a normal rate and not off of my turn one Sol Ring Dimir Signet! I will spend the rest of the game using the cards you gave me to end you!"
Normally since everyone knows they are being a jerk, the next guy casts a By Force for three mana, blowing up the Sol Ring and Dimir Signet, and the next guy swings his creatures at him, so it won't matter too much, but if you play in a group where "bad blood" or holding grudges is a regular thing, Arcane Denial might not be as good as Counterspell, still, I like Arcane Denial more since it is easier to cast and there really isn't holding grudges in my playgroup.
1 day ago
Muldrotha is such an awesome Commander. I put together my own list and have been playing it a while now. I'm going to give some suggestions based on my experience with our supreme Commander.
For ramp, you seem to be relying on traditional signets. Muldrotha makes some cards that usually aren't good, very good. Here's a few ramp cards that Muldrotha empowers: Sakura-Tribe Elder 1G to ramp early and infinite 1G ramp once Muldrotha is in play. Silverglade Pathfinder 1G Tap, move a card from your hand to your graveyard: repeatable ramp. Wayfarer's Bauble and Font of Fertility function basically the same as Sakura-Tribe Elder. There's also Blighted Woodland and Myriad Landscape. Between the 4 you have an artifact, an enchantment, a land, and a creature that you can use to ramp from the early game then continue to use repeatedly when your commander is out.
Muldrotha really loves things that sacrifice themselves to make an effect happen. You can use them to your benefit in the early game, then get repeated value after your commander comes out. In addition to the 3 ramp cards I already mentioned that sacrifice, here's a few more things that get value from sacrificing themselves: Spore Frog is probably the absolute best example. Just one green mana to fog every single turn. Siren Stormtamer is also rather amazing. As long as this bad boy is on the field, you can keep your commander or any other important creature safe from removal.
Merciless Executioner+Fleshbag Marauder are excellent pieces of removal. Sacrifice themselves and you can use it every single turn. Speaking of removal, Executioner's Capsule is a solid piece of removal tied to an artifact that you can play once a turn as well. In addition to these three wonderful pieces of removal, I'd consider running these three cards: Grave Pact, Dictate of Erebos, and Butcher of Malakir. With all the repeatable sacrificing we're doing, may as well take advantage of it to keep our opponents board states nice and clean. With three copies of this effect, we can pretty reliably draw into it most games. Avatar of Woe is a surprisingly strong card in here as well. You'll trigger his mana reduction nearly every game and his ability is priceless. Pernicious Deed is a repeatable board wipe that can scale to what suits your needs. The last piece of removal I'd suggest is an EDH staple, Attrition. It enables you to trigger sacrifice affects at will and gives you repeatable targeted removal. Plus, you can just play whatever you sacrifice from your graveyard again. Value!
Mystic Remora and Elephant Grass let you use their abilities for 1 mana each turn, rather than paying the scaling cumulative upkeep. This makes them extremely powerful cards, as their effects are strong and very under costed.
There's one final piece that ties this sacrifice value engine into place. That piece is Mazirek, Kraul Death Priest. This guy turns your army of value 1/1 creatures into an actual army to evoke fear in your enemies. Note that his ability says "permanents" and not just creatures. His ability triggers when we sacrifice creatures, artifacts, lands, enchantments, or really anything.
Meren of Clan Nel Toth and Ezuri, Claw of Progress have a lot of synergy both with each-other and with Muldrotha. They can use the experience counters that the other creates, so when both are played in the same game that is a lot of value in and of itself. Ezuri works extremely well with our value x/1 creatures and can turn our small value army into an offensive threat. Meren gains experience when one of our creatures die, which we will be making happen a lot. He really shines once you've got a few experience counters in play, as he's almost like a graveyard focused Omniscience. Very strong.
In any deck where you find yourself running a lot of value 1/1 creatures, Skullclamp provides infinite value. In a deck that rewards you for sacrificing your creatures, it provides even more value. This card is very strong. Speaking of artifact staples, you're missing Sol Ring. Secrets of the Dead is almost mandatory in this deck, as it just gets incredible value.
Self-mill is something that Muldrotha gets a lot of value from. Here's some of my favorite self-mill cards: Splinterfright can be a big green trampler for only 3 mana, but he also essentially lets us draw two cards into our graveyard every turn. Nyx Weaver has the same utility without being attached to such a potentially big body. Also lets you return a needed card from your graveyard to hand when your commander isn't in play. Mesmeric Orb is surprisingly strong at filling your graveyard and can screw your opponents out of some good draws. Altar of Dementia is one of the greatest, as it's a sacrifice engine and self mill. Taigam, Sidisi's Hand provides self mill and removal and card filtering. To tie these effects together, we've got Sidisi, Brood Tyrant. In addition to being pseudo draw, all your self-milling will passively create an army of zombies!
Anyways, sorry for the wall of text. Hopefully some of this is helpful!
SynergyBuild on Roon
2 days ago
That wins turn one, you fetch a Kiki-Jiki, Mirror Breaker, Phyrexian Delver, Pestermite, reanimate the Delver, to reanimate Kiki-Jiki, copy the delver, return the mite, Pestermite + Kiki-Jiki, Mirror Breaker to win.
The deck Grixis Twin can win a a ton of ways turn one, so can flash-hulk, and food chain tazri, etc.
You honestly gave the second worst example for a deck to win fast with Teferi, it is a stax deck, Blood Pod is a tad bit worse, it is a beatdown stax build, so even a perfect god hand might not win with it turn one.
The stax lock you gave takes way longer than turn 4 to pull off, and infinite removal won't affect storm, so I don't know why you think that stops your opponents, Winter Orb can shut off a table on its own, that is what stax is, not a combo. Tangle Wire slows down a tables tempo a ton. Smokestack might take some time, but it works, Armageddon single-handely has won many a game. Stax is about those cards, not Acidic Slime.
Armageddon, Ravages of War, Catastrophe, Cataclysm, Ruination, Decree of Annihilation (cycle it), Sphere of Resistance, Thalia, Guardian of Thraben, Thorn of Amethyst and the like are real stax cards. A 3 card combo that costs 11 mana (not including Palinchron's cost, it is kind of free.) isn't what turns a deck into a stax deck.
I said a control deck should run 30+ answers, none of the decks I mentions after were control, I apologize, that was on me. Control is a cEDH strategy, in the way it is in Tier 2-2.5, but I was only talking tier 1 lists, so it didn't fit there, I apologize again if I didn't mention that.
Yes, Roon is a tier 2.5 list on that tier list, I respect that entirely, you know the decklist that was mentioned there? Prison Can Roon Your Life, a stax deck, you know what cards it runs? Thalia, Guardian of Thraben, Vryn Wingmare, Thorn of Amethyst, Sphere of Resistance, and do you know what it doesn't run? Acidic Slime, Deadeye Navigator, Palinchron, cards like that.
Hokori and Seedborn Muse are good cards, I will give you that, honestly, my suggestions are one of two, turn the deck into Prison Can Roon Your Life, or something of similar competitiveness, like Bant Flash + Protean Hulk, or drop the "competitive" hub.
2 days ago
Two stax lists, a midrange list, and five combo lists, all are tier one, and this had not won a single game against them.
I understand that "Competitive is far more than rushing through the first turns for a win, it about gaining of hold of every advantage the deck offers with the given hand and draws." I started this by going over the three competitive archetypes, combo, stax and control, this lists offers about nothing to all three of those archetypes.
Your list runs no powerful combos, no stax locks, and extremely little control. Your commander synergies very little with the deck, and runs no ramp, minimal card draw, and bad countermagic.
Lets take a look at this deck considered competitive:
The best you can do is a Tome Scour, of course this won't mill the card on top, as they did it on your end step, but whatever.
Wow, you have all of 1 card that is actually castable turn 1. Half of your non-land cards require 4+ mana to cast. Many cEDH decks require 3 or less mana to cast every spell in their deck. You run all of 0 pieces of ramp, and no efficient way to win a game against those decks cosnidering even your commander won't cheat them out until turn 8 on your curve.
That is fine though, that means you aren't a fast-paced combo build, it doesn't mean you are not competitive though, stax and control can be great decks, that win very late in the game, turn 8-20 occasionally are when they win.
Stax decks attempt to shut out their combo opponents, you opponent over with Food Chain + Eternal Scourge trying to make infinite mana? Sphere of Safety shuts them down. Try to go off with turns in Narset, Enlightened Master, Stranglehold that. Trying to beat my face in with Blood Pod, Moat that. Then I will go off with infinite flying Pestermite tokens turn 13 with Kiki-Jiki, Mirror Breaker after all of you can't do anything.
What does this deck have in terms of stax?
Well, it has War Tax, which require mana that you cannot efficiently use against a Blood Pod deck, as they will stax you out before you them, Armageddon and Ravages of War are a blowout to this deck since you don't run artifact or creature mana. Propaganda would be a better choice, despite not being good enough a choice to make this deck competitive.
Opposition and Aphetto Grifter are decent options for token builds with tons of creatures, on the upkeep of an opponent's turn, you tap down all of their lands, it is pretty good, but as this deck can't do that before it will die, they aren't very good at a competitive table.
Frozen AEther this is truely the best stax you run, it can stop some Kiki-Jiki, Mirror Breaker combos, slows down other peoples mana in terms of dorks, rocks, and lands. It is also good as it doesn't affect you, if you could run a Sol Ring, Mana Crypt, Mana Vault or anything to make it come down before your opponents win, then it might be useful.
Fatespinner at least it is in your tribe, otherwise it would just occasionally deny 1 or 2 damage, any time a player needs combat, they win that turn. If they do, they you deny a card, and die immediately after, otherwise they take away a combat they wouldn't need anyway.
Orbs of Warding good card if it was a couple mana less, or you could control/stax a game to pull it off, otherwise it doesn't need to be here.
All in all, you aren't a stax deck, you run little to no good stax cards, the few you run that sees play require ramp.
Well, I guess this is a bad cEDH deck, or control. You run 21 spells that could be used as removal or countermagic, 10 that are 4 or less mana. This is awful for a control deck, unless they are Force of Will and just look like 5 mana, or you run a lot of ramp, sadly neither are true.
Again, this is not a bad deck, simply a casual one, not cEDH material. That is why your list isn't competitive, yes, I have run a spellshaper tribal Damia deck at state level play, not a tournament at state level, just a game at a grand prix side event. That deck isn't good, but it is fun. State level play means nothing. cEDH is actual competitive decks, unlike this one, playing at the upper echelons of the format, in fact, it is so different compared to normal EDH, that is it called cEDH.
This may be winning games where you play, but I have tested it, and I implore you to sit down next to some good stax and fast-paced combo players, against $5600 The Gitrog Monster builds, $6000 General Tazri builds, $5000 Teferi, Temporal Archmage builds, and tell me this deck will win a game against them.
You are wrong, not based on my own opinion, but with playtesting a deck that supposedly wins by turn 10 at the slowest, goldfishing it.
I have yet to see another deck in ALL OF CEDH, that goldfishes a win, or complete stax lock down past turn 6, ever.
Your deck is misleading by using the hub "competitive", all I want is for you to remove it.
4 days ago
I saw your deck in the featured queue and thought I'd stop by to take a look! I also have a Hapatra list, if you want to take a look:
Commander / EDH*
SCORE: 350 | 284 COMMENTS | 41783 VIEWS | IN 146 FOLDERS
A few quick suggestions that I noticed:
1) Witherscale Wurm doesn't give you snakes. The creature placing the counters is the blocking/blocked creature, and thus it doesn't count as "you" placing tokens.
2) Have you considered Ulvenwald Tracker? It lets your snakes Murder your opponents' creatures at instant speed. Similarly, Vhati il-Dal lets you kill anything with a -1 counter on it, even if it's indestructible.
3) Do you have objections to infinite combos? Because there's lots of good infinite combos with Hapatra.
4 days ago
Ill try to keep budget low, I dont know how good you want this deck to be, but we can definitely make it pretty nasty on a budget aside from mana base. I personally think you should focus on B/W/R This gives you good draw, good stax peices, and extra combat turns. Some of these cards have alternate prints that are a bit cheaper. But i think this is a good start
Alesha, Who Smiles at Death Hidden commander
Meekstone Since you get untap effects, should really help slow others down. Add in some other stax peices as you get budget if you want to keep tuning it, but alot of good stax cards are a little higher costed