|Commander / EDH||Legal|
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At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card.
Skip your draw step.
You have shroud. (You can't be the target of spells or abilities.)
Prevent all damage that would be dealt to you.
Price & Acquistion Set Price Alerts
Solitary Confinement Discussion
6 days ago
I get that, I just think it's better than Comet Storm. It depends on your play group but I really like that it is loss of life so it gets around Solitary Confinement and such. You're totally right it can be a lackluster draw early on but based purely on my own experience it has won or turned around enough games to be a valid choice if you need a solid X damage spell.
1 month ago
Solitary Confinement might be a decent include in the deck with some other support. I recommend trying to go heavier on enchantments so you could also play greater auramancy (but that's just me). Crested Sunmare is also fun
1 month ago
Ah, I see. However, there are ways to prevent damage to you
Just some food for thought. w
1 month ago
Alrighty then. For starters I think you are too concerned with mana fixing. In my experience in playing many games of commander what you have is straight overkill. So I would ditch the panoramas and the Warped Landscape, the Transguild Promenade, Shimmering Grotto, Rupture Spire, the Manalith, and Selesnya Keyrune. You really won't need them. I would replace the lands with basics/ and lands like Fortified Village,Canopy Vista, Temple of Plenty, Temple Garden, Selesnya Guildgate. And then for the Manalith and Keyrune drop them for Kodama's Reach and some other enchantments that I will mention below. You will probably want to run as few artifacts as possible for an enchantress build also. I say this because of one of the recommendations that I have. And now onto the card recommendations
First off for the 11 missing cards I will recommend the following as options (emphasis on options, some of these are pricey which is why so many options): Solitary Confinement, Sylvan Library, Exploration, Open the Vaults, Replenish, Green Sun's Zenith, Worship, Ajani's Chosen, Enlightened Tutor, Eternal Witness, Commune with the Gods, Blind Obedience, Authority of the Consuls, Eladamri's Call, Abundant Growth, Utopia Sprawl, Witchbane Orb , Ground Seal, Grand Abolisher, Nyx-Fleece Ram, Sigarda, Host of Herons, Nylea, God of the Hunt, Heliod, God of the Sun, Seal of Cleansing, Kismet, Soul Snare, Sigarda, Heron's Grace, Courser of Kruphix, Prison Term, Starfield of Nyx, opalessence, Overgrowth, and lastly Stony Silence. Stony Silence is a powerful card that excels in commander. Although at the cost of your artifacts activations. I personally like it for an enchantress build. And remember I am not saying that these are end all be all cards but they are in my experience very useful. And since you have options you can just pick and choose what you like and don't like
I also have some ideas for things you should cut from the deck. Things like Nissa, Vastwood Seer Flip, yeah she's cool and all but she doesn't really fit well with the deck and she can die easily and that can be a hassle. Another card which I would cut is White Sun's Zenith, it takes a lot of mana just for some kitty cats and I it does not perform that well in general. Another card I feel is under performing is Archetype of Endurance, personally Asceticism is better if you are concerned about that. And lastly I feel torn about Celestial Archon. I feel like he has potential but I am uncertain.
Ok that is all I have to say! I think anyways... regardless take some time and think about what it is you want to do with what I have recommended. Of course as always the final choice is yours. Please tell me your thoughts after you have mulled it over!
1 month ago
Beebles, thanks for taking a serious look at the deck. I appreciate the feedback, since this is a work in progress, as evidenced by the huge comment thread and the various updates.
Sphere of Safety - Enchantments are one of the things that just seem to stick around more than other permanents. There are only 8, but I end up collecting them, and three of my most tutored for cards are enchantments, so they often come out. There once was a few more enchantments, and I am not sure of my threshold below which I would get rid of it, but you are right, I haven't really considered removing it. I was just recently thinking that I would put more Ghostly Prison type cards in if I could, and Sphere of Safety is just an overcosted and typically weak version of Ghostly Prison. Academy Rector would potentially fit the bill, in that I would be able to search for that Ghostly Prison, but Aurification may be counter to my strategy. Unlike No Mercy, Aurification leaves them with defense, and I dont want other players to have defense, if possible. I have considered Lightmine Field, but that is only worthwhile against swarm attacks. I will keep in mind that replacing Sphere of Safety with Academy Rector may actually work out nicely, and would lower my curve ever so slightly, and would even be another creature for my recently added Worship. I appreciate the suggestion.
Boros Fury-Shield - This was a card that I did consider early, and have not returned to it since, for no really great reason. I excluded it early for a few simple reasons. It is a fog that only affects the damage done by a single attacking or blocking creature. This seriously limits its ability as a fog. Every other fog I added could stop all damage aside from Deflecting Palm, and the ability to redirect any damage source makes it far superior. The ability to redirect damage is essentially shared by every other fog in my list aside from Dawn Charm, and the other modes of Dawn Charm make up for this. It sort of behaves like a highly conditional Backlash or Delirium, and maybe I should think of it that way. In that case, it actually could fill a role in the deck. Thank you for the reminder. I may consider trialling it as another conditional copy of Backlash or Delirium.
Lotus Vale and Scorched Ruins - These cards are there for much more than as a way to mitigate the damage from Price of Progress. They work somewhat subtly in the deck, and the real reason has to do with another synergy that you did not mention as well as a psychological reason. The risk has been mitigated in my meta by an overaggressive (others said abuse) of targeted land destruction by myself. After a fun bout with a Life from the Loam deck that abused Strip Mine and its various friends, when I tried playing Strip Mine in a few other decks, including this one, and there were enough complaints that we agreed that land destruction is not fun, and we basically all agreed to take it out of our decks. No one enjoys non-basic hate or color specific hate, either, so no one plays them. I understand that this is a very specific meta that I play in, but this mitigates the risk, and there is little risk in playing these lands at this point. The value of these cards has to do with keeping my land count low. This helps with Acidic Soil and Price of Progress, but also makes Tithe, Gift of Estates, and Weathered Wayfarer stay active. These three cards draw me a ton of cards, which I can pitch to Key to the City or Solitary Confinement. These three cards are a decent amount of my non-Monarch card draw. Solitary Confinement is my most tutored card, and extra cards in hand are really valuable. Trimming my lands with Lotus Vale and Scorched Ruins, as well as the Ravnica Karoos and Gemstone Mine all lead to lower land counts, and ensures these synergies with both my offense and my card draw, while leaving me with the same potential mana as everyone else at the table. This is where it gets subtle and tricky. When people look around the table for threats, number of permanents plays into threat assessment. Appearing to have fewer lands makes me appear as less of a threat. It is super easy to overlook the fact that I can often get 7+ mana from 4 lands. Scorched Ruins is actually Ramp, and is a little like a Sol Ring in disguise. When people actually count, they are not fooled, but it is surprising how often people just glance at your lands, unless they are looking for responses to their plays. Not playing Blue means I get less scrutiny than some, and this lowers my threat level. Altogether, the cards in the deck have many synergies as well as subtle psychological effects that the whole package together is much more powerful than the basics that could replace them.
As far as reactivity goes, I would break it down into two categories: Instants, and interactive permanents. While instants make up the bulk of the deck, interactive permanents are super interesting. I have 22 instants, 17 of which are tutorable with Sunforger. You dont need that many, even as a Sunforger package. As a toolbox, Sunforger packages are usually 10+ cards. Less than that is probably underpowering it. Aside from that, I have never had a goal in mind for reactivity. I thought about how I could lose, and set about trying to overcome those conditions, hopefully in a way that wins me the game. I also thought about what sorts of game states are common, and went about trying to punish those game states. Finally, I thought about how to create exciting game state swings in ways that would not make me a global target. Some of this lead to some Mardu goodstuff, but many of these cards are somewhat uncommon. What evolved from this thought process is the deck you see. It now has 22 instants, 18 of which are truly interactive and reactive, as well as a couple of interactive lands, a couple of interactive artifacts, a couple of interactive creatures, and an interesting interactive enchantment. In essence, I have no threshold, and would not consider the underlying philosophy of deck construction used for this deck to be particularly interested in thresholds.
I like the idea of Electropotence, and agree that the synergy with Lifelink and Deathtouch would be great, especially for Assassin and Snake tokens. I think that Warstorm Surge, Baneslayer Angel, and Exalted Angel are too mana intensive for my tastes. Thanks for the suggestion of Electropotence, I may trial it, and it may prompt me to add more Deathtouch creatures again. Ogre Slumlord with Electropotence is a wrath and token bomb all at once. Interesting.
Thank you for the suggestions, and the discussion. It always helps. You have given me a few cards to consider, or even just reconsider, as the case many be. These kinds of discussions have been what has lead to this decks long evolution to what it is now, and will continue to evolve it. Thanks.
1 month ago
Alright, so taking a look at this, I see a few cards that can be immediately cut. Ruin Rat is just bad. Doomfall doesn't work in EDH, Nef-Crop Entangler has better cards, Toil isn't great here unless you're pointing it at yourself, Tresspasser's Curse doesn't help you get big things out, Horror of the Broken Lands is just bad, Carnage Gladiator is kinda meh, Prismatic Lens is weak AF, Kozilek's Pathfinder just doesn't really do anything here outside of being a colorless mana sink (which you don't really have support for) and Desecration Demon will likely never attack.
Nef-Crop Entangler out, Nettle Drone in. Nettle Sentinel is bonkers and I KNOW you have a copy of it somewhere (I legit gave my copy of it to you).
Toil out, Bloodgift Demon in. Not only is Bloodgift a decent beater, but he gives you card draw. Basically a dude version of Phyrexian Arena with a side of hitting opponents too.
Ruin Rat out, literally anything else in. Probably Endbringer, simply because I think you have my copy of it. Use it.
Horror of the Broken Lands out, Conduit of Ruin in. Bad card out, better card in. Tutor + cost reduction is nutty.
Trespasser's Curse out, Combustible Gearhulk in. Not only do you need more dudes, but you need better dudes. Combustible shouldn't be hard to find rn and is very powerful in a deck with Eldrazi.
Carnage Gladiator out, Duplicant in. It's free removal. Just do it.
Kozilek's Predator out, Pestilence Demon in. This Demon can make multiple opponents lose a lot of life very quickly, as well as nuke crappier creatures. It also beats for 7.
Desecration Demon out, Pathrazer of Ulamog in. Self-explanatory.
Rakazeth's Rite out (it's a bit expensive for a tutor), Crypt Ghast in. You'll appreciate the ramp as well as the Extort triggers.
Doomfall out, Hero's Downfall in. I think I have one lying around and Downfall is just better.
Loxodon Warhammer out, Neheb, the Eternal in. Someone'll get it eventually, and he's just baller.
Seer's Lantern out, Sin Prodder in. Yes, I hate Sin Prodder. But goddamn if it isn't fun AF to nug someone for 12 off a blind flip, and synergistic in this deck as well.
Traveler's Amulet out, Hellkite Charger in. You know you want infinite combats with Neheb. Don't deny it.
1 month ago
Sorry all for the delayed responses. I have been on an island with no digital communication.
MegaMatt13, I have played with both Wild Ricochet and Reverberate. I found that game changing sorceries and instants were rarely of a type that I wanted to copy. The ones that were most likely for me to want to copy were counterspells, and my meta has been pretty short on them, until recently. I often found that the rest of the sorceries and instants were well taken care of with the rest of my cards, and they sat in my had without being played whenever I drew them. I cycled them out of the deck after looking at them sit in my had a bunch of times without targets.
As far as the suggestions, I may try out the other Threaten effects. I chose the ones I though would fit best, but will probably cycle through all to get an idea if others may work better.
I also go back and forth about Phyrexian Arena. Great card, just slow. I am thinking about revamping the card draw in the deck, see below.
sashaza, I will have to check out your deck. As for your questions:
Pillow fort cards are often powerful in duplicate, but there is a threshold over which any more of them would be less effective than it could be with another card. I often hold them, or ditch them to things like Solitary Confinement or Key to the City. It is surprising how often a card is useful in this deck as a generic card resource, and I can ditch less than useful cards to pay these resource costs. This is also true of things like Gift of Estates, Tithe, and Weathered Wayfarer. Cards in hand are useful, even if the specifics of the cards in hand are not.
That being said, I am considering adding more scry to the deck. I find that the Temples are often very useful, and they fly under the radar more than just drawing the card would. I am considering adding Crystal Ball, Seer's Lantern, and Hidden Stockpile, as well as the semi-loot cards Winds of Change and Molten Psyche. This would keep my profile low, while allowing me to dig for what I need. I find that scry is lower profile than draw or even looting, but I get what I need with it just the same. Combining scry with semi-loot, loot, subtle draw, and outright draw, including The Monarch, will likely put me good shape.
I keep resisting Gisela, the Broken Blade. She is a bomb, for sure, but she is expensive, and she is not at all subtle. I am sure that she would be a great inclusion, but I think she would cause some problems that would be counter to the best functioning of the deck. I am ever in search of Wincons that fit the theme.
Ayli, Eternal Pilgrim is a cheap Rattlesnake with an additional benefit, that is all. The play was for a sac outlet, even if it will be rare to have it all come together.
I will update the list and record my thought processes in updates as soon as I make them.
1 month ago
It's actually not too good here. First, I can't nab it with Zur, since Moat has a CMC of 4, and it forces me to tap mana during my turn. Second, it doesn't really do anything, as Solitary Confinement is just better here. Third, it's also $550, and I don't really have that expendable income right now. Fourth, this isn't actually a pillowfort deck, so Moat is just a card slot taken care of (which, admittedly, I have a few that I could easily change).