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Artifact — Equipment
Equipped creature has ": This creature deals 1 damage to target player or planeswalker. If this creature is a Wizard, it deals 2 damage to that player or planeswalker instead."
Sorcerer's Wand Discussion
4 months ago
Saw your request for suggestions. My #1 is: increase evasion for your creatures. When you deal damage, you get to steal stuff, and stealing creatures is a fine way of dealing with creature decks... So you need to deal damage to the player, which means you need evasion. You can do it with creatures like Archetype of Imagination or Wonder (or Deepchannel Mentor which is more on theme), or with enchantments like Levitation , or artifacts/equipment ( Whispersilk Cloak et al).
6 months ago
I love the combo. I just get the feeling that the number of creatures in your deck that do not focus on getting to win-con combos rather detract from your chances of winning. I see a serious lack of cards to protect your Sorcerer's Wand or Famished Paladin once they are on the field.
I will be working on an alternative version of this deck and hope to post it soon. We could then possibly form a small discussion group of people who play this endless combo, discuss options and test ideas. When our decks start to converge and look very similar we will hopefully have something competitive.
6 months ago
OK - very janky, but great fun. I just had to get in on the discussion here.
If you are going to play Fountain, why not Ajani's Pridemate for an extra win-con?
I really feel the need for at least 9 spell counters in the deck.
All of the above changes rather cut down on the number of search cards that you can fit in, but so what? they will only get you to your win-con 1 or 2 turns earlier at best. I would go with Shimmer of Possibility as the only search card.
That leaves Sorcerer's Wand , which creates your endless loop. We really need to concentrate on protecting the wand - hence the added counter-spells.
7 months ago
I tried a similar version of this Deck a few times now.
I really miss some kind of ramp, and either protection for Glissa to keep the recursion/card advantage going, or card draw. Mind Stone Hedron Archive and maybe Dreamstone Hedron can fill both ramp and draw slot each.
I also recommend Unstable Obelisk if you kill creatures with it, you can recure it, and also fills a ramp slot. And it can solve other problems than creatures, too.
Glaring Spotlight opens your opponents creatures for removal. Also can finish/protect yours.
Acorn Catapult seems bad, but once you get an opponent a Squirrel, you will have a target every turn for "free" recursion (just hit the squirrels if there are no other targets to kill)
Cranial Plating Just try it. You can eqiup this at instant speed. Giving sometime +10 power or more :)
Hope of Ghirapur done lot's of work in every deck where I was able to get it back!
Verdurous Gearhulk Artifact, +1/+1 Counters. 5 Mana 8/8 Trample if nothing better to do.
Marionette Master I nearly always choose to put counters on him (fits your theme) making him a 4/6. So every artifact that "dies" sucks 4 life out of an opponent. Can semi-protect from artifact boardwipes, because it sometimes can kill an opponent.
Disciple of the Vault Little brother.
Of course Sol Ring etc. would work with that many artifacts, too. Maybe you can explain why you play few ramp spells and Draw stuff
And I really don't know why people play Terramorphic Expanse Evolving Wilds in a two colored deck. Getting 2 cards out of 90+ others...not worth in my opinion. They are fixing but technically Mono Colored Taplands. Try Guildgates/Shocks/Normal Tapduals instead
Some games are hard with too much topdecking cause of missing draw/Glissa died too often But nontheless Great Deck and really a lot of fun to play :)
7 months ago
8 months ago
It's an infinite damage combo.
Give him lifelink with Squire's Devotion or On Serra's Wings (I actually found a better enchantment in the new ravnica allegiance set. It cost less, but only gives lifelink for one turn, which is all we need.)
Paladin taps to deal 1 damage to opponent (the wand gives him the ability, but it is the paladin that does the damage.) With lifelink, he untaps. repeat, repeat, until the opponent is dead.
8 months ago
So this deck wants to win as early as turn 6, but it may be better to wait till turn 7 to play the contract and hold up a negate for sweepers or enchantment removal. I believe you are in the right colors to fit another budget combo right now using Sorcerer's Wand , Famished Paladin and Mark of the Vampire for a turn 4 combo win.
9 months ago
Oh! I just noticed Sorcerer's Wand can't hit creatures, otherwise it would crush aggro often!
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