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Counter target spell unless its controller pays X, where X is the greatest power among creatures you control.
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Spell Rupture Discussion
8 months ago
So, technically Sol Ring and Crop Rotation are illegal in Modern. If your group is cool with that, then go for it, but you might find something like Hedron Archive or Basalt Monolith to be better. Next, I highly recommend cutting down to exactly 60 cards -- that way, you'll maximize your chances of drawing your really good cards at the moment you need them. I'd start by cutting Blinding Drone and Thunderstaff.
Then, I'd do my best to increase your ramp and "stave off attacks and threats until you cast a game-ending threat" cards, while trimming down your Titans and other game-ending threats to only 5-6 cards. That will more or less ensure that you'll draw one when you need it, without getting five enormous uncastable Eldrazi tied up in your hand every game. Try keeping just Ulamog/Emmy/Winnower/Betrays/Pathrazer for starters, while cutting every other Eldrazi above 6 CMC. Then, make sure all of your lower CMC cards either keep you alive until you cast a Titan, or help you cast said Titan sooner. I also think you can cut all cards besides Deepfathom Skulker that say "can't be blocked" -- it's what's called a "win-more" condition, because making Emmy unblockable just means that your opponent takes ~3 more damage than they would have and will still lose next turn. That should free up enough slots for 4x Blisterpod, Hedron Crawler and other colorless mana sources, and maybe some control like Cancel, Pulse of Murasa, or Spell Rupture to keep you alive until you can actually cast a big Eldrazi.
Hope that helps! Best of luck. Mention me if I can help!
8 months ago
8 months ago
So due to being less than thrilled with my Bant Token deck, I was thinking about rejigging it to be a voltron deck since my commander; Ishai, Ojutai Dragonspeaker is pretty good at powering themselves up since I often play multiple opponents in my local magic group, and was considering of changing it to a new theme.
Cards I own
I For control and disruption I have plenty of control cards like Convolute, Counterspell, Simic Charm, Spell Rupture, etc... Disruption includes Divine Reckoning, Pacifism, Diminish, Paralyzing Grasp, Rapid Hybridization, Defang, Cage of Hands As well as stuff that trashes enchantments and Artifacts.
For powering up my commander my Artifact pool is less than ideal, had to work with what I got. They include Trailblazer's Boots, Fireshrieker, Skyblinder Staff, Ring of Evos Isle, Grafted Exoskeleton, and Livewire Lash.
Enchantments and effects for protecting my commander and/or giving them evasion include: Infiltrator's Magemark, Holy Mantle, Guildscorn Ward, Alpha Authority, Ghostform, Sheltering Word, Survive the Night, Haze of Pollen, Shielded Passage, Rogue's Passage etc...
Mana Ramp: Assume all of my mana rocks in the bant deck are going to be cannibalized.
Creatures: I don't have the good stuff to do a true one man voltron, but I can use walls like Angelic Wall, Fog Bank, Wall of Frost for protecting myself and the effects of creatures like Fan Bearer, Mistmeadow Witch, New Prahv Guildmage, to aid my commander so they can swing in for lethal damage.
Cards I'm Scouting to Buy
New commander to pair with Ishai: Reyhan, Last of the Abzan
The cards I'm looking to get for this build would be things like the WUBRG Wards and the dual color protection like Shield of Duty and Reason, and Spectra Ward. Mask of Avacyn, Swiftfoot Boots, Aqueous Form, Steel of the Godhead, Indestructibility, and Battle Mastery
Think this is something that I can/should pull off? Any Budget recommendations?
10 months ago
Experiment One Cloudfin Raptor and Avatar of the Resolute are really, really strong in decks like this, particularly if you chose to run Vines of Vastwood and other hexproof effects in place of collosal might. Heroic Intervention will help deal with boardwipes, and Inspiring Call will do similar, but card draw. A lot of your creatures provide scaling mid-to-late game presence, but there aren't tools to survive the earlygame in the deck. I'd reccomend Anger of the Gods and lots counterspells if you want to keep the creatures as 5 drops or slow like vorel. U/R/G provides some interesting non Winding Constrictor tools, you should abuse them heavily. Creature protection, primarily effects like Spell Rupture and Unified Will, and ramp like Rishkar, Peema Renegade will enable max performance for the deck. If you find yourself stalling out, consider sources of ongoing lifegain like Spike Feeder/Kitchen Finks and Asceticism.Most of all, good luck and have fun testing.
11 months ago
I love Jalira's possibilities, but I feel like there are a few areas where you can make some cheap and easy tweaks to improve the deck.
You have a few creatures here that I wouldn't be thrilled to polymorph into.
You have a lot of creatures that create tokens, like Drowner of Hope, Incubator Drone, Master of Waves, and Wall of Kelp. I would consider taking all of these out and adding Zoetic Cavern, and leaving those empty spaces to add some draw/lands, which I think you are lacking. I realize that Jalira wants stuff to stay in the library rather than in your hand, but you'll be able to pay the mana costs on these cards later in the game just fine.
Recurring Insight and Flow of Ideas are my favorites for big draw cards that won't break the bank. If either of these resolve, it can win you the game in the long run. I'd put in some islands in lieu of your deck-thinning non-basic lands (like your panoramas and Wilds/Expanse) for Flow of Ideas, since these lands are slowing down your game and eating into your Caged Sun and Scourge of Fleets profits. Blue has tons of draw options, and it doesn't need deck thinning, even in a polymorph build.
You also have a few creatures that are just uninspiring in general, like Morphling and Broodbirth Viper, which is blocked by everything. I would swap these with some fun ones, like Patron of the Moon, Tidespout Tyrant, or Azami, Lady of Scrolls. Or, if you've got some extra dough, Venser, Shaper Savant or Teferi, Mage of Zhalfir.
I would also think about swapping some of your instants. There is no reason to run Spell Rupture before Counterspell, and you don't have enough artifacts to play Thirst for Knowledge before you play Compulsive Research.
If you like these suggestions, I can make more. All in all, this looks like a fun deck to play, and I like where you're going with it.
1 year ago
Hey there. Good deck so far (; I'm only partly kidding, because choosing a commander is the toughest part of deckbuilding EDH. There's a great article by one of the moderators on tappedout that's basics of EDH building, which I'd recommend checking out. I'd also suggest checking out other Hanna decks on tappedout or edhrec.com . These let you recon what you think is cool and what works well with your commander. I personally love the feel of Hanna even though I've never built her, so I think you've picked well.
Next step after gathering some info is to figure out what "direction" you want to take her. Do you want artifact recursion and combo with cards like Metalwork Colossus, Thopter Spy Network, Mind Stone? Do you want artifact creatures that just never die, like Filigree Angel or Myr Battlesphere? Do you want Aura-focused effects? Stax effects with enchantments like Ghostly Prison, Propaganda, Sphere of Safety? Self-mill effects like Deranged Assistant and Stitcher Geralf to get artifacts in the grave? Lifegain? Really, it's up to you and how you like to play, though your budget might have a say in which strategy is most feasible.
After that, you put together a decklist, making sure to include a healthy amount of your desired strategy, a bit of ramp or utility spells (with UW I love counterspells like Spell Rupture, white ramp like Oreskos Explorer and "nope" effects like Reflector Mage), 40-ish lands, and a healthy amount of "win conditions".
After you get a list, then you can playtest it or at least ask tappedout people for feedback, and the list will be refined. However, it's hard to provide feedback more specific until you've got 99 other cards in there, even if it's your first draft. Once you get a list, though, hit me up by mentioning me in the comments here and I'd be glad to check it out again! Best of luck.
1 year ago
Thanks for your suggestions but I think you are overestimating the infinite combo a bit. Over the entire time I've been playing this deck I propably resolved it twice. Outside of Momir Vig, Simic Visionary there is nothing in this deck to search the pieces unless we get lucky with See the Unwritten, Lead the Stampede or Brainstorm. So I don't really want to rely on it.
As for your suggestions:
Hydra Broodmaster without the infinite combo is a lot less scary and doesn't even have trample, so I'll pass on that one.
Craterhoof Behemoth is obviously a great card, but as you said it's also a bit expensive.
Brawn seems interesting, but in order to get it into the grave, I'd have to cast it first which doesn't really do anything impactful. Crowned Ceratok and Sapphire Drake should be sufficent enough as a evasion enablers, even if they're just temporary.
Contagion Engine is something I considered myself but I think it's just a bit too mana intesive. I'd have to invest 10 mana to get any use out of it. At that point I have either no board because of wraths rendering the engine pretty useless or I went nuts with Zegana and have a bunch of cards in hand I'd rather play. I think Inexorable Tide and Viral Drake do a much better job at providing continuous proliferates at a much lower cost.
Novijen Sages in my opinion come up way too late to make any real impact. They cost as much as Zegana, and Zegana is (most of the time) both bigger and draws several cards without activation cost. Zameck Guildmage is more versatile and comes out earlier.
I also took a look at your deck and I really like the ezuri + sage of the hour combo. I already own a sage so I might put that into my deck.
Anyways thanks for being my first comment, I really appreciate your input.
1 year ago
This is a very nice idea for the deck, but it can see some improvements.
If your deck mostly relies on your commander, you must get some more protection for it for it. I would consider putting in things like Spider Umbra and Eel Umbra. They don't draw cards but they fight against all removal.
Otherwise this deck is really cool and i'll try playing it, good work, +1 given :D