|Commander / EDH||Legal|
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|Hour of Devastation (HOU)||Common|
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Spellweaver Eternal Discussion
3 weeks ago
1 month ago
Okay, so I think the first thing you need to think about is trying to find a focus for your deck. Does playing a deck that is more aggressive appeal to you or would you rather sit back and control what your opponent does and play more slowly.
Personally, working with strictly with the cards on this list, I would be inclined to turn this deck into a more aggressive build that relies on lots of instant and sorcery spells, because you have some good cards in that realm (i.e. Cryptic Serpent, Enigma Drake, Nimble-Blade Khenra, Spellweaver Eternal, Burning-Fist Minotaur and Wildfire Eternal). Of course, if you go that route, your going to need some good instant and sorcery cards to back those creatures up. From what you have, I would suggest Magma Spray, Shock, Hieroglyphic Illumination, Kindled Fury, and Strategic Planning. I also really like Riddleform, because it will take advantage of all those instant and sorcery cards your running.
I think another big piece of advice that I wish someone had told me when I first started magic was to play 3-4 copies of every card I had in my deck and to keep the deck list as close to 60 cards as possible. Obviously there are exceptions to that rule, but that is generally something you want to abide by. If you want suggestions for other cards that are not on your list, tell me and I will help you out.
2 months ago
Jory476 I have actually been thinking about tossing Enigma Drake in here to replace either Spellweaver Eternal or Wildfire Eternal but I'm still not sure I want to do it. At the very least Enigma Drake has a home on the sideboard.
2 months ago
Looks like fun. In my experience with decks like this your creatures will be the target of removal spells and you'll lose them, meaning your hand will fill up with a bunch of combat boosting instants with no target if you don't get the ratio correct.
It definitely feels like you have too many combat boosters which could lead to a very bad time if there are no targets to use them on.
My opionion - take out brute strength (that's the worst of them) and put in Spellweaver Eternal. Spellweaver eternal should be in this deck regardless, though as it fits the theme of what you're trying to do here very well and prowess works well with pump spells, especially if they choose not to block.
2 months ago
I feel like champion of wits could work. Its just an all around great card.
Other more janky options are:
- Nimble-Blade Khenra might not be complete crap
- Siren Stormtamer is a good card in general but the sac ability doesn't work well with cartouches
- Spellweaver Eternal might be able to do something if you stack cartouches on him and somehow find a way to keep him alive
I wouldnt reccomend putting in many creatures if any with over two CMC though, because it mean you lose a lot when a creature with a cartouche on it gets removed.
2 months ago
For a deck based around noncreature spells, this sure has a lot of creatures in it. Now, I haven't played a prowess deck before, but I feel like you don't need to run every single prowess creature in here, especially cards like Bloodfire Expert, Dragon Bell Monk, Ingenious Skaab, Jeskai Sage, Jeskai Student, Mage-Ring Bully, Sanguinary Mage, Spellweaver Eternal, Umara Entangler, none of which have any significant abilities. To replace these, I'd run some mana ramp, which you have a criminally low amount of (one, in Chandra, Torch of Defiance). You could run Sol Ring, an EDH staple that every deck needs, also Azorius Signet, Izzet Signet, and Boros Signet, and if you want to get rid of your ramp later in the game, Mind Stone, Commander's Sphere, Hedron Archive, and Dreamstone Hedron will suit your needs. Some other ramp cards that can work really well in your deck are Chromatic Lantern, Coalition Relic, Coldsteel Heart, Corrupted Grafstone, Darksteel Ingot, Dowsing Dagger Flip, Fellwar Stone, Gilded Lotus, Khalni Gem, Primal Amulet Flip, and Pyromancer's Goggles. Obviously, you souldn't run all of these, but you should definitely consider them. The average commander deck should have around 10 ramp cards, though yours may want a few less, considering it's an aggro-ish deck. Also, Ponder's really good.