|Commander / EDH||Legal|
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|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Promo Set (000)||Rare|
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1 day ago
4 days ago
4 days ago
- Yeah, you are totally right. I have died so many times that way. I think partially due to the problem is that I have not had enough experience with the deck. I have died so many times to my own faults. For example flickering him to draw cards and then he doubles up on counters then he gets killed and I draw out. Maybe, I should throw in Stifle and Disallow to stop Toothy, Imaginary Friend own leaves the battlefield trigger. what do you think?
High Market would be a good addition, thanks. I have played with Crystal Shard before and it is a neat card to also catch people off guard and bounce something. Think it might be a little to slow though for this build.
5 days ago
Soren841 You see that text above me, Soren? That's two people being reasonable about Command Beacon . You, on the other hand, jump at any opportunity to dismissively say that a card is 'shit' and that someone knows nothing about cEDH.
In any case, I still back Strip Mine and Wasteland simply because people run some very annoying lands in EDH. Gaea's Cradle ? The Tabernacle at Pendrell Vale ? Maze of Ith ? Serra's Sanctum ? Inkmoth Nexus ? Cabal Coffers ? Don't get me wrong, people have ways of recurring lands, but a well-timed Strip Mine could save you from dying next turn unless your opponents have Stifle or Disallow .
1 week ago
1 month ago
DangoDaikazoku: On things that can disrupt the Necrotic Ooze+Phyrexian Devourer+Walking Ballista/Triskelion, as far as I know the only thing that can disrupt this combo would be any of the 9 Split-Second cards that do one of these things:
Kill or Steal Necrotic Ooze
Get rid of Phyrexian Devourer
Bouncing Necrotic Ooze to your hand
But other than that you should be good unless I missed something. In response to anything else you can just keep activating the ability and holding priority until the table is dead.
Or, you can just let that Stifle resolve and keep going.
1 month ago
Hey thank for checking out my baby!
In regards to your question on the ramp, I am a bit confused by that as I am running quite of ramp in the form of Farseek, Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, as well as Search for Tomorrow. I also have the fast mana rock ramp in the form of Chrome Mox, Mana Crypt, and Sol Ring. I currently don't have Mox Diamond in the build due to it being swapped over to my Kess deck. In addition there is another form of ramp with lands with Exploration and Oracle of Mul Daya. Not to mention Carpet of Flowers as well. That's 12 instances of ramp and more than adequate as this is not a ramp.net deck, we only use the most efficient form of ramp. The only one that would be missing is Three Visits but I don't own one currently as of yet.
In regards to the lack of counterspells, this actually has quite of a history behind it. In the original V1 of this deck I used to run spells like Counterflux, Stifle, Misdirection, etc. however it doesn't help me to win. It just stalls this deck and slows down the speed of the combo, our main focus is to abuse Intet's ability and paying 2U to flip into a free cast counterspell is a feels bad. Most of the time we are tapping out quite a bit unless we have untappers in the form of Nature's Will or Bear Umbra or running tool box control. In the V2 I decided to go anti-counterspell route and that has actually worked out perfectly, in this iteration came in the package of Vexing Shusher and Boseiju, Who Shelters All along with tutors that can grab them reliably ex. Crop Rotation or Green Sun's Zenith. This improved the chances from our spells getting countered. The current iteration in V3 I was finally convinced that Mana Drain should be added in this deck no matter what as my friend convinced me that it is a ramp spell essentially and lo and behold it is the ONLY counterspell to make it in the deck as of now. There can be arguments where Pact of Negation can be fit in here, but when your going off on extra turns the paying 5 to protect your combo next turn is a detriment. Force of Will is actually not really good as well as most of the blue cards we are reluctant to pitch away whereas in the protection we only have to pay mana to make it uncounterable or life.
I play in a hyper competitive meta with optimized and tuned decks, this is the result of what I have currently for a "competitive" Intet deck. She is not a true competitive commander, but the deck build is competitive enough to go against other "true" commanders in a pod. She is easily cast on T3 or T4 but you have to be aware of the mindset as well, the turn you cast her, can you protect her? That's why we have cards like Autumn's Veil and Heroic Intervention. Our goal is to go off with Intet and one turn is all you need when you have any extra turn tutor in hand. We play with combat tricks and set up is important. All our early game plays is to set up overwhelming advantage and out value your opponents while disrupting them as well. We can play the long game as well, the Seasons Past combo takes 12 mana to execute, Intet short cuts this to 9 mana and we can easily achieve that by turn 4-5. Piloting Intet and decision making is also a core part of playing the deck as well as when your in the control pod you will go for the more stable route instead of burst.
I hope that clarifies some points for you, I'm always tuning and brainstorming to see how else I can perfect her, I still feel there is a better way to optimized her as I am still not fully satisfied with her yet like how I am with my Teneb deck. So I am open to any and all suggestions. This is my first EDH deck and it's been a wild ride refining her to this point. As of now the spellslinger/combo route is what I came up with as the most "optimized" version of Intet.
1 month ago
I never cast Balthor if I don't have 3 manas to activate him (Song of the Dryads doesn't apply, but Stifle still does). I'm on the verge of winning when I cast him. Usually, I cast him once or twice during a game to initiate a reanimation loop. The 9-manas casting cost of RotDR competes hardly with Balthor. The only advantage I see with RotDR is its ability to reanimate all graveyards to your battlefield.
I never felt the urge to test RotDR. What RotDR does, Balthor does it too, from the command zone. What usually stops Balthor (counterspells, graveyard-hate), stops also RotDR. It's not a good backup plan. (My best backup plans are beatdown with my hard-cast demons or a well-placed Decree of Pain.)