Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Rare
MTG: Commander (CMD) Rare

Combos Browse all



Your opponents can't search libraries.

If an opponent would begin an extra turn, that player skips that turn instead.

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Recent Decks

Stranglehold Discussion

Fireswept on Kaalia Commander Multiplayer (WIP challenge)

18 hours ago

First edit:


Zoetic Cavern - replaced with better land option

Trepanation Blade - doesn't really belong b/c it's not a mil deck

Syphon Flesh - replaced with better wipe option/ not a token deck

Stranglehold - good card, really just inspires a lot of hate in my playgroup (searching for lands

Stoneforge Masterwork - moving away from Counters/ doesn't help kaalia

Scale Blessing - moving away from counters

Righteous Cause - good card, but not a lifegain deck(will probably find its way to my Oloro deck

Prismatic Lens - deck is overflowing with mana ramp and this one doesn't help as much as the others

Master Warcraft - fun card, can't seem to use it efficiently, might add it back in

Lightkeeper of Emeria - Good early blocker, swapped for a fatty, might add it back in

Gleam of Authority - Moving away from counters

Contagion Clasp - moving away from counters

Cathars' Crusade - moving away from counters

Bomb Squad - moving away from counters/swap for fatty


Reya Dawnbringer - recursion

Hall of the Bandit Lord - Haste option

Karmic Guide - recursion

Swiftfoot Boots - haste option/protect Kaalia

Gisela, Blade of Goldnight - more effective aggro

Tainted Field - land upgrade

Merciless Eviction - wipe upgrade

Steel Hellkite - fatty/wipe

Harvester of Souls - card draw

Hallowed Burial - wipe upgrade

Bogardan Hellkite - a lot of options with this fatty(spot removal, aggro, clear small tokens)

Kokusho, the Evening Star - aggro upgrade

Austere Command - wipe upgrade

Rune-Scarred Demon - tutor option

enpc on SOP, YELD or ONE VAY

2 weeks ago

hadakou: Sorry for the delay, see comments:

  • Gemstone Caverns: Strong card, however without the luck counter on it, it is very not good. The deck is very hard costed and while there is potentially a benefit, the drawback is really bad.

  • Druids' Repository: I was discussing this one with the GF the other day. I like it as a card and I like the interaction with Aggravated Assault however I'm on the fence about it. Outside of combo, I think that Sword of Feast and Famine adds more value (albeit is more of a target). I'll add it to the maybeboard for now though.

  • Tymna the Weaver: I like her as a commander however I'm not as sure about her in the 99. Hvaing CA in the command zone is amazing however I think I would prefer guaranteed draw power to hel pagainst stalling. stuff like Magus of the Wheel if I needed more draw power. While the deck is very combat based, I want to avoid having to tie all of my draw to combat.

  • Conqueror's Flail: it seems ok, however I run Silence, Pyroblast and Red Elemental Blast (plus Imp's Mischief) which I think does more work, more of the time. The buff is nice though. I'll give it some more thought.

  • Bloom Tender: She's good, but she doesn't give you what you don't have. the only 2 drop dork I'm running is Priest of Titania and that's because they work with Yisan in an infinite comdat damage combo line. Still, I do like the card so I'll maybeboard it for now.

  • Stranglehold: I like the card, but I want to avoid going down the stax route too much. Especially if it isn't on a creature as I need to keep my beater count high.

  • Eldritch Evolution: good card, not sure if it fits but the tutor power is strong. I'll have more of a think on this one.

  • Survival of the Fittest: probably should be in here actually. Late game turns a creature draw into a combo piece. Will try to find space for it and Fauna Shaman.

And long posts are fine - lots of good suggestions there, much appreciated :D

wisegreenbean on Scorpion Stax

2 weeks ago

Cruel Reality, while flavorful, seems less than stellar. Burn for 5/turn on a 7 mana enchantment seems kinda low value. Same for Torment of Scarabs, you have 2 copies, and both seem bad. Drain 3 life is pretty negligible. And Mogis, God of Slaughter as always feels like the worst of the bunch. The pressure these small incremental 'choose your burn' cards apply just isn't that impressive.

Night of Souls' Betrayal you have SO MANY 1/1 tokens.

Rain of Gore kinda narrow? Also, you have more than few blood artist effects, and it's symmetrical.

Tectonic Instability, surely removing all cards from their hands is enough protection from instants? Same for Mana Web. Kinda same for Price of Glory too, though that one is certainly a flavor win.

Torment of Hailfire, how good is this if you've been saccing your own lands quite a bit? X will often not be a very impressive number. I guess you can make the argument that they will have been too, but even so. It's not terrible for being asymetrical, but again, anything that lets them choose to take damage when you haven't necessarily pressured their health very much seems questionable.

Targeted removal and ways to kill enchantments pretty light. I'd at least consider a Chaos Warp. I also maintain that Rakdos Charm is best grill.

Stranglehold also on point.

I finally suggest Swamp and Mountain.

chadsansing on Angel Double Kaboom

3 weeks ago

I wonder if some protection and removal spells might help you stay alive long enough to set up a board state that allows for an alpha strike or two on the same turn.

Cards like Fight to the Death can surprise opponents attacking each other, and cards like Comeuppance, Rout, Teferi's Protection, and Settle the Wreckage can get opponents to over-commit to combat, making them vulnerable to your crack-back. A couple of wipes (like Fumigate, Day of Judgment, or Wrath of God), a couple of removal spells (like Path to Exile or Swords to Plowshares), a couple of control spells (like Stranglehold or Ghostly Prison), and a couple of exile-anything effects (like Banishing Light or Oblivion Ring) might round-out your reactive suite of cards and keep you alive long enough to swing for the win.

I would drop less impactful creatures and some of your artifacts - it's exceedingly difficult to play creatures + artifacts + equip costs + try to trigger an extra combat phase and remain interactive in EDH. Build your board state with enough mana up to play some removal until you can win - until then, take a more controlling approach to the combat step and make attacks of opportunity.

Happy brewing!

shadowmage on Breaking Maralen Together - Community Deck

3 weeks ago

you are missing the best combo which require red mana and Stranglehold

Suns_Champion on W: Boros EDH stuff. H: ...

3 weeks ago

Hello people! I've tested out my Firesong and Sunspeaker deck and it was a blast, so I've decided to start buying/trading for it!

I've updated my binder and am also willing to pay via PayPal if I get a decent price :)

What I want priority:

I prefer trading my one expensive card for lots a little ones :)

Stuff I got:

And more stuff too!

Binder! I'm waiting on most of the > $10 stuff to make sure I really want them, but if you have a good deal I'll take em :)

Thanks in advance! Post here, in the binder, or enable chat and we'll talk!

Azdranax on Double Shot Of Patronus

3 weeks ago

UpperDeckerTaco - Thanks for the notes. Both of the combos you mentioned are really fun when they go off, and while I would say the Maralen of the Mornsong + Stranglehold is probably a slightly more viable combo for a competitive environment (simply for the fact that Stranglehold is totally viable as a stand-alone option in the format), it prefers the ability to cast Maralen at instant speed at the end of your opponent's turn before you begin your own turn. With the ability to flash the combo into play as an explosive board state, the ability to lock the game becomes so much easier - simply tutor for Wheel of Fortune with Maralen's ability and lock everyone's board state and hand. I would agree that Necropotence is one of the biggest enemies of the combo, so it gets the automatic counter target any time it's cast.

Because the interaction is so much more consistent at instant speed, the build would probably require some flash outlets, possibly Leyline of Anticipation, Vedalken Orrery, Winding Canyons, Flash and Teferi, Mage of Zhalfir, which other than Flash and Canyons, aren't typically great plays in cEDH. The alternative is then either having Stranglehold on board, or both cards in hand and at least seven mana to hard-cast both, plus a wheel effect to immediately follow their resolution, which also assumes a strong/survivable board state until the next turn's tutor. It's one of those really interesting combos that locks everything down when done right, but the fact that it usually doesn't win the game immediately is the biggest drawback. Worse yet, when it fizzles, it feels a lot like a scoop is incoming, as Maralen is pretty much a dead card in your hand without the combo possibility.

I'd love to see a more competitive deck that made it consistently achievable, but the best part of the wizard tribal option here is that they often times can be self-protecting, especially with Patron Wizard on the board. I've found I can be a bit more patient and grindy with this deck and eventually use it as diminishing returns for my opponents, as after several turns I often don't even need counter spells, as the wizards can do that for me. If you see or create a design that can accelerate it onto the board consistently, make sure to let me know, as I'd love to see it. Thanks again for the comments and upvote.

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