|Commander / EDH||Legal|
Printings View all
|Seventh Edition (7ED)||Rare|
|Urza's Saga (USG)||Rare|
Combos Browse all
Whenever a creature enters the battlefield, its controller sacrifices a creature or land.
Price & Acquistion Set Price Alerts
|Have (8)||Hellsing , Dyobsemaj , sonnet666 , Kleptozaniac , Sparky41 , Ashy , ZombieFood , Justinaut|
|Want (11)||darbodeluxe , CryAll , VampSlayer , Turgenyev , Jokulmorder1 , filipaco , TheBl0b , TiredTofu , klokwurk , samuelianstorm , westerhack|
Tainted AEther Discussion
6 days ago
I apologize for the long delay in my response. I really appreciate your feedback! I am currently working on updating the list with interaction/removal; however, it may change the game plan of the deck slightly. As I have been playing the deck I am finding more often that a combo kill is easier to assemble (thanks to redundancy and consistency) than killing via traditional combat damage. Therefore, I am going to cut down the amount of creatures and lack luster spells that are in the deck (keeping key creatures like Gitrog, Azusa, and Eternal Witness creatures) and put cards in such as No Mercy, Tainted AEther, board wipes, and spot removal. I think that a control approach versus a beat down plan will prove to be more efficient. I think that Null Rod is a fantastic addition! I'm going to look into more hate cards that will hinder my opponents but won't make the game not enjoyable. I have also thought about Riftsweeper, but as of right now he isn't high on my priority list. This is because there is a lot of redundancy within the deck. I have multiple different avenues for performing the combo and if I go to a more control style deck then I will be able to protect the combo better.
As for mana rocks and artifact mana ramp, I understand the arguments made for them and why they should be ran in a deck. I personally only play mana rocks in decks that are not green. I think that having synergy within the deck is more beneficial in the long run versus explosive ramp turns 1-3. With lands being the nature of this deck I rarely miss land drops and having extra lands in hand is great for pitching to Lord Windgrace. Yes, the only real ramp spell in the deck is Tempt with Discovery, but I would rather play more lands and cards that accelerate land drops than play a few mana rocks that late game don't have as much value. I'm not saying they aren't good, because they are definitely good, I just personally don't like to play them if I can help it.
When I created this list I was exploring how viable the combo kills would be and how fast/easily I could assemble them. I am now finding that I can assemble the combo fairly quickly (by turn 7 usually), and a lot of the high mana costing creatures would be better as removal instead, which I knew at some point I would need to put in. While turn 7 combo kills are too slow for competitive play, I think that they are reasonable when playing against a more casual playgroup. If I wanted to make this deck a turn <5 kill deck I would definitely add mana rocks and tighten up the curve. I thought about focusing more combos around Gitrog but I didn't want to make the deck into one of those decks that needs to have the lieutenant on the battlefield or it doesn't work right kind of decks.
I will modify the deck to have more interaction and will get back to you on my findings. Thank you for the feedback and suggestions I really appreciate it!
1 month ago
Hi, so I see what you are trying to do here but I think you went to all in on destroying lands. What I mean by this is there are too many Stone Rain effects, not enough ways for your deck to operate. For a deck like this to win you need to be able to draw a lot of cards and sustain your own game. A lot of the times a deck like this will draw a lot of aggression on a table, so you need to be able to protect your self and make the most out of a low land count and a lot of enemy's. Dingus Egg can help you actually kill players instead of just annoying them,Jokulhaups will neuter the table, but keep your "do stuff" enchantment and planeswalkers alive. These cards are a little protection for you Polluted Bonds,Ankh of Mishra,Crawlspace,Price of Glory,No Mercy,Burning Sands,Smoke, Tainted AEther, Rain of Gore, War's Toll. You also need more card draw so Necropotence, Underworld Connections, Greed, Phyrexian Arena,Erebos, God of the Dead, Solemn Simulacrum,Yavimaya Elder,and Memory Jar are good inclusions. Some other just good cards for you are Thaumatic Compass Flip,Borborygmos Enraged, Multani, Yavimaya's Avatar,Creeping Renaissance, Praetor's Counsel,Burgeoning,Tilling Treefolk,Krosan Tusker,World Shaper,Constant Mists,Tempt with Discovery,Horn of Greed,Vaevictis Asmadi, the Dire. There are a lot more cards that would make this deck much more explosive and be more punishing. I would go on EDHREC.com and look at the commonly used cards of Vaevictis Asmadi, the Dire,The Gitrog Monster,Mogis, God of Slaughter and Borborygmos Enraged to focus your list.
1 month ago
So, I don't know why I didn't think about this till now, but Mogis actually presents a problem with Xantcha. The same could be said of Tainted AEther. Here are some cards I think would be interesting:
Visions of Brutality, Vampiric Link, Treacherous Link, Disrupt Decorum, Rakdos Signet, Bazaar Trader, Uncaged Fury, Temur Battle Rage, Psychotic Fury, Latulla's Orders, Havoc Festival?, Vandalblast, Everlasting Torment, Geth's Grimoire, Dreadbore.
3 months ago
Moat doesn't affect cEdh decks, almost ever. I mean Sword of Feast and Famine gets hurt a bit, etc. Same thing goes for Ghostly Prison, Propaganda, Sphere of Safety. These cards are neither prison nor stax, just pillow fort.
"Damage Mitigation" isn't stax/prison either, just more pillow fort.
City of Solitude and War's Toll aren't "Stax" in a conventional sense (War's Toll is very close), but they are much closer to combo protection. Rule of Law or Ethersworn Canonist are real options for "Casting Stax". Nevermore and Gideon's Intervention are considered removal though.
That leaves you with the following real stax/prison effects.
Okay, would your deck be stax? No, it would have a few stax cards. Would it be prison? No though it can pull off one.
Now, lets go back to reality. You run 4 cards, of which Mystic Remora/Rhystic Study are may costs, and so can't pull off a prison, and War's Toll doesn't affect many decks. It can stop a bit of disruption, which is powerful as an effect, but it does set up a prison without other cards. Think how good it would be with The Tabernacle at Pendrell Vale, if they pay any upkeep costs, they tap all their lands, and their mana disappears by their main phase. But you don't run it for that.
Finally, the best Prison/Stax piece you run, Tainted AEther, which can affect a few very specific decks, and slow them down a turn or two. If you ran 6-10 of these silver bullets, and tutored them up dependent on the situation at hand.
To sum everything up, you run 4 stax peices, of which two can't set up prisons, one doesn't in this deck, and one that could, but is a silver bullet. You are not Stax nor are Prison.
3 months ago
SynergyBuild I rate these card prison/stax:
3 months ago
I don't think you should claim the top tier decks netdecked.
Yes people may copy them, but they have to play them properly and tune them for their specific meta. They are generally the best (or most "powerful") lists, but not alone. Only when a good player takes them, and tunes them do they get truely powerful.
Lets take a comparison instead of to decks like General Tazri (hyper-efficient fast-paced combo) but more like decks in the likeness to Teferi, Temporal Archmage or Tana/Tymna Blood Pod. These decks are "Prison/Stax/Combo". Teferi can combo out super fast, like turn 3 without a god hand or anything, but more commonly sets up a lock, then uses Teferi, Temporal Archmage's -1 ability to get out of a Stasis or Winter Orb or Static Orb, etc.
On the other hand Blood Pod is a combo list that nearly never sets up combo wins until it has locked out each opponent. It has tons of stax and prison effects, and an easily tutorable wincon once each opponent is unable to respond. It is slow, but efficient.
The reason I bring up these decks is because if you claim being fast isn't necessarily good, you are right, but if it isn't fast, it has to lock out the opponents thoroughly. I'll take a look at every single prison/stax card you run. Then I will compare them. Enchantress can be built to be efficient stax, or fast-paced combo. This one clearly isn't fast-paced combo, so if you claim it is the "most powerful" Enchantress list. I would find it insulting if your deck isn't powerful. That would mean every other enchantress list is less powerful than a weak deck, wouldn't it?
Mystic Remora and Rhystic Study are the two cards that represent actual stax in your list. That is all. Ghostly Prison effects aren't really stax, and removal (unless it is land destruction) isn't stax either. The fact that your two cards that are stax are "may" triggers makes them some of the weakest stax. This isn't to say that they aren't good, but in fact only that they are not going to lock down the opponents.
This would make you incomparable to stax or prison lists, and you are too slow at combo to make up for it.
But maybe you just made a typo, because instead of "prison/stax/combo" you meant "control/combo", bit of a large typo, but I digress. Control is the last main archetype of the higher tier lists, and this deck appears to be closer to control on the face of it.
Control lists like Azami, Lady of Scrolls, or other lists try to build a draw engine, because otherwise they wouldn't have enough answer for each of the threats placed by the opponents. In this case Enchantresses are the draw engine. They normally run answers like removal and counterspells to stop locks set by stax decks, or slow down the combo decks enough for them to pull out their own combo wincon. In this case you run many combos. I wouldn't call it Control though, but I think that is the closest this deck is to a real archetype.
Why is it not control? in a 4 player game, which I assumed this deck was made for (it is under the tag "Multiplayer"), this deck needs to answer a lot of things. A The Tabernacle at Pendrell Vale that the stax player dropped, the Hermit Druid that Scion of the Ur-Dragon combo player just dropped, or the Mystic Remora that's been drawing General Tazri a ton of cards. In Commander, there are tons of different types of threats to deal with. Since you don't run the catch-all Counterspells, you have all of 7 pieces of removal, and lets look at all 7 in total.
Banishing Light - Okay, this one is real removal, 3 mana may be exorbitantly high in terms of mana, but it hits a whole lot of things, so I will claim it works. Unless they spend one mana and a Nature's Claim, or any other 1 mana removal for enchantments.
Detention Sphere - Same as above, good with tokens, same glaring downsides.
Doomwake Giant - Well, this is a sweeper, and can trigger multiple times, but 5 mana is a lot for a deck with only a decent amount of ramp, hits hard on dorks though.
Oblivion Ring - Same as Banishing Light, but is better, you can sacrifice it in response to it's enter the battlefield effect to permanently exile a non-land permanent. It can also hit your permanents, for what it's worth, still too high on mana.
Tainted AEther - I mean, yes it can slow a few combos down, but at four mana it feel pretty mediocre.
Overall, your removal either is way to expensive to expect this deck to be considered control, and doesn't run nearly enough, or isn't a control deck.
If the deck isn't control, stax, or fast-paced combo, I ask you, what is it and how is it supposed to be the "most powerful" Enchantress deck? I apologize if you think I am hating on your deck, because I love seeing a fun deck with interesting limitations like no infinite comboes, but limited casual decks aren't the most powerful, and it is an insult to many deck builders to claim their lists are weaker than this.
4 months ago
Ahh, I've gone up against different meta's that use combo-kill. Sadly black is not too good at using tax effects to stop combos naturally.
What I can recommend to better go against a combo-kill meta in general would be:
Mind Slash: Repeatable Hand-Disruption.
Torpor Orb: Stops abusable ETB effects.
Damping Sphere: Kills Storm or Repeatable-Cast combos.
Blood Artist: Counters death-loop combos.
Mesmeric Orb: Ruins combo decks that don't run recursion.
Null Rod: Stops artifact combos.
Hex Parasite: Repeatable kill target planeswalker.
Orb of Dreams: Denies loops that bounces or blinks lands, artifacts, or hasty creatures.
Orbs of Warding: Combos that target players or deals 1 damage per loop means nothing to you.
Every combo is different, so I gave a generic list. I'd only consider the cards listed that apply specifically to your meta, however; Mind Slash would probably do wonders for your deck.
4 months ago
If you'd like to add more insult to injury I'd use cards like Tainted AEther, Shivan Harvest, Vampiric Rites, and Erratic Portal as other ways to trigger the leave the battlefield effect before the enter the battlefield effect. Flameshadow Conjuring and Panharmonicon can also double those triggers as well.