|Commander / EDH||Legal|
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|Betrayers of Kamigawa (BOK)||Rare|
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Tendo Ice Bridge
Tendo Ice Bridge enters the battlefield with a charge counter on it.
Tap: Add (1) to your mana pool.
Tap, Remove a charge counter from Tendo Ice Bridge: Add one mana of any color to your mana pool.
Tendo Ice Bridge Discussion
2 months ago
5 months ago
Interesting, as I hadn't thought of the interaction of Blood Sun and the bouncelands essentially removing their 'downside'. But I don't really think this iteration works, Blood Sun removes our ability to activate Slayers' Stronghold and Sunhome, as well as almost blanking Amulet due to the lands not coming into play tapped, this effect is most noticeable when you have multiple Amulets, which is the decks strongest interaction and allows incredibly broken things. I think there might be an actual spot for Lotus Fields somewhere in the deck, at least in theory, but definitely not as a 4-of. There will be many times where your entire hand will be bouncelands and Lotus Fields, essentially forcing mulligans. If you don't draw enough lands to even cast a Blood Sun the drawback is huge since just playing it out you will often have bouncelands as targets, which is losing you mana. Sure you could maybe generate some large amounts of mana with amulets and the Lotus Fields but you're still blowing up all your lands unless you have Blood Sun in play, which makes the deck way more all-in on that interaction since if they have an answer for your titan you've now put yourself incredibly behind instead of still leveraging your lands in play to cast more things. Just my two cents!
Also, Gemstone Mine is often better than Mana Confluence/City of Brass in this deck, as bouncing it restores counters and it's painless. Crumbling Vestige , Tendo Ice Bridge , Aether Hub are also good. Vesuva as a one-of is pretty standard for Amulet Titan decks, as it removes the necessity to run two Boros Garrisons for the Sunhome activation and is much more flexible, I have even won a game using Vesuva to copy an opponent's Celestial Colonnade for lethal.
Also good cards for this kind of deck:
Trinket Mage , utility for sideboard cards + extra Amulets
Walking Ballista , wincon/aggro deterrent
Hornet Queen , almost an auto-win vs. Midrange/Control
Ruric Thar, the Unbowed , against storm/spellslinger decks
Dragonlord Dromoka , anti-control/protects titan combo
Sigarda, Host of Herons , anti-control/midrange, impossible to remove
Chameleon Colossus , extremely strong vs. Death's Shadow and black decks in general
Courser of Kruphix , anti-aggro wall that generates life and value, easy to cast
Explore , safer but less explosive than the tribe scouts, also cycles
Khalni Garden , stalls against aggro and can be insurance as a sacrifice target against cards like Liliana of the Veil to protect Titan
Radiant Fountain , good against burn, bounce multiple times
Temple of Mystery , extra card filtering, better if you also run the Serum Visions versions
Abrade , versatile answer
6 months ago
Alright lets break down your deck and take a peak.
Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.
Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .
Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.
Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.
Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!
Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.
Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter
Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.
You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.
Interaction and Removal
Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.
You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?
6 months ago
Hey, I think the Tri lands are better than the Storage lands. Even though they come into play tapped, after that being able to make one of three different colors of mana is very helpful with a four color manabase. Mirrodin's Core and Tendo Ice Bridge are budget and they ETB untapped. Either can tap for colorless with/without a counter or with a counter they can tap for any one color of mana. These are like Storage lands, but are Rainbow lands that can also take some advantage of proliferate/Doubling Season.
Budget lands to consider adding:
These lands can replace basic lands since 24 basic lands is a lot for a four color manabase. I also recommend adding Fellwar Stone , Farseek and Nature's Lore . Potential early game plays that can help four colors and Farseek/Lore interact with Shock lands. Adding an Overgrown Tomb and Murmuring Bosk would help with these spells. Good luck with your deck.
1 year ago
+1! Love the breed lethality precon, and am very happy youu both decided to pick it up, but also want to upgrade it!
I can help a lot more, and even build you up a mini-primer for the deck if you tell me how much money you are willing to put into the deck, how competitive your playgroup is, and the types of decks you play with, but good luck and have some great fun with the deck!
1 year ago
sorinmarkauv, yeah, Atraxa, Praetors' Voice is a common superfriends deck, able to build up tons of walkers, and protect them with a vigilance, lifelinking, deathtouching, flying blocker! With good synergy with tons of different lands, such as storage lands, vivid lands, Aether Hub, Gemstone Mine, Tendo Ice Bridge, Mirrodin's Core, etc. you can easily fix for tons of creatures.
1 year ago
Aether Hub and Tendo Ice Bridge both seem bad in a control deck, as they only make 1 colored mana each, and you can't really afford to have colourless sources in a deck with Cruel Ultimatum, you just won't be able to cast your spells.
Disallow, Dissolve and Electrickery all seem mediocre in modern, the counters have more efficient/better options like more Mana Leak/Remand/Logic Knot and more Cryptic Commands, and Electrickery is just a bad board wipe, something like Damnation or Languish is likely to be much better.
23 lands is almost always too few for a control deck, you tend to want at least 25/26 to make sure you hit your land drops consistently
A lot of cards in the sideboard have better alternatives too, like Consume the Meek, Electrickery and Yahenni's Expertise could all become Damnation or Languish which kill the more common creatures in modern, the Duress and Harsh Scrutiny could become Collective Brutality as additional discard which is more flexible, and better in more matchups and Tragic Slip should probably just be more Fatal Pushes.
1 year ago
Also, some important cards for your five color deck would be some five color lands like Unclaimed Territory/Cavern of Souls or Gemstone Mine/Tendo Ice Bridge/Aether Hub. That way you dont have to dilute your deck with Chromatic Lantern or Gift of Paradise and you can just run more creatures or all 4 Collected Company
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