|Commander / EDH||Legal|
Printings View all
Combos Browse all
Thorn of Amethyst
Noncreature spells cost (1) more to play.
Price & Acquistion Set Price Alerts
Thorn of Amethyst Discussion
6 days ago
Looping TKS indefinitely isn't easy, since you need coolorless mana to cast it. The current build could only do that with the help of a non-summoning sick Boreal Druid or by looping Sol Ring or Mana Crypt via Beast Within + Eternal Witness. Usually, setting that up requires drawing the deck, at which point this kind of kill isn't even necessary any more. Just kill all their permanents with Beast Within and Somberwald Stag, drop a couple of spheres (Sphere of Resistance, Thorn of Amethyst) and kill them with Craterhoof Behemoth or Great Oak Guardian (can easily wait until next turn if you lack attackers at that point).
So killing them with TKS is fine, but very rarely is an actual upgrade over what the deck already has. The card should be played for its disruptive power, and being a potential win condition should not factor into this.
1 week ago
You get all the effects. Note that each new effect is written as a simple "if, then" statement rather than as a replacement effect that overwrites the previous effects.
Note, however, that X is not determined by what you pay. When X is involved in a cost and you get to decide what X is, you declare a value for X and the payment is then derived from that value. For example, you declare X=8. The cost for Subterranean Tremors will then be calculated as , or .
This is important if there are cost-modifying effects, such as those of Trinisphere, Thorn of Amethyst, Goblin Electromancer, etc. You still declare a value for X, but the total cost will be different according to the net result of those cost-modifying effects. Being forced to pay more or less does not change the value of X.
1 week ago
I created the rules simply to prevent people from turning this (amazing) list into a battlefield about arguing that their commander is the best, wins in the playgroup... BLAH BLAH BLAH. You are fine with what you are doing posting this list, since you are not arguing about the placement, you are simply helping this resource by providing your input, because that is the idea of the list. Even more, it may be contradictory with the rules (I might have to reword them), because the only thing I do not want is people arguing about the placement of their commander too much, but we definitely need help from people playing a certain deck if we want to optimize it, so... I will se for that but so far I think discussions are going great here with the current rules.
So, about Ezuri, Claw of Progress. It is not the first time this commander in particular is talked about. I am sure if we look through the archived comments it has been brought up a lot of times. Before Protean Hulk's unbanning, we thought it was done, but now I definitely think we need to change things around. (and I have not worked on that list sonnet666 did)
As you said, Flash + Protean Hulk could assemble the main combo available to this specific commander, being Sage of Hours with enough space left to fetch one drops to fulfill the requirements, giving us infinite turns, winning the game. Blue can easily tutor for Flash, and green can easily tutor for Protean Hulk. Now we start having some fun. Even more, all the combo pieces you mentionned are good even outside combo. Flash might be good for a big ETB effect, Protean Hulksimply is a good tutor in the deck, and Sage of Hourscould win even without being tutored like that. And togheter they become a 2 cards combo (3 if we count commander but he always is available so easier to have). The best about it is that the combo also is a lot more compact, without the need of dead cards like Memory's Journey simply to get back the combo in case of exile. I would be greatly interested in seing your list, as I think it has the potential to be much stronger than what we actually have (sorry sonnet666). You did not provided a link Erastaroth_The_Duchess_of_Hell, and I would greatly like one.
I am not sure about the inclusion of Dramatic Reversal+ Isochron Scepter though. Sure, it could help you untap all your mana dorks and go infinite in that way but... What will you do with all that mana? Your commander, unlike Thrasios, Triton Herois not a sink, so we loose that access to drawing our deck with infinite mana and winning from there. Even more, Isochron Scepter would be shut down by a card I definitely think should be in the list, Null Rod. I know I don't have your decklist yet, but I am pretty sure Paradox Enginewould be superior in the current situtation (I may be wrong, I often am).
Definitely should be an hybrid between stax and combo. We have a lot of mana dorks, so why not using them to break parity? Winter Orb (+ Gaea's Cradle to break parity even more, with the package to tutor Cradle), Null Rod, maybe things like Rising Waters, Back to Basicsif we can manage to have enough basics in the deck, usual stax like Trinisphere would be good (past the few first turn we no longer rely on casting dorks so it would be good), Thorn of Amethyst, Sphere of Resistance... The deck is running blue, so we have access to artifact tutors, which should make it easy to play the stax game with those artifacts, similar to what a mono-green Yisan, the Wanderer Bardwould be doing, but much better in our case because we actually have access to artifact tutors.
tldr; I think your idea is great, and I can't wait to see the decklist and help you out the best I can!
1 week ago
If you're really wanting to build a deck around him, then try for things like trample-enablers. I couldn't name any off the top of my head, but they're out there.
I'd look for Entomb effects like Buried Alive and Survival of the Fittest. Drop fatties like Iona, Shield of Emeria, Elesh Norn, Grand Cenobite, and Craterhoof Behemoth. Mana dorks are super important and typically better than artifact ramp because of your graveyard theme. Since it's a creature-based deck, you can check out Thorn of Amethyst, Thalia, Guardian of Thraben, Vryn Wingmare, and Glowrider. For removal, creatures are always a good way to go. See Reclamation Sage, Ashen Rider, and Acidic Slime. Hope this helps. It's not the same commander, but my Ghostly Deer-Daddy deck has a few things you could look at. It's more combo-centric though, so keep that in mind as you look through it for ideas.
3 weeks ago
You can absolutely shit all over combo decks in Legacy with 12-Post. The key is to play 4 Chalice of the Void and either Trinisphere or Thorn of Amethyst. This requires Ancient Tomb and City of Traitors, on top of the usual 12 posts. Even an Eldrazi list will be lacking without City of Traitors and Ancient Tomb.
Wastelands can further strain your opponent's mana base. Combined with Lodestone Golem and Chalice of the Void, your opponent won't be able to cast spells if they don't have Force of Will or Daze on the spot.
I play 12-Post MUD myself. The hardest matchups are against fair decks like Shardless BUG and Miracles.
While City of Traitors and Chalice of the Void are expensive, no doubt, they're on the cheaper side of Legacy staples. They're certainly cheaper than trying to jump into the format with Underground Sea! I would at least get some Ancient Tombs before you jump into FNMs or even build the rest of the deck. Your land base would look something like:
Your sideboard looks fine, except for the Glacial Chasms. Walking Ballista, Ratchet Bomb, or Spatial Contortion seem like stronger options. Silent Arbiter works wonders as well. If you're worried about the Show and Tell matchup, another Duplicant or Spine of Ish Sah can go far.
3 weeks ago
Also, Mechanized Production is worth keeping if you run enough taxers like Thorn of Amethyst or Sphere of Resistance because it makes it less and less likely for Productions to get removed, since it "keeps making spells cost more". Winning 7 turns after that is not hard, so I say that could/should probably stay in.
3 weeks ago
Crucible/strip mine is definitely a good trick but it doesn't win on its own. You can go different ways with that...
If you play green you have the new Ramunap Excavator, Crop Rotation and other stuff to search for a certain land, Azusa, Lost but Seeking, Exploration and others that let you play more than one land per turn.
3 weeks ago
The deck is coming together extremely nice! I have recently been building a stax Brago as well, so I have quite a bit of suggestions. In fact, I may have all of the suggestions, haha.
Seriously though, I apologize for my essay-length feedback...I tried to make it as aesthetically pleasing as I could.
Forgive Me Show
To continue to exploit and deprive opponent(s) of resources, Authority of the Consuls and Kismet are both good inclusions. Teferi, Temporal Archmage lets you untap permanents affected by Orbs, and at worst, can draw a little. For more guarantee of having your opponent's stuff not untap, you could also run Hokori, Dust Drinker.
Stonehorn Dignitary shuts down combat phases that an opponent might need to win with infinite creatures/deal lethal. Additionally, Orim's Chant could shut down the turn that your opponent needs to cast to go infinite.
Armageddon hurts opponents much more than you because of your artifact ramp.
For more ETBs and triggers, Panharmonicon can go crazy, or add Battle Mastery in here to double up Brago's trigger and double his Commander Damage (although that isn't necessarily the main plan, haha).