|Commander / EDH||Legal|
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|War of the Spark (WAR)||Common|
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Toll of the Invasion
Target opponent reveals their hand. You choose a nonland card form it. That player discards that card.
Amass 1. (Put a +1/+1 counter on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)
Toll of the Invasion Discussion
1 month ago
Hey man! Grixis is fun. I've got some thoughts... feel free to ignore any/all of them.
Your mana base is better than most, but it can still use some work. Consider City of Brass and Mana Confluence . Paying one life for an ETB untapped, chromatic land to generate mana is a great rate, and these two are functionally a second and third command tower. Generally, the one life cost-to-activate is irrelevant.
Similar to your land-base, mana rocks are a great way to hit your colors and ramp yourself faster than your opponents. Since you don't have access to dorks, you need to consider more two-mana mana-rocks; these are, in my experience, vastly superior to three-mana rocks. Consider running a few of the following: Talisman of Indulgence , Talisman of Dominance , Talisman of Creativity , Fellwar Stone , Arcane Signet , Mind Stone , Prismatic Lens and/or Coldsteel Heart . The diamonds ( Sky Diamond , Charcoal Diamond and Fire Diamond ) are really just worse Coldsteel Heart s. If you wanna go and bust the bank, Grixis decks often have the critical mass of artifacts necessary to make Mox Opal good; Mox Diamond and Chrome Mox are also great. Also Mana Crypt .
In general, one-for-ones like Hero's Downfall and Dreadbore are not going to be powerful enough in a format like EDH. You have three times as many opponents, meaning you're facing approximately three times the number of cards you yourself have available. So you're probably going to want to be able to remove multiple threats with one card -- this is part of the reason Wrath effects are so good. I like that you're running Damnation ; consider Toxic Deluge as another, similar effect that dodges Gaddock Teeg 's restrictions. I've always been a big fan of By Force as mass artifact removal, and Cyclonic Rift is always worth including. Finally, Fire Covenant is a great piece of mass spot removal.
One card especially good with Cyclonic Rift is Windfall . Pairing Windfall with a Narset, Parter of Veils (which I think you should definitely run) leads to instant fun. More generally, mass, repeatable card-draw and/or selection is a great thing in EDH and decides most games. Phyrexian Arena is probably the most common way to generate card-advantage in black, but also consider Graveborn Muse , Treasure Cruise or Dig Through Time (I don't recommend both, as delve can get in its own way), Fact or Fiction , Painful Truths (which is quickly becoming one of my favorite cards), Faithless Looting , Dack Fayden and the like.
Adding more cards to your counter package seems like a plausible route for improvement. If budget is no object, Mana Drain and Force of Will are the two best counters available. Also consider Force of Negation , which is excellent against combo decks, Dispel , which is great against Ad Nauseam decks, Pyroblast , which is good usually against at least one or two of your opponents and (on the off chance you run Dack Fayden and ult him) can steal a permanent, Flusterstorm , Spell Snare , Spell Pierce and other such cheap 'n efficient counter spells. If you want to go REALLY deep, I've found Counterbalance to be a high variance EDH card that tends to be good more often than not; you're already running Sensei's Divining Top , which is what really makes Counterbalance busted.
Lore-wise, Nicol Bolas is good at enrapturing and manipulating other, lesser creatures. Consider a Mr. Steal-yo-Gurl package, which is both flavorful and powerful. Sower of Temptation and Control Magic can both make opposing Ulamog, the Infinite Gyre s into your own threats; Bribery is similarly busted, and does not risk getting removed by a Toxic Deluge or (more likely) Nature's Claim . Also consider Treachery and Corrupted Conscience .
Since you're in blue, you have access to the best cantrips in magic. I highly, highly recommend running Ponder and Preordain -- These two don't look like much, but they'll dig you to what you need and past what you don't more efficiently than any other card. Brainstorm is also good, but I'd suggest holding off adding it until you get some more fetch lands in your deck. (Fetch lands' shuffle effect will make sure you don't get stuck with two dead cards on top of your deck.) Prismatic Vista and the off-color fetches like Flooded Strand or Verdant Catacombs are good ways to fill this role.
Your general has built-in discard. Another package to consider, therefore, is a Waste Not package. This is a relatively unique package in that it actually does not need the namesake card in order to be good; Raven's Crime , Words of Waste and Syphon Mind are all good in their own right, and made busted when Waste Not is on the field. Stick a Geth's Grimoire in the mix, and you can really go to town (especially with Words of Waste ).
Finally, as a kinda fun-z last suggestion, there's a 'Words' combo I've always liked that you may find interesting -- remember, though, it's really not the best. If you pair Words of Wind with Baleful Strix and a lot of mana, you can repeatedly return Baleful Strix to your hand with Words of Wind 's ability and make your opponents keep returning permanents. This would likely work best if your Omniscience was on the field, as it would end up effectively reading: ': Each opponent returns X permanents they control to their owners' hands.' However, this is likely a win-more type of thing.
There're some cards I think you should consider cutting in order to make room for my above suggestions. Wasp of the Bitter End strikes me as likely too weak in a format with three opponents; similarly, since Toll of the Invasion only hits one opponent, this should likely be considered on the chopping block. I think a boardwipe like Toxic Deluge is probably a lot better than Tyrant's Scorn . Lazotep Plating is probably worse than a regular hard counter. Finally, if you like the idea of artifact-based ramp in (2), thirty-eight lands is too many. I recommend cutting three to five, depending on how aggressively ramp-heavy you want your deck to play.
Right. That's all I got. Good luck!
2 months ago
Well Colinmjoyce, first off naturally, I've been meaning to replace the Guildgates with the lifegain lands, as those are a straight upgrade, although they are less thematically pleasing. (Let me run and do that real quick. updates deck)
Honestly I am more interested in rotation than M20.
I have been looking through the M20 cards, but, while there are some great new tools, especially for the sideboard, I have not noticed anything pressingly good enough to switch in immediately, the deck is still nicely optimized as is. I have mostly decided to wait until rotation does happen, and then reexamine the deck as a whole. If we do not get Hero's Downfall or something similar in the next set, I don't know if the deck will be viable. It is already jank, but a very effective and finely tuned jank. There are so many planeswalkers right now that losing an instant-speed card that can either answer them or a creature may be too much to recover from. Detection Tower will perhaps be sorely missed as well, but what virtually the entirety of Mono-Blue Tempo rotating, as well as Carnage Tyrant ... it may not be needed. Duress being reprinted was very good. Memorial to War won't really be needed with Search for Azcanta Flip and Legion's Landing Flip rotating out. Dragonskull Summit will be missed, the new scry lands are slower and may make it harder to survive against mono-colored aggro. I have yet to see Lightning Strike reprinted, but that can easily be replaced with some cool new card, or even another Shock , really. The Immortal Sun , although not used often, was always real nice when it resolved and stayed, pretty much locking down the game, so it will be a shame to see it go. Perhaps there will be something suitable in the next set to replace it. Or we can just add Toll of the Invasion , more Angrath's Rampage s, or whatever. Even throwing in a Murder wouldn't hurt. For the moment, I'm good. The deck is still in a good place, and when rotation happens, most of the deck will stay in, from Lava Coil to Drill Bit to Theater of Horrors to Ritual of Soot . (And, especially with Adanto Vanguard rotating out, Moment of Craving can just be replaced with Sorin's Thirst , so even the sideboard is only losing two cards, Fountain of Renewal and The Immortal Sun . Although if Red Aggro goes more midrange after rotation, then I might not replace it with Sorin's Thirst , but rather with some sort of anti-Red card.)
Some good things will come with rotation as well, like Cleansing Nova rotating. Doesn't matter too much, what with Despark and Mortify still being a thing, but at least we will no longer lose Captive Audience , Theater of Horrors , Ill-Gotten Inheritance , and The Immortal Sun all in one go. (Nor will we have an Immortal Sun to lose, either.)
So yeah. M20 didn't really do much for us.
Rotation is likely to help more than hurt, but the exile and lifegain from Vraska's Contempt will be dearly missed.
2 months ago
Lazotep Reaver for Two bodies, Relentless Advance for amassing, Soul Diviner for card draw, Lazotep Plating for protection and amass, Toll of the Invasion to get rid of problematic cards, Tyrant's Scorn to get rid of chump blockers or bounce creatures, Otherwise, nice deck, +1
2 months ago
4 months ago
Amass in Modern just does not seem like it is powerful enough to be played straight. There is one way I could see Amass competitively in Modern: Polymorph .
The amass spells do double duty: they have their effect, and they make a token that can be polymorphed.
Lazotep Plating has a unique effect: it creates a token with Hexproof. This covers up a weakness Polymorph decks have had, because tokens have always been vulnerable to kill spells that this can fizzle the combo. Even though this Hexproof is only until end of turn, if you try to polymorph it the turn you amass it, the opponent wouldn't be able to kill the token in response to Polymorph .
Toll of the Invasion can pull a removal spell from their hand, and make a token. If they had only one removal spell in hand, it'll be gone by the time the token is made, safely protecting it.
It would take 6 or 7 mana to safely Amass the Army and polymorph on the same turn, but there is still the possibility it can be done on turn 4.
5 months ago
I would absolutely replace Sorin, Vengeful Bloodlord with Chandra, Fire Artisan . She's card advantage over and over again. Sorin does give you lifegain, especially with Sarkhan the Masterless , but it wouldn't be missed with Oath of Kaya and Gideon Blackblade plus people will be attacking your PWs instead of you. Also, his negative does nothing in a creatureless deck like this.
5 months ago
Firstly, there is a "playtest" feature on your menu of the deck, right near "deck cycle."
A few thoughts! Please only take what fits your fancy and budget, but here is some word vomit.
The Yikes: consider removing these cards
- Relentless Advance is garbage. At it's best, it's a four mana 3/3. At it's worse, it's a four mana sorcery giving three counters to something.
- Commence the Endgame is a good card … in limited formats.
- Toll of the Invasion has better replacement cards/effects.
- Mastermind's Acquisition is a decent card, but consider only running one copy.
The Yays: consider adding these cards
- Thought Erasure should straight up replace Toll of the Invasion
- Enter the God-Eternals is straight value. Consider upping the number of copies.
- Callous Dismissal is a great budget tempo removal spell that works with amass.
- Angrath, Captain of Chaos adds evasion and threat to your armies that can only go up, not wide
- Cast Down is efficient removal
- Gleaming Overseer is too good not to add 4x copies
- Eternal Skylord is the same as above.
Hope some of this helps.
5 months ago
Amass plays so well in limited - amass decks are my favorite to build in Arena drafts so far. In limited, amass has so much good to it:
- it goes well with proliferate, giving rise and purpose to UG decks (the best amass color and the best proliferate color)
- Amass is centered in Grixis, but all the color combinations in Grixis use it in different ways - UB has small quantities of amass (generally amass 1), but has the best way to protect them ( Lazotep Plating , Toll of the Invasion ); UR is spells matters and the amass spells are like a creature with an ETB, that also is non-creature spell to trigger your various cards; RB is sacrifice based and small amass creatures from the amass commons in RB work beautifully.
Additionally, amass has some legs in Standard as well, be it as Commence the Endgame being a Torrential Gearhulk that casts Hieroglyphic Illumination ; or Dreadhorde Invasion being a weird form of Bitterblossom that is hard for most control decks to interact with.
TLDR - Amass is an amazing limited mechanic with possibilities in constructed.
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