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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Treva's Charm
Instant
Choose one - Destroy target enchantment; or remove target attacking creature from the game; or draw a card, then discard a card.
AstroAA on Should I Keep Luminarch Ascension …
1 year ago
This is coming a couple hours later after thinking a bit more; on the notion of swapping Commander's Sphere for Smothering Tithe - it is no secret I'm not a fan of Smothering Tithe, but with as little mana acceleration as your deck currently runs, I disagree with what the others have posted above. Not only are you getting rid of a mana source, but you are also getting rid of a source of card advantage.
On the topic of card advantage, I'll finally get to what I wanted to discuss earlier. Right now, you only run seven cards that let you draw a card on them. Below are the cards in question and my general opinion on them.
- Kwain, Itinerant Meddler - I don't like this card simply because it gives your opponents card advantage. Okay if you're running a group hug deck, and you appear not to be. Replace with something like Brainstorm.
- Rhystic Study - Excellent card. I advocated for this card in your last thread, and I'm glad to see you add it. The main problem with this card is it's up there on the "kill on sight" cards I spoke about in my first post. You can help protect it with cards like Heroic Intervention.
- Cryptic Command - I am mid on this card. It was great in other formats, but I don't think it translates well to Commander. I'd also advocate for getting rid of it due to it's CMC; you're a three color deck and this has three blue pips. I.e; it's not that easy to cast. Replace it with something like Ponder.
- Sphinx's Revelation - Again, I'm mid on this card. I don't like lifegain strategies in EDH for a myriad of reasons, but you need to pay at least four mana to draw one card. You could go for something like Harmonize, which is also four mana but lets you draw three cards instead.
- Treva's Charm - You don't even really get card advantage from this card as you're essentially paying two cards to draw one card; a net loss of one. I would actually go with something like Eladamri's Call or Growth Spiral. Growth Spiral replaces itself by drawing you a card, while Eladamri's Call allows you to tutor for any creature in your deck, effectively replacing itself.
- Commander's Sphere - I've heard a lot of people not like this card, but I have a soft spot for it. I like it because it can act as mana advantage in the earlier turns, and once you no longer need it you can use it to draw a card. Keep it.
- The Immortal Sun - Six mana to draw a card every turn. Again, this is one of those "kill on sight" cards, and I especially don't like it because of it's CMC. It does do other things, such as acting as an anthem in regards to reducing your spell's CMC and giving your creatures +1/+1. It's alright. If you wanted to, you could go for something like Mind's Eye which does require more investment in the long run, but it can draw you at minimum three cards every turn cycle if you want to go that way. If not, just go for something like Sensei's Divining Top. It's one of the best artifacts ever printed.
Now that I've spoken about your current cards, I'd also try to include more tutors. These range from a wide variety, such as Enlightened Tutor, Worldly Tutor, Traverse the Ulvenwald, Mystical Tutor, Sterling Grove or even something like Land Tax. Any of these will help you speed up your game and lower your CMC. Also, while on the topic of Sterling Grove, I see you run Privileged Position. If you get both out together, no one can target any of your permanents.
DaHolyTyler on Derevi Blitz
6 years ago
Would rather just remove the creature than Armament of Nyx
Terramorphic Expanse and Evolving Wilds are good for landfall but not here
There are better lands than guildgates that are still cheap (like life lands)
Suggested lands Azorius Chancery, Glacial Fortress, Simic Growth Chamber, Hinterland Harbor, Prairie Stream, Canopy Vista, Port Town, Fortified Village, Sungrass Prairie, Skycloud Expanse
Utility Lands: Gavony Township, Moorland Haunt, Faerie Conclave, Bant PanoramaDuelist's Heritage > Fireshrieker
Creature Buff: Wilt-Leaf Liege, Always Watching , Gaea's Anthem
Leonin Sun Standard is ok, but I'm not a huge fan.
Mask of Memory > Rogue's Gloves
Removal: Bant Charm Treva's CharmArmy of Allah is meh. Misthollow Griffin is too costly. Hovermyr won't block too much with 2 toughness, so vigilance isn't too great, making 2 mana cost, too much. Aven Sunstriker cost too much for its power.
Other: Finest Hour, Angus Mackenzie, Flurry of Wings Sunscape Familiar, Grand Arbiter Augustin IV, Deepfathom Skulker, Gravitational Shift, Windreader Sphinx, Archon of Redemption, Skyblinder Staff
In memory of DnD Characters: Ragnar
goblinguiderevealpls on Ramos the Voltron Spellslinger
6 years ago
Ive heard ramos is best used as a storm commander, cast a ton of multicolor spells, then cast double the amount with double the mana
Note that 1 cmc spells like Brainstorm literally pay for themselves with ramos out, and things like Manamorphose and Dark Ritual have double the ramp potential
For storm, you're gonna need a LOT of instants, ramp, and "storm" spells
Storm/ multicolor spells
Ramp
Also, charms are a great way to generate mana with ramos while having many modes for utility and building storm count
And many more..
Storm also needs a lot of tutors and recursion spells if you can afford them
But yea, from what I've heard and seen about ramos, you want to storm multicolor spells in order to cast more spells with the mana and using the insane ramp to win via stuff like Mind's Desire, Grapeshot, Brain Freeze and Tendrils of Agony after a huge storm count of multicolor spells
andylkell on There Is No Roon
7 years ago
Call for Unity is another option for anthem effects especially since you're blinking so much. I don't think you need to waste money on shocks and fetches. They help, but in a 99 card format, they usually aren't worth the expense. I would get the tri-land (Seaside Citadel) and maybe some of the pain lands(or other things that can tap for colorless). As it stands, you're going to have a rough time activating Eldrazi Displacer. Other than that, there are some upgrades you could use in your spells like Bant Charm is better than Treva's Charm and there are other flicker effects like Flickerwisp that you can put in.
Lup3rcal on
8 years ago
Diluvian Primordial is a lot more fun than Spelltwine. You're a bit land heavy, and have a decent number of rocks to go along with it. I'd cut a few down to ~36-38, starting with Grasslands, and maybe consider Solemn Simulacrum? Not sure on that one though. Speaking of mana rocks though, Brago, King Eternal is quite nice with them, and has good synergy with your deck as a whole. Woodland Bellower is also a sweet card to etb, and can grab you a multitude of creatures to suit your needs. If you do run it, see if you can trade out your Wall of Omens for the green equivalent: Wall of Blossoms. I see you have a Treva's Charm, have you seen Bant Charm before? Aura Shards if you can get one is a beast when it comes to tech control, Cyclonic Rift is a brutal way to strip people of their defenses and can save you in clutch situations, Ephara, God of the Polis and Prime Speaker Zegana are kind of sweet for refilling your hand, and I personally like Stonecloaker as a way to save a dude, reuse an etb, and/or deny a form of graveyard recursion (note that it can return itself). If you're feeling mean, then Woodfall Primus is really hard to get rid of since you can reset the persist trigger with a blink effect. If any of this catches your eye, give it a shot. If I sound mad, then feel free to ignore me :)
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