|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|From the Vault: Exiled (V09)||Mythic Rare|
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As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost to play costs to play instead.)
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dingusdingo on Flex
4 hours ago
It is true that there are infinite "what ifs" in a game as open as Magic, but we know that there are certain cards we can expect to see in the most competitive formats. If we look at what is currently being run and why its effective, we can better prepare our decks to be more resilient against them.
Your deck tries to combo out by ramping mana, drawing cards, and playing into a win-con. There are going to be certain styles of decks that are more prone to shutting you off, which is why I'm bringing up these strategies in particular. Since your combo window is turns 4-6, you need to be worried about two things in cEDH. The first is people comboing out faster than you. We see this in decks such as Gitrog, Godo Helm, or even Grenzo. When these decks are consistently busting their combo turn 2-3, you need to answer or lose. Relying on other players to put a stop to a win attempt will prove unreliable, which is why its so important that you slot removal. Your turn 4/5/6 answer does no good when the game is over by turn 2/3. If you have no way to turn off their win, you are asking them to goldfish to a victory on you.
The second type of decks that will prove problematic for a turn 4-6 combo deck is stax, because their deck is designed to deprive you of resources and push your combo window so far back that you are unable to combo before they have won. They drop very fast and efficient heavy mana rocks, and then put down tax effects to make you unable to play. This specific style of deck can be hard for your build because they can lock you out of playing your draw spells, they can steal your draws, or simply prevent your draws altogether.
Let me give an example to show you what I mean.
Stax Example Show
You take your second turn, you play another land, and are unable to play due to Trinisphere
Your opponent takes their second turn, playing a fetchland into Underground Sea . Tap tomb to make , untapping Grim Monolith with Voltaic Key , leaving . Tap Monolith up to , use sea and opal to get to . Drop Tangle Wire then Sphere of Resistance
You take your third turn. You tap your two lands to Tanglewire, play a third land, and are still unable to play due to Trinisphere .
Your opponents third turn, they drop Tangle wire to 3 before tapping tanglewire sphere and ancient tomb. They drop any land, use it for voltaic key to Grim Monolith, before using monolith for and opal for / for Timetwister / Wheel of Fortune / Windfall , gaining them 7 shiny new cards while making you lose your mulligan card quality opening hand. They pass, knowing you still can't play anything
Your fourth turn, you have to tap all 3 untapped lands to Tangle Wire , you play a land, and pass. You have basically been timewalked 3 turns in a row.
Your opponent starts their fourth turn, dropping Tangle wire to 2 before tapping wire and sphere of resistance to Tangle wire. They are now free to drop more stax pieces ( Nether Void Winter Orb Static Orb Thorn of Amethyst Lodestone Golem Stasis ), play whatever commander/s they run, tutor up very cheap and cost effective winning combos, or establish a game-winning board presence that leads to their game winning combos.
Your fifth turn starts, you tap two lands to Tangle Wire , and if you play a fifth land. You have 3 untapped, so you might be able to play a spell assuming they haven't dropped anymore stax pieces and aren't holding any counterspells. Note that you can only play a 1 or 2 cmc spell, Sphere of Resistance is out, so your commander is still a no-go, and Trinisphere ensures you are only getting 1 spell max here no matter what. Its more likely than not with your current build you won't be able to play any spells here at all because your average CMC is so high. You've basically been time walked 4 turns in a row.
Stax is a very common archetype in the competitive scene, which is why its so important that you try to stax-proof your deck. It looks to me as if stax can cause serious problems for you.
On top of taxing stax, there's another type that may shut your deck off. Heavy discard. An early Sire Of Insanity can hose your whole game, while Mindslicer can impact your card advantage enough to cause a loss. Multiple discard effects like Necrogen Mists Bottomless Pit Oppression landing by turn 2 will make your build extremely sad (Turn 1 Dark Ritual Cabal Ritual Mana Crypt + any producing land and drop two discard enchantments). Chains of Mephistopheles turns off all your big draws, so does Alms Collector or Notion Thief
Another set of cards I would recommend taking a peek at is recursion. It can help against discard effects that would otherwise shut you off, or serve as a 2nd/3rd/4th copy of your draw spell. Wildest Dreams would work surprisingly well in your deck, the mana aspect is negligible and lets you reuse multiple big draw spells from your graveyard, as well as recover from wipes. Nostalgic Dreams is arguably worse with the additional cost, but can translate extra basics tutored by your 3 cmc ramp spells into more draws. Regrowth is also fantastic.
I hope you don't mind the close inspection! I really enjoy your build, I'm just curious to know if you run into these cards and how you interact with them. Almost all the stax cards I linked are included in tournament proven cEDH lists with various commanders, so they're cards that are in the meta and will be played.
2 days ago
shortened list of wants to:
Trinisphere for dank stax
Leonin Arbiter to go with the library denial theme
2 days ago
need to maybe fit in Ethersworn Canonist , Spirit of the Labyrinth , Trinisphere , Voltaic Key , Eidolon of Rhetoric , The Tabernacle at Pendrell Vale , Blind Obedience , Rest in Peace , Winds of Change , Chandra, Torch of Defiance , Torpor Orb , Kataki, War's Wage , Uba Mask , Smothering Tithe .
6 days ago
It's basically the modern version of Nether Void
3 weeks ago
PlatinumOne sorry i wasnt too specific in my bullet points earlier. no Simian Spirit Guide isnt currently banned (but it was until recently) and i meant to say that it would be used to help cast Trinisphere .
dies to removal is basically a meme at this point but c'mon its true... Deathrite Shaman only hase 2 toughness doesnt have haste/shroud/hexproof/indestructible...can be named with Pithing Needle ...can be countered can be discarded.
Golgari Grave-Troll is great just like Stinkweed Imp ... just bounce it with Vapor Snag ... insert grayvard removal like Nihil Spellbomb or Rest in Peace or Tormod's Crypt or Relic of Progenitus ...why cant i hold all this graveyard removal?
Eye of Ugin isn't stopped by Damping Sphere but the other typical tron lands like Urza's Mine , Urza's Power Plant and Urza's Tower dont like it... Blood Moon and other options like Tectonic Edge or better exist.
3 weeks ago
From what i see a lot of "Boogiemen" that people talk about...seem to have existing answers in the format already....
Storm decks would be answered in the same way that they are dealt with now. and if not then people will probably run more Chalice of the Void , Mindbreak Trap , Trinisphere and Simian Spirit Guide and others.
Deathrite Shaman is a creature at the end of the day... dies to removal and an be countered.
Golgari Grave-Troll .....there is just tons of graveyard hate in the format
Mental Misstep is a free Counterspell that shuts down turn one plays.... i just think that would be healthy for hypothetically unbanning other spells at the end of the day.
While i do agree that a Ban list is cleaner...I just wanna be an advocate for a restricted list for the cards that cant be dealt with with the Modern card pool.
there are a lot of powerful decks around today that are very very good but not unbeatable... just like unbanning Jace, the Mind Sculptor and Simian Spirit Guide recently it changed the landscape a bit but we didnt lose Modern over it.
1 month ago
Inkmoth_ you are right. Cyclonic rift works in some games of cEDH; but what I neglected to mention was: some decks need this. CVT is a good example. Mass removal & win cons that work through multiple stax pieces are two things that the deck has few of.
Example 1: Laboratory Maniac . One of the most common win cons besides Aetherflux Reservoir & Flash with Protean Hulk . These win conditions generally only need to remove 0-2 stax pieces in order to win. Whether that's using Smelt on Null Rod or Chain of Vapor on Trinisphere . These win conditions are more prevalent in the format & need answers far greater than rift. Rift is a 2 mana bounce spell. Which is usually what it's used for.
Your example of Sigi's overloaded rift into a win is fair. However, my argument isn't that it's bad. Just that it's used in fewer decks BECAUSE it is too narrow & the upside doesn't get used enough that one could justifiably run it in any cEDH brew that includes blue.
Example 2: storm likes to play lots of spells. Currently in the top tiers we have 5 (I think) storm lists which are all multicoloured and which use more efficient answers ie: Nature's Claim , Winds of Rebuke . Still not saying rift is bad. Just that top tier decks don't necessarily run it.
On the contrary: stax decks like GAAIV, CVT etc are quite likely to run it! As the mass bounce is more likely to be readily available. My point was that it's not enough of a prevalent card for people to talk about banning it. Though I do agree that it is strong & works in some decks.
1 month ago
Hey ShreddedByCrows. Wow, thats a lot of input here! Thanks for your suggestions.
I really like the effort you put in here, but i think you are overengineering a bit. First of all youre absolutely right: There are some cards in here that don't make any sense or are slow. This deck was never ment to be super-competitive, it's just build with some cards i had laying around to make a fun to pilot deck that kills some deck strategies, mostly Vannifars. I know it could be build a more competitive way, but in multiplayer it should not totally ruin the fun for everyone and make me archenemy. And i liked the idea of putting some cards in here that never see play even if they are cool.
For Extraplanar Lens youre right. I wanted to put in snow covered lands and i own enough of them. I simply did not find any since all my cards below 1 Euro are in boxes with 4000 cards each and it takes a lot of time to search. With a job and building a house i had my priorities not on that.
As far as the mana-rocks go you're right again. But all my crypts, vaults and my single monolith are in some of my more serious decks and i dont want to remove them there or buy extra copies for a fun-deck like this.
Eiganjo Castle is a card i didn't think of and it perfectly fits, need to find and add one. For wasteland and strip mine same problem as before. All of them used in other decks and i hate switching cards around. Not sure if i would add crucible just for this, but playing 2 LD lands is always a good thing. City of Traitors is a card i sadly don't own and it's a bit expensive for a deck like this.
Humility is a great card, played it in my creatureless superfriends EDH some years ago but it slows down the game too much and kills the fun on the table.
For your card suggestions: I dont want to go into all of those but for the staxx package i dont want to lock the board down totally. Played Vintage Staxx years ago before Trinisphere got restricted and some really nasty Daretti Staxx EDH. That really evolves fast to a point where nobody wants to play with you if you play that deck. After all Commander is still a fun-format. For a competetive list sure, those a must haves.
I feel a bit like i wasted your time but i will for sure take your suggestions here if i build a mean version of this deck. I thank you a lot for your time and suggestions.
+1 for your staxx deck for this if i find it
Trinisphere occurrence in decks from the last year
Commander / EDH:
All decks: 0,01%
All decks: 0,31%
All decks: 0,02%