|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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2 days ago
6 days ago
@seuvius I think there's a number of cards you could trim copies off. Trinisphere, Chandra, Torch of Defiance, and Simian Spirit Guide are the 3 main ones I'm looking at. Trinisphere is usually a worse Blood Moon, but obviously does have situations where it can be better. Chandra, Torch of Defiance is obviously powerful, but if you're adding another 4 drop, maybe shaving a 4 drop is right. Lastly, Simian Spirit Guide can lead to explosive starts, but drawing it past like turn 3 usually isn't great, and you have a lot of mana acceleration anyway. You're also looking to one for one until you can deploy your threats, which having multiple spirit guides can turn off.
Overall those are my 3 that I might cut, but I do like adding the 4th Thunderbreak Regent for sure, I think it will improve your deck.
3 weeks ago
SynergyBuild I even had Cataclysm out of the binder when I accidentially sold my UW Teferi out of the deck...and again last week when I was thinking about replacing Pendrell Mists with it. There's several Thing I consider for testing myself and Catalclysm as a full reset is one of them...there's just the problem that you need to keep it in mind all the time then, otherwise you might unintentionally create boardstates that would end up negatively for you post-cataclysm and it would be a dead card (because you absolutely don't want to play it). It's also counterproductive for the gameplan of focusing on artifact mana and blowing up the lands because you can only keep one artifact then. It's a huge trick though to cast it and float mana to cast more stuff afterwards...this is rather easy if you plan ahead because GAAIV makes it cost just 1WW and you surely have some spare mana then.
On the other hand, the double tabernacle effect is also nice, also because the enchantment is unaffected by Armageddon/ravages. I'm really not sure what is the better choice and what the meta must be like to make the decision easier. Maybe I'm not even correct with playing Pendrell Mists in my almost creatureless meta, where often only the commanders are important creatures. I might try that swap out soon.
Other cards I think could be interesting are for example putting Muddle the Mixture back in (I cut that for spellseeker). and play it alongside Spellseeker. transmute can get cards like Rest in Peace, Gilded Drake, Cursed Totem, Scroll Rack, Sphere of Resistance...the ability can even be copied with Rings of Brighthearth. Steel Sabotage might be a possible cut even thought the cmc would go up with that replacement. Chalice on 1 also approves of that choice, which is actually a valid argument.
There's so much to consider that it's not necessary to touch the most important and powerful stax cards like Trinisphere.
3 weeks ago
toffmcsoft I'm comparing the lists with the function on the left - there's 8 cards difference which doesn't seem to be much but I wonder why you removed exactly these cards.
What you did was essentially removing half the stax of the deck: Trinisphere (wtf), Tangle Wire, Lodestone Golem, Chalice of the Void. Also Spell Pierce out and lusterstorm/pact in doesn't make that much sense imo (as discussed above) because pact is a really bad defensive counter and flusterstorm won't hit the early game rocks, which is part of the stax plan.
I can see the future sight/narset swap because that was what I had too before, just removed narset eventually because I didn't have enough payoff for her rebound ability...the UUU in future sight can be a problem.
What I don't understand is the addition of even more combo pieces, especially dramatic scepter. Scepter is only really good when the commander is an outlet for it because otherwise it's not a two card combo but yet another 3 card combo and it doesn't overlap with others (unlike the whole stuff with monolith rings and engine). imprinting another instant together with engine isn't that realistic when there's a relatively low amount of instants availabe, of which a good part is counterspells. ballista as an outlet gets shut down by cursed totem (metalworker is just cool because it's ramp and combo piece in one card and it's a 2 card combo) but it might be useful on ist own. The problem here is just that you do all this at the cost of essential stax pieces such as Trinisphere/Tangle Wire and also ramp (cutting fellwar stone and statuary while keeping the weaker chromatic lantern).
3 weeks ago
1 month ago
Wanted to let you (and others) know that I took much of the advice found on those Reddit forums and put them to use. I've significantly updated the original deck (check it out) and I'm going to be trying it out tomorrow night. Just need to come up with a handful of Trinispheres...
1 month ago
when you're going for cEDH, you need much better cards to supplement your "stax" that you have so far. you need things like Winter Orb, Static Orb, Trinisphere, Sphere of Resistance, Thorn of Amethyst, etc. you could do with better artifact ramp too in the form of Chrome Mox, Mana Crypt, Mana Vault, and Mox Diamond.
1 month ago
it just depends on how we're set up. we have our singleton Death Cloud if we've locked out our opponent with bridge. if bridge isn't an option and we're able to apply pressure with our Mutavault we can do that too. another option was to move Trinisphere to the side along with Ratchet Bomb and have 4x The Rack in their place. this would put damage through considering we are also playing plenty of discard. any ideas?