|Commander / EDH||Legal|
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|Khans of Tarkir||Mythic Rare|
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If a player would begin an extra turn, that player skips that turn instead.
If Ugin's Nexus would be put into a graveyard from the battlefield, instead exile it and take an extra turn after this one.
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Ugin's Nexus Discussion
1 week ago
I would add an Expedition Map , Arcane Lighthouse , and an Ugin's Nexus. Esecially beacuse you have Prototype Portal already. As far as what to cut, I have no idea. Sorry, but I've never piloted this deck, so I'm not sure what's expendable.
1 month ago
I agree with MagicalHacker. I think Surrak Dragonclaw would be a much better commander to kill off Azami. Green and red both have a lof of 'can't be countered' creatures. Consider Great Sable Stag and Mistcutter Hydra, pro blue and it's gonna hit the table. Also gets you Vexing Shusher and Treetop Village.
Don't forget to look at things like Stranglehold and Ugin's Nexus to negate the extra turns. Consider Boseiju, Who Shelters All to force things like Wrath of God or Curse of the Swine to help negate some of his cards. AEther Flash could help kill his creatures. Banefire for direct damage.
I think you have a lot of options if you don't go for a blue vs blue matchup.
2 months ago
Ah, Ah, had missed Asnod's + Deathmantle. Other than comboing with Darksteel Forge Mycosynth Lattice ha never really impressed me, I'd recommend Disk over it, as it's a generally useful piece played by decks that don't use it to combo, and is also a really strong combo with the Forge. It stops being land destruction if you remove the Lattice so you can maintain your personal code. Phyrexian Metamorph is also a strong card I'd recommend looking into, as is Grand Architect, though in 4-color it's not as strong as monoblue artifacts. Gonti's Aether Heart is really hard to abuse, Ugin's Nexus works a little easier, but Time Sieve is super abusable, and combos with Thopter Assembly to win.
2 months ago
Ugin's Nexus has a replacement effect that says IF the card would go to the graveyard, put it into exile instead. (You can identify replacement effects by the use of the word "instead") Tezzeret's Touch is a triggered ability (identifiable by the use of the word "when") that triggers when the card hits the graveyard. Because the nexus replaces going to the graveyard with exiling, the nexus never actually hits the graveayrd, so tezzeret's touch never triggers, and the nexus will not return to your hand.
2 months ago
2 months ago
Really good decks start out with a solid idea and evolve over time and play testing. Here's some ideas based on my experience.
Cards to consider (in no particular order):
Ugin's Nexus to keep people from taking extra turns.
Goblin Welder for artifact recursion. Even if they counter something like the Nexus or Contagion Engine.
Jester's Cap is great at ripping combo decks apart by removing key components. It also works well with the Goblin Welder.
Bonehoard is better than Nightmare Lash in multi-player games as it sees everyone's graveyard.
Grafted Exoskeleton really should be in this deck to help push the infect theme and make any creature a significant threat.
Infiltration Lens, for the card drawing. The defender chooses to either take the damage or allow you to draw two cards.
Skithiryx, the Blight Dragon also should be in this list.
Kumano, Master Yamabushi as an alternate win conditions via direct damage. With the Grafted Exoskeleton it's a short game.
Fallen Ferromancer, Frostwielder, Spikeshot Goblin, or Prodigal Pyromancer to get around those pillow fort opponents.
Kaervek the Merciless to make it hurt for those combo players.
Virulent Swipe as a better creature pump spell. The rebound means you get twice the effect out of one card.
World at War is another extra combat phase card. Also rebounds.
War Elemental can get huge. When paired with a Surestrike Trident it becomes a quick way to kill a player each turn.
Loxodon Warhammer for tample and life gain. Any creature in the deck is better with a Warhammer. Spikeshot Goblin is really fun with the Warhammer.
Relic Putrescence could be fun on someone's mana artifact.
Cards to consider cutting from the list:
Anthem of Rakdos deals too much damage to you. Per Gatherer: "The first ability triggers once for each creature you attack with. If you attack with three creatures, for example, theyll each get +2/+0 and youll be dealt 3 damage." Horrible when you have multiple combat phases per turn.Talisman of Indulgence should be a Rakdos Signet so you don't take as much damage.
Lashwrithe is too conditional on your lands in play.
Nightmare Lash same problems Lashwrithe.
Thunderscape Familiar and Nightscape Familiar don't promote your theme and are not strong enough on their own to be worth having on the field. If you really need the mana reduction, you're better off with more land cards.
Scorchwalker is a mediocre creature and a crappy pump spell. There are too many better creatures.
These cards are all single creature pumps that don't help you at all if an opponent plays a Wrath of God or similar effect. One-shots are nice against a single opponent, but not in multiplayer.
Haze of Rage, Reckless Charge, Tormenting Voice, Balduvian Rage, Brute Force, Enrage, Reckless Spite.
The X mana pump spells are really bad because of the mana choices that playing them forces on you each turn. Leave mana open for the X pump spell or play another card? Not worth it.
May be worth cutting unless you don't have a better option:
Inquisitor's Flail is a maybe. This one is kinda a tough choice. I would cut it for a better card but leave it in if your budget or collection doesn't have another option.
Bonesplitter is another mediocre card that's only good if there isn't a better option.
Swiftfoot Boots and Lightning Greaves The haste is nice but they are really only good against spot removal. I would leave these in until you need to cut them to make room for better cards.
Obviously, temper these suggestions with your collection and budget. Feel free to check out my decks and let me know what you think of the ideas.
2 months ago
2 months ago
SnowCoveredPlainswalker: Thank you for bringing that to my attention. I will update it. You seem to always catch my typos. Lol.
Angry_Fister: It's more so a personal choice as I don't encounter many decks that play extra turns, and the extra turn it provides us isn't all that necessary.
As far as Ugin's Nexus + Mirrorworks is concerned, you'll still need a sac outlet in order to get an extra turn, as the one you keep from the Legendary rule will prevent you from getting it. So either you get no extra turns, or you get two.
Just thought I'd share some knowledge in case no one knew. :)