|Commander / EDH||Legal|
Printings View all
|Journey into Nyx||Uncommon|
Combos Browse all
Enchantment Creature — Human Cleric
Constellation — Whenever Underworld Coinsmith or another enchantment enters the battlefield under your control, you gain 1 life.
, Pay 1 life: Each opponent loses 1 life.
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Underworld Coinsmith Discussion
3 weeks ago
No Doomsday? getgud
Just kidding, I felt like I had to. xP
You could also include some Curses to help encourage others to gang up on a troublesome player. Examples include Curse of Inertia, Curse of the Forsaken, and Curse of Vengeance. You could also have Trespasser's Curse to deal with token spam decks.
Sigarda's Aid is another possibility. 19 of the cards in the deck are Aura spells that either buff Zur or lock down a troublesome creature. Including Sigarda's Aid means that 30% of your deck gets Flash. Imagine responding to a Rith generating 40 1/1 Saprolings by Flashing in Trespasser's Curse. Not bad at all...
This deck already looks as tightly wound as a watch. I like it a lot. +1.
4 weeks ago
Sacrifice abilities combined with Athreos, God of Passage and Pia's Revolution would work if you ran b/r/w enchantment deck. Player would have to choose between losing 6 life, or have creatures like Grim Guardian trigger it's own constellation, or if you sacrificed other enchantments, they would trigger their own constellation and other constellations the next turn. i.e Grim Guardian on the board, sacrifice Underworld Coinsmith play UC next turn, trigger both life gain and life drain.
Long story short, I don't think (only think) that sacrifices have any practical utility in your deck.Really cool concept though 1 upvote from me! Check out my own decks if you found this helpful, may have some enchantment inspiration for you!
1 month ago
Hello, my children of Magic! My name is Alara, and I have come to seek the aid of those of the knowledgeable. As the title portrays, I am thinking of BW Enchantress (non-competitive) featuring Mesa Enchantress, constellations creatures Underworld Coinsmith and Grim Guardian and perhaps Atheros, God of Passage and/or Heliod, God of the Sun. Tell me your input of what to include in this deck idea.
1 month ago
Karmic Justice, AEther Barrier, Archmage Ascension, Bitterblossom, Chill and High Seas (Sideboard), Spear of Heliod, Counterbalance, Curiosity, Crusade, Curse of Shallow Graves, Damping Field, Eel Umbra, Favorable Winds, Feast on the Fallen, Tainted Remedy, Flickerform, Ghostly Touch, Glorious Anthem, Gravestorm, Grim Guardian, Honor of the Pure, Infiltrator's Magemark, Legacy's Allure, Underworld Coinsmith, Luminarch Ascension, Necromancer's Magemark, Orim's Prayer, Pledge of Loyalty, Psychic Surgery, Rule of Law, Suppression Field, Telepathy, Thassa, God of the Sea, Training Grounds, War Tax, Web of Inertia.
1 month ago
I used your deck to playtest against for the last hour or so and I have a few suggestions (I'll put some playtest notes at the bottom if you're interested). Overall, I think your cards could be more impactful, and I think you need more artifact ramp. You should also add a bit of graveyard hate. I notice that the deck cost is fairly low, so I'll keep my suggestions relatively budget friendly.
Ramp: Dimir Signet, Azorius Signet, Druidic Satchel, Darksteel Ingot, Sol Ring, Mind Stone, Hedron Archive, Wayfarer's Bauble, Dreamscape Artist. I would consider adding all of these cards, they will make your deck MUCH faster.
Final dump that I'm too lazy to organize: Phyrexian Reclamation, Drogskol Reaver, Tainted Sigil, Phyrexian Arena, Sphinx of the Steel Wind, Wall of Reverence, Defiant Bloodlord, Cliffhaven Vampire, Crypt Ghast, Ashen Rider, Beacon of Immortality, Dig Through Time, Fumigate, Chalice of Life Flip, Sun Droplet
Archangel of Tithes - Too much white, and your mana base isn't great.
Augury Adept - Too easy to block. Far too often this card does nothing.
Bloodbond Vampire - It gets big. Eventually. This is too slow.
Exalted Angel - This is 6 mana for a 4/4 flying lifelink. That is just bad.
Indulgent Tormentor - In EDH, paying the life is too easy.
Mourning Thrull - Uh...yeah. Doesn't really do anything. Change to ramp.
Resolute Archangel - High Cost, and if you're losing, this is not going to make you win except in VERY particular circumstances.
Seraph of Dawn - This is bad.
Tithe Drinker - There are better extort cards, and it's otherwise underwhelming.
Underworld Coinsmith - Slow and low impact.
Ruinous Path - Sorcery Speed.
Entreat the Angels - If this wins you the game, it's be a miracle (hehe). For real though, there are WAY better end game cards. check out
Moonsilver Spear - This is OK. It's slow, it makes tokens. I want every card in a deck to make me smile when I draw it, and this card just makes me go, "Ah, I see."
Steel of the Godhead - This is just kinda OK. Only creature to put it on is Oloro.
Sunbond - Slow and opens you up to being 2 for 1ed.
Sunspring Expedition - If you are going to play a card that only gains you life, it needs to gain you a lot of life. 8 is not a lot of life.
Pulse of the Fields - If an opponent has more life, you're doing something wrong.
Riot Control - Unless this card is great in your meta, it just doesn't belong is most decks. You should be controlling the field enough that this card doesn't do anything.
Samite Ministration - See above.
To the Slaughter - Yes, it can kill a planeswalker. But other than that, most people have a little shit creature they don't care about that they can sacrifice, and this costs 3 mana.
Anyway, I hope deckbuilding goes well! It looks like your building a fun deck. Cheers!
Playtest notes: I playtested against Reaper King stars in MTG: The Clone Wars. Obviously, mine is a MUCH more expensive and tuned deck, so it should win. I chose your deck despite the obvious mismatch because I'm getting some buddies into EDH and I wanted to make a deck that was powerful but didn't overwhelm them. Your deck seemed to roughly match the budget of what they'll be building. Overall, Reaper King lost one game and won three. The loss involved you getting an Elspeth and enough removal to protect her. The wins were mostly because of a lack of graveyard hate, not enough removal, threats that weren't very threatening, and mana issues. I think the mana issues deal was largely a luck thing, as you play enough lands, but some ramp would really smooth that out.
2 months ago
Try using this land base:
1x Ancient Den1x Arcane Sanctum1x Cabal Coffers1x Choked Estuary1x City of Brass1x Command Tower1x Concealed Courtyard1x Dromar's Cavern1x Fetid Heath1x Godless Shrine1x Grand Coliseum1x Hallowed Fountain1x Island1x Mystic Gate2x Plains1x Port Town1x Prairie Stream1x Reliquary Tower1x Scrubland1x Seat of the Synod1x Serra's Sanctum1x Sunken Hollow1x Sunken Ruins2x Swamp1x Tainted Field1x Tainted Isle1x Tolarian Academy1x Tundra1x Underground Sea1x Urborg, Tomb of Yawgmoth1x Vault of Whispers1x Volrath's Stronghold1x Watery Grave
Now find which cards have unnecessary redundancies and throw out the ones you don't need. Then, toss in things like Karn, Silver Golem (the Mycosynth Lattice turns him into a land-destroyer), and creatures that Zur the Enchanter can fetch, such as Grim Guardian and Underworld Coinsmith. Karn would also give you extra creatures on his own.
There are so many better choices for your main board, and many of them are in your maybe-board. I won't tell you exactly what you should do, but there's plenty of ways to fine-tune and streamline your deck, even though it has amazing potential already with the way it's structured right now. ;)
4 months ago
k_larriv Very interesting list and I think it looks really good.
Ill admit Im a little jealous you found a Serra's Sanctum, which should be wonderful in a deck like this.
As far as the maybe lands you have, Id forego all but Cabal Coffers. I agree that Scrubland and Marsh Flats are pricey for the fixing they provide like its a near insignificant improvement in the land base for the price of all the lands already in the deck all put together (unless, of course, your meta is super cut-throat competitive, which doesnt sound like much fun to me)!I highly recommend Cabal Coffers, although it would work best if you increased your swamp count or indeed picked up Urborg, Tomb of Yawgmoth. In fact, if you add Urborg, Tomb of Yawgmoth and a couple more swamps, that should take pretty good care of your mana fixing right there without considering the (other) expensive duals and fetches since Urborg will make all your lands tap for black mana. Paired with Cabal Coffers and you can see where your mana can accumulate rather quickly without duals and fetches. I might go as far to say that the Urborg, Tomb of Yawgmoth - Cabal Coffers combo is more effective and consistent at generating mana in a deck like this than Serras Sanctum would be because they rely on your lands, which are less prone to removal than your enchantments throughout the game (unless your meta is running mass land removal). Of course, this only applies if you actually manage to get these lands into play, and for that I suggest the incredible Expedition Map. Expedition Map is a great artifact in that for 3 generic mana you may search for a land . . . any land! This includes Cabal Coffers, Urborg, Tomb of Yawgmoth, Serra's Sanctum, or even Nykthos, Shrine to Nyx. This effect can easily replace a mana rock, as essentially fetching for any land can be much more powerful than almost any mana rock. For example, you have Commander's Sphere, which is the same cmc as Expedition Maps total effect (1 cmc plus 2 to sac it), but the sphere can eventually be removed easier because it has to hang around for a couple turns before you get even with the amount of mana you used to cast it. Yes, it cantrips on the fly if targeted for removal, but the draw can be anything from another card that produces only a single mana to a high cmc card that you cant even play for a while (because, ironically, youre getting mana screwed) or a great card that you didnt want to draw at that time. Expedition Map, however, cantrips itself into any land you feel will help you out the most at that time. Have a bunch of enchantments out, but only a couple swamps? Use it to get Serra's Sanctum! Just got wiped of your enchantments and have a handful of swamps out? Get Cabal Coffers! Already have Cabal Coffers out? Get Urborg, Tomb of Yawgmoth! You notice your devotion to white is currently greater than your number of enchantments out? Grab out Nykthos, Shrine to Nyx with Expedition Map! With so many high utility lands, especially if you add Urborg, Tomb of Yawgmoth and Cabal Coffers, the Map is a great tutor for them, and can replace a mana rock.
Regarding Eiganjo Castle: its great to keep Daxos alive . . . if he were only taking 2 damage at a time since you have to tap the land for the ability, but if he were taking 4+ damage, then not so good. At least in my meta, Im more likely being swung at, and would like to block or prevent damage, of power 5+ (this is EDH afterall). The 2s and 3s swinging at me I would usually let in if I have no other blocker other than Daxos since I obviously dont want to trade my commander, and with enough life-gain effects from lifelink abilities and extort, this may end up being okay (et al your Campaign of Vengeance, Death Grasp, Fumigate, Underworld Coinsmith, etc., and Authority of the Consuls and Blind Obedience from your maybeboard). A better effect would be to prevent the higher damage amounts, which, if Daxos is not already enchanted for indestructibility, can be done via other enchantments! Righteous Aura (already on your maybeboard) is a cheap (cmc and $) aura enchantment that allows you to repeatedly pay one white mana and 2 life to prevent all damage a targeted source would deal to you this turn. Not great when 1/1s and 2/2s are swinging at you (again, see the life-gain balance above), but great for a small handful of 4/4s+ - even if those creatures attacking you have trample and lifelink the Righteous Aura will protect you for a mere investment of a white mana an 2 life. Better to pay 6 life and 3 mana than lose 10-12 life from a couple 6/6 tramplers (or worse still, 5-6+ commander damage!). Possibly even better for Daxos specifically is Gossamer Chains. A nifty 2 white mana enchantment with the ability to return it to your hand to prevent all combat damage from any single unblocked creature. Someone attacking you with his or her green fatty? Assign no blockers and just before the damage step, return Gossamer Chains to your hand and prevent it all which you can then recast from your hand on your turn for another experience counter from Daxos! Of course, its a single use until you can recast it, whereas Righteous Aura can be used multiple times while its out, but for late game when its down to you and one other player, or a three player game where one player isnt casting much fatty creatures, it could really shine and rack up your exp counters. Like any similar prevent damage effect, it can also outright prevent an opponent from attacking you if he or she knows the damage wont get through anyway, and it would even net you another exp counter for which the attacker does not want to be responsible for, so he or she may end up attacking your opponents instead until the Chains can be removed. I notice you have Pariah on your maybeboard, which would have a similar effect for you if you enchanted your own indestructible creature or creature with protection from combat damage (et al your Heliod, God of the Sun and Teysa, Envoy of Ghosts), but then Pariah is highly susceptible to being 2-for-1d if the creature it enchants is still removed somehow, plus Pariah is usually used on an opponents creature to play that opponent into using removal on it instead of on your other enchatments.
-I notice youre running Grave Peril over Seal of Doom. Grave Peril is 1 cmc less, but at 3 cmc for Seal of Doom (1 generic mana at that, but Sun Titan can still recur either), it shouldnt be terribly difficult to cast, plus you can trigger Seal of Doom whenever you would like instead of relying on Grave Peril mandatorily (not optional according to Oracle) sacing itself when any other non-black creature ETBs. You must sac Grave Peril to destroy any other non-black creature, which I understand may prevent opponents from casting certain creatures while it is out, but only temporarily until they find a way to remove it or cast a martyr creature that he or she is willing to be destroyed (or worse yet, just trip it with a 1/1 token) to then cast other non-black creatures. In fact, Grave Peril auto-triggers on any of your own 7 white creatures in your deck, so you wouldnt be able to cast those either white it is out unless you remove Grave Peril or allow your creature to be destroyed. Seal of Doom on the other hand, like Seal of Cleansing that you have, allows you to cast and choose when to sac it to destroy any targeted non-black creature.
-I notice youre running Pacifism over Prison Term. Pacifism, like Grave Peril, is 1 cmc less than the alternative Prison Term (1 white mana, but Sun Titan can still recur either one), but for the one extra white mana investment, the enchanted creature also cannot activate its abilities (Breya and Atraxa, anyone?). Better still, whenever another creature ETBs, you may move Prison Term to that creature, so you can move the Prison Term around the board as new creature threats emerge from multiple players. It can even be used as a political bargaining chip in the political atmosphere of EDH. You can play it on PlayerAs creature for example, but then PlayerB casts a big fatty that PlayerA knows is going to attack him or her. PlayerA can bargain with you to move your Prison Term to PlayerBs creature in exchange for not attacking you or targeting you with PlayerAs creature. Now youve effectively Pacified 2 creatures from attacking you! I thought there was a Pacifism-type enchantment that could also be returned to a players hand (to recast for Daxos exp counters), but I cant think of the name off the top of my head ATM.
-I notice youre running Succumb to Temptation over Read the Bones. I admit, Succumb to Temptation is rather . . . tempting (couldnt help it), but for the same 3 cmc (without the double-black mana even) you can effectively dig 4 cards deep with Read the Bones. For example, Temptation draws you 2 cards. Thats it. You draw whatever 2 cards were sitting on the top of your library at that moment. However, with Bones, you get to scry 2 first before you draw 2. You dont like the 2 cards you just scryd? No problem, slip them to the bottom of your library instead and take your chances on the next 2 cards, which means youve now effectively dug 4 cards deep into your library looking for that answer. Granted, Temptation is at instant speed whereas Bones is sorcery, but I think the scry ability essentially letting you look at the top 2 cards before choosing to draw them is more powerful than drawing at instant speed when you have other draw engines in the deck (et al your Underworld Connections and Erebos, God of the Dead if you choose to add him too from your maybe board). Plus, Bones is on flavor point for being from Theros block where Daxos originally hails.
A couple other cool cards I can suggest include:
-Dauthi Embrace: a 3cmc enchantment (Sun Titan range!) that can give a target creature shadow until end of turn for 2 black mana. With shadow, your creatures (most likely your Daxos enchantment tokens) can only be blocked (and can only block) other creatures with shadow. Tell me the last time you saw a shadow creature stomping around in EDH? So, this effectively makes your tokens unblockable given enough black mana, which shouldnt be terribly difficult mid- to late-game if youve used Expedition Map to pull up your Cabal Coffers and Urborg, Tomb of Yawgmoth!
-Equipoise: Although I havent used this enchantment myself, it seems fairly spicy! Again, that sweet 3cmc Sun Titan range. It basically makes it so that a target player doesnt have more resources than you during your turn by phasing out any amount of each permanent type that the player controls greater than the amount of perms you control. Phasing out basically removes the permanents (and any attached auras or artifacts) from the game like they were never there important to note that the permanents are not exiled, so ETB triggers do not trigger upon their return and all attached auras/equips also return just the same. Best part is that you get to choose which perms phase out for your turn, so you can choose the untapped creatures, untapped lands, etc, to prevent combat clocks or counters/other instants being played from that player on your turn. If you play this card, let me know how it goes because Im interested in its effects.
-Argivian Find is worth a note if you manage to lose Sun Titan and really need to get back that Seal of Cleansing or Seal of Doom, etc. A 1 white mana instant-speed recursion of any enchantment or artifact is always good utility. Bonus points if you return Expedition Map to fetch up Cabal Coffers after youve just used the Map to get Urborg, Tomb of Yawgmoth!!