|Commander / EDH||Legal|
Printings View all
|Commander Anthology Vol. II (CM2)||Common|
|Conspiracy: Take the Crown (CN2)||Common|
|MTG: Commander (CMD)||Common|
|Battle Royale Box Set (BRB)||Common|
|Urza's Saga (USG)||Common|
Combos Browse all
Each opponent discards two cards.
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|Have (4)||Forge , bpiser95 , , richardmv|
|Want (6)||Georgez96 , TeamRocketTyler , AlphaSp , Tribor , HellRottt , rooroothepirate|
2 weeks ago
Insidious Dreams would be an awesome card here. I personally prefer Unnerve over Mind Twist. Windfall might also be an alternative if you just want to have a good number of creatures in the graveyard. It is also a good way to maintain momentum after a good starting hand.
Since most of your reanimation package are aura/enchant creatures, you might also want to try Brago, King Eternal. This would allow you to flicker and attach the auras to other creatures without having to send their previous targets back to the graveyard.
1 month ago
My built with xantcha is to play mini boardwipe n destroyer to clear her path. And play many discards effect like Arterial Flow, Unnerve, Painful Quandary, etc so all opponent tempted to use xantcha last ability and basically we team up draining one person.
any thoughts? Agent Management
1 month ago
Great list so far. Here are you my suggestions:
I'd swap out the infect cards for an evasion suite. Infect is great on paper, but you don't get to direct where it's going. Thus, it comes with #1 negative (painting a large target on yourself that says: 'kill me now') without the #1 benefit (eliminating your greatest threat in a turn or two). I think you'll do better flying lower on the radar. Stick the five commander damage and be happy. Some combination of Corrupting Licid, Sleeper's Guile, Dauthi Embrace, Shizo, Death's Storehouse, and Shinka, the Bloodsoaked Keep should do the trick. Add in a Nim Deathmantle to keep Xantcha on the field indefinitely.
War's Toll should incentivize others to use Xantcha as a mana sink on their own turn. Which is exactly what you want.
Glacial Chasm is good protection. Sit back and watch the world burn.
Alhammarret's Archive seems great w/Xantcha's ability, although it is quite slow. Maybe get a feel for how your opponents are dealing with Xantcha first. If you get to sit around a lot, slot this in.
If you find that Xantcha is eating removal often, Fury Storm seems like a good add. Playing Xantcha three times, and quintupling an x=6 Exsanguinate to drain the table for 30 sounds like a positively delightful way to spend 10 mana. Works with that Profane Command in your Maybeboard as well.
As far as what to swap out:
Spiteful Visions isn't asymmetrical enough. You're probably going to be using Xantcha's ability often enough to make this hurt.
Exquisite Blood isn't really working within your game plan. You're using it as a defensive option here. I think there are better options (Chasm, for example).
Blood Sun works against you too much.
Polluted Bonds could probably be swapped out for something. I get that your opponents will be drawing more, but if feels like 5 mana good stuff.
Rite of the Raging Storm might also be too cute, but it's hard to judge.
Overall, this is a really good list. Xantcha is a cool card and it's fun to see how many niche interactions she enables. Good luck with it!
1 month ago
Your usage of off-color fetches to such an extreme extent is giving you significantly diminishing returns at the cost of making you quite open to nonbasic hate. Less than 1/4 of your already somewhat worrying land count can survive a Blood Moon, and the various Mox you're running demand that you jump through hoops that I'm not sure you can consistently afford to. You may want to consider the damage that a discard spell such as Unnerve could do to you during the early game - you may never recover. This is made even more awkward by the fact that two of those Mox require you to discard either a blue source or blue card, in which many of your flicker pieces and all of your necessary countermagic reside. I can quite feasibly see you getting into situations where you either lack the answers to stop the table from breaking your early lock attempts, or you have no way to win once your lock is established, giving more time than you'd like for the table to break free. Unwind, Spell Pierce and even Disciple of the Ring may prove handy for overcoming these various issues, shutting down early artifact wipes from opponents who are also trying to ramp and providing a way to re-use countermagic once the heat is focused squarely on you.
I'm also noticing a strong lack of hard wipes, despite your noncreature commander and available colors, as well as few ways to stop their graveyards from fueling them. You may wish to take a look at Bontu's Last Reckoning and Rest in Peace for cheap ways to deal with this(your mileage may vary according to meta).
2 months ago
Bloodchief Ascension Cao Cao, Lord of Wei Greel, Mind Raker Sadistic Hypnotist Syphon Mind Delirium Skeins Dark Deal Hymn to Tourach Liliana Vess Smallpox Unnerve Bottomless Pit Words of Waste Tasigur's Cruelty Conjurer's Closet Jin-Gitaxias, Core Augur Nephalia Smuggler Ghostly Flicker Essence Flux Phyrexian Metamorph Sakashima the Impostor Dimir Doppelganger Followed Footsteps Mindslaver In Bolas's Clutches
3 months ago
I would suggest cutting: (worst at the bottom)
Scepter of Fugue. In my opinion it's too slow and not impactful enough but i can see why you would play it.
Shrieking Affliction. It's simply too slow. Even if you get someone empty handed it's still just 3 life they are losing. That's not good enough.
Rhys the Exiled. I think Rhys is okay. It's not explicitly a bad card it's just that you can in my opinion run better cards.
Torment of Scarabs. As I've now said many times before, too slow with too little impact.
Coercion. In my opinion, this is the worst card in the deck. it's extremely inefficient and can only be used once. should absolutely not be in the deck.
Now some cards i think should be in the deck: (worst at the bottom)
Memory Jar. This is a amazing card in the nath deck. i know it's pricey but if you can afford it, you will not regret it. I mean it's five mana for 21 elves in a four player game with nath out.
Beastmaster Ascension. It can potentially just win the game out of nowhere.
Planar Void. This really wants to be Leyline of the Void but Planar Void is a hundreth of the cost of a leyline but still works about as well. Sure you have to exile your own cards but your deck has no discernable recurrsion in the first place.
Herald of Anguish. I have to be honest. this card is not amazing but I just wanted you to atleast know about it. I loved slamming down this when i played my nath deck. At worst it usually makes people discard a card and then it eats a removal spell.
Anyway I hope this helps with your deck!
4 months ago
Thanks for your comment :)
Removal: I'm about to play Ghastly Demise as soon as it arrives :D
I lack removal for black creatures (maybe it's just what I feel after playing with Fleshbag Marauder for some time), maybe I'll play Ghastly Demise instead of Chill to the Bone, but I'll need to test it.
Discard: Tasigur's Cruelty is good because you can play it for like 1 mana and it's ok to get 1 or 2 cards, Unburden has cycling, but Unnerve is so bad in late-game, 4 mana is too much for 1 or 2 cards, besides it's always getting countered in my heavy blue group and you can always try to sneak play 1 mana Tasigur's Cruelty and don't lose a turn even if it's countered. Also we are playing 2HG, totem, or sometimes even 1vs1, cause my guys are dying after 1 hour of FFA when nothing's going on at some moments so cheap spells are favored cause the tempo is much more important there.
Vulturous Aven seems great, I'm definitely going to try it.
For Urborg Uprising I'm not sure if I'm ever gonna use it to get 2 cards back xd I'm a little low on creatures, and Gravedigger - Cadaver Imp synergy, when you get back one with another is so good, that I tried to also play Warren Pilferers but it was too expensive. Needs some testing.
Armillary Sphere is sooooo good it's staying for sure.
Ramp spells: I was wondering about bigger ones like Sisay's Ring but I don't like that they are doing nothing but getting destroyed. Small mana rocks were cut long ago because of that. The ones I'm playing are the best of the best, but I'm gonna think about getiing more.
Also I've been wondering on playing regular swamps over Terramorphic Expanse, Evolving Wilds because shuffling isn't very powerful, and I need those swamps, so decreasing the chances for drawing lands isn't very good. What do you think? Haunted Fengraf is also likely to be cut cause I used it maybe 2 times this year and i need black/swamps to hit as hard as it's possible and regain as much life as I can.
6 months ago
OKAY so with that;