|Commander / EDH||Legal|
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Enchantment — Aura
(Blue)(Blue): Enchanted creature phases out.
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|Have (3)||richardmv , Supremespeed ,|
|Want (13)||mini_tb , snackeater , metalevolence , Feyd-Rautha , ostiarius , jimbolaya , ColtPale , BorosEvendur , m8si , Bull_Kai , Sethifide , thorrs , fireborne1986|
3 days ago
The card Vanishing might be nice as it can save your commander from any removal, so long as you have mana up.
1 week ago
Drakoy07 I see where your coming from and no worries! That's the fun of deck building! It took my pet decks around 4 years to refine them to their current forms. Your Atraxa is similar how I build my Intet, everything is to support the commander and everything else is resources to support the gameplan.
I love the color combination Atraxa gives out and ideally it's the strongest of the 4c pie. Here might be another suggestion to consider for protecting Atraxa, ever thought about using Vanishing to protect her? Or Diplomatic Immunity? If you like targeting her Shielding Plax?
Don't worry about long comments, I just like helping people haha
3 weeks ago
First card I would recommend for Zur is always Diplomatic Immunity, that would always leave him on the field. Protection to have Zur is always key. Next up is Vanishing as the only way to get rid of Zur after that is mass removal. Once Zur is online than you can go dig for your Lich pieces and than start going for the kill.
3 weeks ago
Aaeris, my assumption that I'll only be able to do the 'attack with Zur, tutor a 3-or-less cmc enchantment into play' trick a few times, it'll be more worthwhile to include the ones I "need", and not all the ones I "want". Also, with Spirit of the Labyrinth and Helm of the Host, you're asking that I trade a cheap card for a more expensive one. And as far as "bounce" effects go, my first Zur-tutor is going to be Vanishing, so I'm not too terribly worried about that. Thank you for your input, I will think on it some more.
Winterblast, I've edited some of the deck, and included Helm of Obedience in the deck.
Finally, I've edited some land, and plan on editing more. I need to get rid of the zombie lands, and focus the lands on getting more of my mana on the battlefield.
4 weeks ago
Aaerys No problem!
Yes definitely keep the artifact synergy, honestly if you don't like the combo approach and want to go for the more interaction routes with fun things to play (like playing with other people's deck ;3) than I would suggest more protection, counterspells, artifact synergy, card draw, as well as interaction.
Here is a list of some additional cards that I found useful and within the $20 or less range.
These cards will make opponents less likely to hit you, or will at least slow them down enough for you to interact with them.
A couple more useful counters, best one I like to use for Sen Triplets is cards like Remand, Muddle (because the 2 cmc transmute comes in clutch), and Arcane Denial as it gives more options to choose from their hand.
Shimmer Myr and Raff Capashen are honestly auto include in my opinion, giving the ability to flash in your commander and not waiting to wait one whole turn before her upkeep effect is amazing, it also allows us to hold up mana to interact with other players before deciding what we can do. The curve is also great since Shimmer Myr is 3 cmc and Raff is 4 cmc, we can hold mana for our counterspells and interactions and if the coast is clear flash in Sen. Trophy Mage is for the redundancy that you have more than a likely chance of tutoring your Shimmer Myr or Crystal Shard (Shard always makes sure that your opponent will be reluctant to tap out and thus preventing them to cast more creature spells). Voltaic Key is there just for more fun shenanigans, I always like having them in these type of artifact decks. Academy Ruins is a card I would highly recommend investing into, it saves your artifacts, it allows recursion, and if the case where Sen dies, you won't have to consistently pay the tax for it with this card on the field.
On another note Paradox Engine is a powerful card, it allows you to gain extreme amount of value, hence the reason you would want to include more mana rocks into the deck. I added Aetherflux into list in the case you want to close out a game, since you are running Isochron Scepter already, adding in Dramatic Reversal will be your win con and also allows you to net infinite mana and play your opponents hand if you so would choose. The playstyle is all there for you to choose ;3
Some choice cards I like to use, Notion Thief is there for them really sneaky plays when there is a mass Windfall or if someone taps out for a burst draw. Sphinx is a high power card engine. The time warp is there for just pure value.
Some notable cards are like Snap, which untaps your land and bounces the creature back to their hand, pure value if its your turn next as now you will be able to cast that creature as well! Capsize is also a deadly card, as you can bounce their land and then play the land you bounced on your turn with Sen on the field, buyback is also killer (I have people scooped many times when I used this trick 1v1). Tower of Magistrate is really interesting against other people playing with artifacts (This auto de-quips voltron commanders!). A lot of these spells can also be copied on to Isochron Scepter making them extremely useful for you to control your opponent and allowing them what spells they can play, bouncing the spells you want to play from their deck, and removing the cards you don't like.
One more card which is a great mana rock.
Hopefully this gives you a better idea of a Control Sen Triplets shell, I think you can tell that this was one of my favorite decks before I retired her ;P
1 month ago
Ah Zur, a buddy of mine played this guy for awhile. Not the funnest thing to play against, but a thing. You really should be running some ways to give Zur shroud and haste though, like Lightning Greaves, Swiftfoot Boots, and Diplomatic Immunity. Fun fact, Zur's ability actually skips the targeting phase for Aura's so you can ignore Shroud and Hexproof altogether.
1 month ago
It’s seems we’re going both the same route in which we don’t want every coinflip card in our okaun/zndrsplt decks, tbh they’re quite bad with a few exceptions, such as those instant speed once, Desperate Gambit, Aleatory, Chaotic Strike, since you can use them as combit tricks to give you that one last flip for the KO. I’m also surprised you included tenza, but not Godo, Bandit Warlord himself. Godo (and basically any other extra combat creature) seems really good with these two, plus he can tutor any equipment i.e. greaves. I like keys to the city, i never thought about it but you actually end up with a lot of cards in your hand once you get 3 or more flips with zndrsplt, that would otherwise go to waste and just discarded at end of turn. Also, i would highly recommend Vanishing and Reality Ripple for any blue voltron commander, as phasing out is op, it’s better than hexproof and indestructable combined!
3 months ago
Sovereigns of Lost Alara doesn’t work for you here. You don’t have any auras you would want to put on zur, so either add some like Diplomatic Immunity or Vanishing or anything really, or just cut the sovereigns.
Some of your enchantments are situational, like Convalescence. They could be cut for something with a lot more value for you.