|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition||Uncommon|
|Planechase 2012 Edition||Uncommon|
|2011 Core Set||Uncommon|
|2010 Core Set||Uncommon|
Combos Browse all
Wall of Frost
Creature — Wall
Defender (This creature can't attack.)
Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step.
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Wall of Frost Discussion
3 weeks ago
3 weeks ago
a good wall is Wall of Frost. other than that i think your deck will be good.
1 month ago
Thanks for the suggestion, Dannymannen.
As one of my limits for building this deck, I made sure I didn't do negative things to any other player unless that player was attacking me. That's why you see cards like Aurification or Wall of Frost in the deck, cards that tell people that there's nothing to see here, why not move along, and not cards like Solemnity which actually hose certain strategies (and counters strategies are huge at the moment) as yahelhotam pointed out.
There are a lot of 'control' type group hug decks out there and they're fine, I have nothing against them, but I made a conscious effort to not include any control aspects in this deck. I just let everyone do their thing, and only make them pay any kind of price at all (minor though the prices paid are) if they come after me. Mostly, once it's determined that I'm not any kind of threat, people pretty much leave me alone.
1 month ago
First of all many thanks again for helping me earlier with my Daxos deck; I appreciate it! And to show you how much, I thought I'd give you some pointers on this deck, because I think it has great potential.
Your deck has some powerful creatures in it that cost a lot of mana to cast (for the most part), your deck can generate a reasonable amount of mana for sure, but I think it would be nice to replace some of your large creatures with a bit less expensive options that will allow you to be a bit more effective early game. My recommendations would be:
- Fog Bank/Guard Gomazoa; letting an attacker be completely useless (unless it has trample of course) fits well into your disruption theme. These are great against voltron decks that try to get in some early damage.
- Noble Benefactor; since blue doesn't have much in the way of tutoring, this can be a great card. I usually only use him to find the last piece in a combo I'm setting up. That way I'll know pretty much for certain that my opponents won't benefit more from tutoring than I will.
- Trophy Mage; allows you to tutor for Basalt Monolith, Commander's Sphere, Static Orb, Unstable Obelisk and Worn Powerstone.
- Jace's Archivist; no mono-blue deck should be without this card. First off, if your hand sucks, this is a great way to get a better one. Second, there's nothing more satisfying than to force a player with Reliquary Tower/Spellbook and a large hand of cards to discard everything and draw a new hand.
- Wall of Frost; fits well with your disruption theme.
- Aura Thief; this card is a nightmare for people playing combinations of white, green or black, as these decks are often enchantment-heavy. Also fits well with your disruption theme.
There are also some cards I'd recommend instead of some of the bruisers you're using now:
- Guile; one of the funniest and most useful cards I've ever played in mono-blue disruption decks.
- Shipbreaker Kraken; fits very well with your theme, better than Deep-Sea Kraken for instance.
- Scourge of Fleets; another very good disruption creature that fits your theme very well.
Should you ever intend to spend some extra money, I'd also really recommend adding:
- Paradox Engine; this is basically a must in this deck if you depend on your lock-down cards to win.
- Teferi, Mage of Zhalfir; one of the best blue creatures ever. Basically stops your opponents from casting instants while at the same time turning all your creature spells into possible instants.
- Consecrated Sphinx; allows for massive extra card draw on your part.
- Rhystic Study; a staple in most decks that use blue these days. Either tax your opponents when casting spells, or you get to draw an extra card.
- Back to Basics; a way to disable most multi-colored decks as well as extremely annoying utility lands.
1 month ago
Some of the cards seem to be there only because the word 'dragon' is in the name like the Dragon's Eye Sentry or the Surrak Dragonclaw Additionally things like Wall of Frost or Pacifism don't really fit. I've also never understood things like Dragon Tempest not that its bad, but how many dragons do you intend to even play? They tend to have the power to win the game without extra help like that and you have a 66 card deck with only 9 dragons in it.
Keep in mind that for a large deck you cant count on drawing the things that there's only 1 of.
except for Sarkhan's Triumph I'm not sure how useful the other instants would be
If you are interested here's my deck Dragon Beating its simpler than yours but I think my deck would run faster, Just get the lands, get the dragons, attack, no extra complications required.
P.S. Utvara Hellkite is FANTASTIC looking, can't believe I've never seen one before.
2 months ago
Its not a likely scenario, but if people play commander stable Homeward Path it can be tricky for this decks main focus. It might be good to have some land destruction ready, maybe Strip Mine or Tectonic Edge since they are also good staples in commander :) Again, very unlikely.
Seems like a very good setup, differs a bit from my Chaos deck that you want to keep their stuff not trade :) But i could remember some gain control cards under here:
Aura Thief could be nice to get some enchantments :)
For fun Aladdin
Chamber of Manipulation Sadly its a until end of turn effect, but goes nicely by discarding cards since you have alot of card draw :)