|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Uncommon|
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Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
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2 months ago
2 months ago
So you can take a look at a very similar deck I made if you want to see how I did it, but I keep Eidolon of the Great Revel in side against control and other decks that are annoying for burn to play (Soul Sisters, Humans). The thing that stands out the most as being weird to me is your inclusion of green, and the only thing I see you using it for is Destructive Revelry, when you could just use Wear and stay in your colors. I think two lavamancers is perfect. I also do not play this deck with fetches because I never feel mana starved. Four lands is more than enough to win.
3 months ago
I really like Deflecting Palm too. I think you have way too much anti lifegain in the SB now, though, and you seem to be lacking any enchantment removal.
On a sidenote chadsansing, there are actually no situation where Chalice of the Void will effect Wear but not Disenchant. If they have Chalice on 1, both cards destroy it. If they have Chalice on 2, none of them work, unless they also happen to have an enchantment, in which case Wear can then destroy both chalice and that enchantment. If they have Chalice on 3, you can't destroy 2 cards with Wear but it will still just be an objectively better card than Disenchant, since it will be cheaper to cast if you're after an enchantment.
3 months ago
3 months ago
This seems like a lot of fun.
Have you tested a sideboard yet? I can see something like:
- 2x Grafdigger's Cage
- 1x Wear
- 2x Crackling Doom
- 2x Fatal Push
- 2x Stony Silence
- 1x Disenchant
- 2x Skullcrack
- 3x Leyline of the Void
I'd love to test this some time, and I don't even play Modern right now :) Have fun!
4 months ago
I think your mana base needs the most work, I know you mentioned budget but honestly if you're going to do well in GPs you can't be on a budget. I'd go with 4x Marsh Flats and 4x Bloodstained Mire, 2x Godless Shrine and 2x Blood Crypt, then after that the rest of your lands look ok you could even cut to 18 or 19. Fatal Push should be a 4 of, you only need 1 Terminate and Dreadbore can be in the sideboard. Monastery Swiftspear should be Collective Brutality.
6 months ago
I like the deck over all. I think it's pretty neat that your deck has an underlying "angel tribal" sub-theme to it. If you would like to expand that theme a bit then you could focus on more tribal synergies as well, like adding Bruna, the Fading Light and Herald of War. Also in your cat deck you have Herald's Horn and Urza's Incubator which I believe are better suited for this deck.
The big problem I am seeing with this deck overall is that your instants and sorcerys are a bit lacking, especially for red white, and your creature mana curve is really high. Some of the mana problems go away with the amount of rocks you run and if you switch to tribal angels you can use the artifacts and Herald of War to alleviate that a bit. Another problem is that most of your lands enter tapped.
To fix these things you could do as such (if you have the money or desire to):
-Desolation Giant (you're better off with a normal wrath)
-Jareth, Leonine Titan (doesn't have flying or reach which makes him worse)
-Kalemne's Captain (to much mana. If you have enough to monstrous, play an angel)
-Ancient Amphitheater (you wont be running enough giants for this to be worth it)
-Comeuppance (4 drop instant is a lot in this deck)
-Manabarbs (I like the idea, but you will need to tap many more lands than anyone else)
-Loxodon Warhammer (Great card, but not really useful in this high cost deck)
-Tamiyo's Journal (Too slow for this deck)
-Whispersilk Cloak (Most of your creatures already have flying)
+Seraph Sanctuary (life gain is nice & angel synergy)
+Defy Death (5 mana for an angel)
+Marshal's Anthem (anthems and brings back a bunch of creatures)
Other cards you might want to think about:There are plenty of other possible angels to add. The list is to big to add here, so look online if you are interested.
Path to Exile is great if you have a spare.
Wear is good, but it's a couple bucks.
Chaos Warp would be a must add if it wasn't $3.
Wraths are good at slowing down the game for you to catch up. Cards like Hour of Revelation, Day of Judgment, Blasphemous Act, Descend upon the Sinful, Rout, and Fumigate are all pretty good examples.
Vandalblast is a good artifact wrath.
Kindred Boon might be a sweet enchantment to check out.
Gratuitous Violence is right up this decks ally.
Berserkers' Onslaught is pretty cool as well.
Hope this helped.
7 months ago
Hypergeometric Formula. Suppose a population "the deck" consists of N items "99 cards", k "31 lands" of which are successes. And a random sample drawn from that population consists of n items "7 cards", x "2 cards" of which are successes. Then the hypergeometric probability is: h(x; N, n, k) = [ kCx ] [ N-kCn-x ] / [ NCn ]
Best to use the calculator! Hypergeometric Calculator
So 99, 31, 7, 2 reading the X successes >= 2 lands in opening 7 cards, is 70.7% (> because 3 lands is still 2 lands)
By turn 4, you've drawn 4 more cards, so your sample size is 11, but now we want 4 successes (lands). 99, 31, 11, 4, >=4 is 47.1% only!
Don't count mana rocks as lands. A normal commander deck has between 35-38 lands, PLUS 8-10 ramp/rocks/dorks (mana accelerators). I run 36 lands, and 7 mana rocks, Chromatic Lantern, Chrome Mox, Fellwar Stone, Mana Crypt, Orzhov Signet, Sol Ring, Talisman of Indulgence, but I also run heavy tutors to pull what i need. I like it, but for longer non-combo games I would run 8.
Sundial of the Infinite has many other uses in longer non-combo games, only on your turn of course:
Angel of Serenity | Permanently exile the creatures, no returning to their owners hand
Karmic Guide | Avoid his Echo, but costs you a turn so not a good trade off
Kothophed, Soul Hoarder | Prevent him from killing you if you need to cast a board-wipe on your turn
Sneak Attack | Keep it permanently, no sacrifice
Mimic Vat | Keep the token, no exile
Counterspell | If something happens you don't like, counter it, costs rest of turn but prevent catastrophe, can't get any better protection.
Counterspell those Grixis and Izzet players from End-of-Turn (EOT) casting draw/removal now that they don't need the mana for Counterspell anymore. Also stop Green from Flash casting in their creatures EOT.
Whip of Erebos | Creatures you control get lifelink, unburial creatures from graveyard, and Sundial of the Infinite to keep the creature, no exile. HOWEVER, when the creature does leave play, it will still be exiled due to the replacement effect also generated by the Whip of Erebos
Flameshadow Conjuring | Same idea but you play lots of Legendary so don't recommend
You've got some good stuff to pull with Sunforger.
Enlightened Tutor for Tutor
I personally don't like Chaos Warp but it is ok. Deflecting Palm / Comeuppance / Wild Ricochet too, but meh, give me offense! Wild Ricochet at least prevents then doubles the effect vs. Reverberate doesn't prevent anything, Shunt is ok, but there has to be another legal target, and it doesn't double it. 2 for 1 like Return to Dust is how Mardu beats the lack of good drawing.
Dark Tutelage is another Dark Confidant who I do play, BUT, Dark Tutelage is harder to remove if it's going to kill you. Dark Confidant easy to block with or sacrifice etc. In budget though, I'd probably play it lol.
Reveillark another recursive guy, but his CMC is high, and not an A/D/D so not efficient / synergy. Bladewing the Risen is good recursion too. 2 for 1! Reya Dawnbringer no Kaalia of the Vast trigger, but demands an answer. Unanswered he can make you golden.
Angel of Despair good budget removal. Aegis Angel good protection. Archfiend of Depravity if you face go-wide or token decks. Steel Hellkite is a great budget removal, he makes most Kaalia of the Vast competitive decks.
Hope that answers the questions presented.