|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|MTG: Commander (CMD)||Rare|
|Tenth Edition (10E)||Rare|
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Creature — Spirit
Flying *(This creature can't be blocked except by creatures with flying or reach.) *
Creatures can't attack you unless their controller pays for each creature he or she controls that's attacking you.
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Windborn Muse Discussion
2 hours ago
22 Jan 18 - Upgrades
Ancient Den > Plains
Strip Mine > Ghost Quarter
Rishadan Cutpurse > Reality Acid
Rishadan Footpad > Nevermaker
Rings of Brighthearth > Grand Abolisher
Adarkar Wastes > Irrigated Farmland
Propaganda > Windborn Muse
Oath of Jace > Mulldrifter
Mystical Tutor > Sensei's Divining Top
21 hours ago
Not exactly a goodstuff deck. Most of the deck relies on evoking some sort of punishment whenever opponents use their creatures to attack me. For example, Windborn Muse and Crawlspace do this pretty directly, by physically limiting the amount of creatures who can attack. But, less obvious threats include Vengeful Pharaoh and Elenda, the Dusk Rose.
Another component of the deck is encouraging my opponents to attack each other. Thus, I have several cards that provide my opponents with tokens, such as Hunted Horror, Hunted Lammasu, and Goblin Spymaster. Creatures like Orzhov Advokist allow them to make those creatures stronger, but they can't attack each other with them (so this is definitely a deck I'd run in multiplayer and never 1v1).
Hope this helped! If I misunderstood what you meant, I apologize in advance, too.
1 week ago
If you're looking for cards to add, my first recommendation is to add more lands. Personally, unless I'm running a lower curve, I like to run 35-38 lands, but if you find 32 lands works then here's some other suggestions.
If you want some redundancy with your Propaganda effects you could include Ghostly Prison, Windborn Muse, and/or Norn's Annex. Maze of Ith, Mystifying Maze, and Glacial Chasm are also great ways to protect yourself (and, in the case of Maze of Ith, play a little game of politics).
I don't see any board wipes, so I have to recommend including 1 or 2, some of which include Wrath of God, Merciless Eviction, Cyclonic Rift, Evacuation, and Damnation or Toxic Deluge if your budget permits.
Some removal that's a little "on theme" would include Swords to Plowshares, Path to Exile, and Arcane Denial. Also Pongify, Rapid Hybridization, and Beast Within (although I'd imagine players would be less than excited to replace their creatures with worse ones.)
1 week ago
this is the deck I need help with.I just wanna make it better. It was loosely based on managorger hydra back in Origins.
2 weeks ago
Ah too threatening, that makes sense. Ok hmmm I think it is best to determine cuts on your own by seeing what cards under perform but I'll throw my 2 cents in for removals.
Mirage Mirror- I like this but unless you have a plan for it I find it doesn't tend to do much. I use it in my Marchesa's Demonic Toolbox to make it into Warstorm Surge and it is hilarious. I just don't know what your plan is with it.
Windborn Muse- a good pillow card but I find it is one of the weakest pillows due to how easily it can be removed.
Michiko Konda, Truth Seeker- I love this card but every time I have played it it becomes the #1 target or I become the #1 target... Maybe your group doesn't hate it as much as mine?
Master Warcraft- This will draw you attention. with Disrupt Decorum you get to say it is goad and you don't choose who people attack only that they attack but this means you have a very active role in the combat and won't be seen as favorable.
Land Tax- another nice card to keep you on your mana but it doesn't accelerate you and if you are drawing enough this will simply overload your hand.
Koskun Falls- not a bad card just one of the weaker pillows.
Deadly Designs- pretty meh other people can force it to go off at inopportune times.
Curse of Vitality- pretty small gain not the worst I suppose though.
Curse of Disturbance- there are so many things that do tokens so much better, I do like the bit of hug it adds but seems like another meh piece in the deck.
So those are my immediate thoughts on removals. Nothing really jumps out as a truly terrible card but you do have some that seem meh or might draw too much attention to you unless played very well. Hope that helps.
3 weeks ago
You're going to want to speed up the deck a little bit by removing 2 or 3 lands, and adding in a few more mana rocks as replacements. With 39 lands, you're probably going to feel mana flooded. Mind Stone, Fellwar Stone, Star Compass, Thought Vessel are good 2 cmc mana rocks, Commander's Sphere, Orzhov Cluestone are color fixing/cantrips later on in the game.
You probably want about 8 sources of card draw, currently you only have 3. Consider Sign in Blood, Night's Whisper, Read the Bones, Ancient Craving, Ambition's Cost, Promise of Power, Dark Tutelage, Necropotence. Cheap card draw will also help smooth out your land drops during the early game, and give you more gas later on in the game. Personally, I found Well of Lost Dreams to be too slow. Grave yard recursion is also card advantage: Phyrexian Reclamation, Chainer, Dementia Master
As for the deck itself:
What do you consider to be the main win condition? It looks like you're trying to go for a pillowfort strategy with life gain/drain, so you probably want some cards like Ghostly Prison, Windborn Muse, Sphere of Safety, Righteous Aura, Thaumatic Compass Flip to protect yourself even more. Lifegain still loses against commander damage, so you might also want some more spot removal: Royal Assassin, Dark Impostor
1 month ago
1 month ago
Depending on which angle of control you want to take, I can offer different suggestions.
Some staples for Derevi you'll want to consider no matter what build you end up going for: Swords to Plowshares, Edric, Spymaster of Trest, Birds of Paradise, Tamiyo, Field Researcher, and Counterspell.
From your description, you could consider running a pillow-fort strategy. It's kind of like an extremely watered-down version of Stax that really just prevents opponents from attacking you, while they still have the resources to attack each other. It's definitely a politics-heavy strategy, making deals with opponents to convince them that other people are better targets until you start laying down wincons.
Your wincons are going to be big fatties that also lock down the board or take advantage of your protection: Stormtide Leviathan (can't recommend this one enough), Azor's Elocutors, Isperia, Supreme Judge, and Blazing Archon.
If you want more traditional control that utilizes tapping/untapping, the general good all-arounds are: Aven Mindcensor, Thalia, Heretic Cathar, Hokori, Dust Drinker, Trygon Predator, Bant Charm, Supreme Verdict, and Winter Orb.
For blink abuse, I suggest Deadeye Navigator.
As a general structure for your EDH deck, try to follow the pattern of 10 mana accelerators, 10 card draw effects, 5 spot removal, 5 boardwipes, and 4 tutor effects.
There's a few filler cards that don't fall in any of those categories, and don't necessary synergise. I recommend removing: Djinn of Infinite Deceits, Hada Spy Patrol, Kazandu Tuskcaller, Phantom Nantuko, Winged Coatl, Wonder, Curse of Predation, Pyramid of the Pantheon, Thunderstaff, AEthermage's Touch, Biomass Mutation, and Sprouting Vines.