|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Battle Royale Box Set (BRB)||Uncommon|
|Urza's Saga (USG)||Uncommon|
Combos Browse all
Each player discards his or her hand, then draws cards equal to the greatest number a player discarded this way.
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|Want (3)||Ariumlegion , moonmonster , TheBl0b|
1 week ago
Some other cards you might enjoy testing in this deck:
- Dragon Mage
- Teferi's Puzzle Box
- Winds of Change
- Wheel of Fortune
- Minds Aglow
- Temple Bell
- Mikokoro, Center of the Sea
- Arcane Denial
- Well of Ideas
- Kami of the Crescent Moon
- Howling Mine
- Anvil of Bogardan
- Dictate of Kruphix
- Curse of Verbosity
- Blue Sun's Zenith
- Dictate of the Twin Gods
- Furnace of Rath
- Exquisite Blood
1 week ago
First off, welcome to TappedOut! Here are some thoughts based on my own experiences with Neksuar:
Library of Leng is great with Nekusar and wheels. You never have to discard your good cards again--you can just put them on top of your library, and immediately re-draw them.
Curiosity and Helm of the Ghastlord both generate extreme amounts of card advantage when attached to Nekusar. Ghastlord has the added advantage of forcing them to discard--if you play a wheel effect while Ghastlord is attached, they will set aside their hand, and never be able to draw new cards for the rest of the game.
Niv-Mizzet, the Firemind does significant damage, and goes pseudo-infinite with Curiosity and Ghastlord (you can keep dealing damage until you mill yourself).
Finally, if you hate your friends: Phyresis. Played alongside wheel effects, you can easily kill all your opponents simultaneously (or, at the very least, on their draw step, particularly if Teferi's Puzzle Box is in play).
1 week ago
It really depends on your deck building philosophy. What is undeniable is that a creature based strategy is a bad method in winning a game, because people can easily come back with cards with Vandalblast. In addition, creature based strategies aren't that strong when you are using artifacts.
A couple of ways to play Sen Triplets as a central part of your deck is to either use sen triplets as hand disruption, or using sen triplets to deck your opponent by playing their entire deck.
It was a lie when people told you that combo pieces will close out games. This is the only way to consistently win games.
Some of the cards your deck is missing is, all of the possible signets, all of the possible talismans. These are mana rocks which are very strong and every deck needs them. This deck needs to have more ramp than everyone else and Sen Triplets needs to hit the battlefield as fast as possible like on turn 3. So you also need to be running all of the possible ritual effects, like Dark Ritual.
Then to make sen triplets a strong card you need:
Good combo pieces: Paradox Engine
Removal and Interaction:
You don't have to do this, this was basically my plan for my sen triplet's deck. Basically just ramp super hard and then play sen triplets and then cast someone's entire hand. For deck is filled with very strong creatures but creatures in EDH are very weak.
3 weeks ago
Your deck is lacking a win condition. A few big creatures a dedicated win condition does not make. And attempting to steal other people's to use as your own is a gamble. You might get some value, but chances are you won't get that much. Especially with how much hate Sen Triplets brings.
As a general rule, control beatdown is much weaker than combo, purely off card slots alone (not to mention that combo just finishes games). Control decks obviously need a good control suite in the form of counterspells and removal, a solid amount of card draw to ensure that removal keeps flowing and ramp to make sure they can play multiple spells per turn. This doesn't leave much space for beaters. On top of that, you should be running efficient counterspells - Desertion is an example of an inefficient counterspell. Sure you get a counterspell + something else but A) at five mana it prohibits playing multiple pieces of removal and B) Subconsiously you'll want to save it for something big to get lots of value off it and so can inadvertantly let a spell which needs countering slip through. Counterspells like Swan Song and Flusterstorm are good because they're cheap and even things like Dissipate are a good balance between an extra effect and mana cost.
Your card draw feels lacking. Yes, you have some effects but a lot of them feel quite slow. And with very little mass card draw, you'll really start to feel the pinch around turn 5-6. Windfall, Mystic Remora, even Day's Undoing are all really strong and help slingshot you back into a full hand.
3 weeks ago
I've reworked the deck somewhat these past weeks.
Through playtesting I've noticed that the curve was a bit greedy and in many instances I was playing just one big thing each turn, while opponents were picking them off one by one. So I've doubled down on counterspells and spot removals so I can have more answers while actually being more active between my turns.
I've taken out Traumatize and Keening Stone and went with smaller mill options that don't put a target on their back , but still fill my opponents graveyards to fuel my commander (Altar of the Brood , Windfall, Dread Summons).
I've also added some card draw through Windfall, Kindred Discovery , Vanquisher's Banner and Herald’s Horn . These are multipurpose spells that have other uses as well so that they help round out your strategies.
There's also some new stuff to deal with some other corner cases:
Wonder - this is easy to turn on in this deck and can help stabilize against huge flying armies
Arcane Adaptation - now your The Scarab God can synergize with all the nice zombie effects in the deck
Hostage Taker - one card that removes and then also steals stuff (and in this deck, can be used multiple times)
3 weeks ago
Ok, then yeah this should do pretty well. A couple Spell Pierce might be good go include as a way to protect yourself. In this kind of deck, turn 1 is the most important. I think 4 Dark Ritual will help a lot. Try and get your win con in play right away. Some other cards that might help would be things like Mental Misstep and Brainstorm the former for protection and the latter to dig for pieces. If you can get the mana base, adding red would greatly improve the deck. You would be able to run things like Wheel of Fortune Wheel of Fate and even some other mana ramp that is in red. I also like Windfall in here. You may also want to consider things like Sphinx's Tutelage and Jace's Erasure as ways to win also. This may work better as an all in strategy, have all your cards either ramp, draw and discard, or win thru drawing and discarding. Feel free to post the kinds of decks you might be playing against, more info better results.
3 weeks ago
I also thought about milling out my opponent with Jace's Erasure plus Copy Enchantment maybe Windfall.. the other thing i was thinking about is Isochron Scepter plus Dramatic Reversal and than mill out with Ambassador Laquatus
3 weeks ago
Windfall is quite excellent especially when you're dumping your hand early on. It's good hand disruption and allows us to cycle through our deck more quickly.
I don't run Mind Over Matter anymore simply because there are better cards that can be played in place of it. I don't think it is a terrible combo piece, but it tends to be unsafe or difficult to cast and rots in our hand. There are times where you can certainly just slam it down and win on turn 4, but overall I think it is secondary to Paradox Engine.
Whir of Invention and Reshape are certainly both great inclusions, personally I might cut Reshape because I have found that it tends to be overly redundant with the other 3 artifact tutors. However, I have not made up my mind yet.
I used to play Extraplanar Lens, but found it to be too slow most of the time.
I really don't like steal effects and find them to be unnecessary most of the time. If I were to run a card that steals creatures it'd probably be Gilded Drake because of its efficiency. Paying 5 for either Treachery or Vedalken Shackles is just too risky in my opinion.