|Commander / EDH||Legal|
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|Fate Reforged (FRF)||Uncommon|
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Winds of Qal Sisma
Prevent all combat damage that would be dealt this turn.
Ferocious — If you control a creature with power 4 or greater, instead prevent all combat damage that would be dealt this turn by creatures your opponents control.
|Have (2)||thekingpinBR , ironax|
|Want (12)||wickedassassin , snowmaster55555atgmaildotcom , TrackerD , phox321 , Mochafrost56 , thegoldentoast , mhmaurer , Synchlor , shining_chaos , paleh0rse , FudoZen , djnewellmit|
Winds of Qal Sisma Discussion
4 days ago
I don't want to comment too much on your deck, I'd rather give some tips on how you can take a critical look at it and identify ways you can tweak it yourself. I will highlight some cards I don't think fit and the reason for why.
First of all there are mainly 4 types of decks in magic: 1. Aggro decks: these decks look to close out the game within the first 5 turns by playing cheap minions and establishing a board presence before the opponent is able to muster a defence. 2. Midrange decks: these decks play efficient creatures and spells and look to win the game a few turns later with larger creatures. 3. Control decks: these decks look to take control of the game slowly and often win many turns later. 4. Combo decks: decks that look to assemble a certain combination of cards that either win the game immediately or set up a board state that is more or less unanswerable.
Looking at your deck I would say it falls more under the midrange style. Let's look at your cards and see if any of them do not fit into this category. Winds of Qal Sisma is a card I would say is more control, and though control cards might be fine in some midrange decks to combat the fast aggro decks, I think this one doesn't really serve any meaningful purpose here.
Other things to consider are how well do the cards in your deck work together with each other, Grave Strength is a card that synergizes with your +1/+1 strategy, however you are only running 10 creatures, so it's odds of having a powerful effect is quite low. I would either cut this card or add more creatures to increase it's consistency. Another example would be your inclusion of cards with the "Ferocious" keyword, you are not running any cards with power 4 or greater, of course with +1/+1 counters you can activate this, but that means for you to obtain "Ferocious" you need 2 or more cards already so that one can buff the other, I would consider either cutting these cards or adding some stronger creatures so you can more consistently achieve the "Ferocious" buff.
Next I see you are only running 19 lands, in my opinion the only decks that can get away with running such a low land count are hyper-aggressive / "burn" decks that only run 1-3 cost cards. Since your deck is a bit slower than that you need to run enough lands to consistently. A general rule is to run 24 lands in all decks (a few less if it's an aggro deck and a few more if it's a control deck). When I first started playing magic I had a tendency of adding too few lands into my decks, and while lands are not as interesting as cards with text on them, not being able to cast those cards because of mana screw feels bad.
To summarize; magic is a game with inherent randomness as it is a card game and you are at the mercy of your draws, however this randomness can be mitigated by making card choices that work well together on a consistent basis and including enough lands to cast said cards!
You might have noticed how many times I used the word "consistent" and that is in essence one of the cores of deck building, you want your deck to pull off whatever it's game-plan is as often as possible.
Hope this wall of text has been of some use to you! =)
5 months ago
@Nominae Winds of Qal Sisma is already in there. Nylea, God of the Hunt Is pretty damn good with all the beaters in the deck. 6/6 and being indistructable herself is damn fine for only . Tangle looks pretty damn strong as well. And I'd def replace Winds of Qal Sisma for it just have to hope I can find it somewhere.
Too bad Dolmen Gate is outside of our budget rules. I'd have included it for sure else. But I'm most of all looking for political interaction for this deck. Instead of sitting in my lil corner crafting a win as I do with all my other decks I want this one to be as interactive as possible for the whole table.
5 months ago
You won't have to break your bank for a Blightsteel Colossus then, but the other invincible stuff I linked shouldn't be fun breakers.. i thought of another thing to help Thantis : Dolmen Gate or Winds of Qal Sisma to make all of your creatures invicible for a turn, or maybe Tanglesap + Nylea, God of the Hunt
Tangle can leave you an open door to the an opponent face
i've never seen this commander but I'm starting to really like it !
7 months ago
Thanks for the suggestions carpecanum -- I thought about putting in a fog effect or two, so we'll see how things play out, or if it becomes something that's really missing. Either way, I think Winds of Qal Sisma is probably a better version of fog since I'll often have 4 power on the board.
Past that, Virtus and Gorm are definitely on the maybeboard, the partner tutoring is really powerful to get potentially two effective creatures into play in one turn -- with double strike being a thing as well, double Virtus triggers with Sower of Discord makes me shiver with joy!
8 months ago
I realize some of these mess with your budget but they may be worth negotiating in and I'm not sure if you might have copies of some of them.
- Ezuri, Claw of Progress
- Fathom Mage
- Master Biomancer
- Prime Speaker Zegana
- Thunderfoot Baloth
- Overwhelming Stampede
- Cultivator of Blades
- Realm Seekers
- Nissa, Voice of Zendikar
- Managorger Hydra
- Primeval Protector
- Darksteel Mutation
- Wrath of God
- Winds of Qal Sisma
- Shamanic Revelation
- Primeval Bounty
9 months ago
Hello, I saw your post on reddit (am only lurking there) and checked out your deck.
It looks pretty nice :)
I would suggest cutting Winds of Qal Sisma and Merciless Resolve as they seem your least impactfull cards (I don't think you need to prevent combat damage and you seem to have plenty of card advantage already, even then there's better ones than the Resolve).
Squandered Resources is also great with the frog.
Feel free to check out my take on the froggo (it's also pretty casual): my take on Gitrog
11 months ago
Other potential adds: Champion of Lambholt, Dragon Mage (You should be able to dump your hand with all the mana), Fierce Empath (to grab hellkite charger), Pyreheart Wolf, Vigor, Disrupt Decorum , Dolmen Gate, Growing Rites of Itlimoc , Arachnogenesis, Artifact Mutation
"Out of combat" wincons. Assuming you can go infinite with Aggravated Assault there is still a chance they have they can block you and not die. So add some of those safe attacking cards plus creatures like Hellrider
11 months ago
You have mentioned upgrades, and I think you would do well to incorporate 4x Vraska's Contempt, as Planeswalkers cause this problems.
Winds of Qal Sisma is another personal favourite of mine.
This is definitely a good start. I look forward to where this brew might end up.
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