|Commander / EDH||Legal|
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|Journey into Nyx (JOU)||Mythic Rare|
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You control target player during that player's next turn. Exile Worst Fears. (You see all cards that player could see and make all decisions for the player.)
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|Have (19)||Wolfebladeelite , sonnet666 , gildan_bladeborn , Forkbeard , bradyofportdetroit , Hootiequack , ajc3527 , saj0219 , accioali , Nemesis , , Famicomania , Skydra2 , DrLitebur , mziter501 , CampbellStev , philktoken8998 , golgarigirl , bakeraj4|
Worst Fears Discussion
2 days ago
Some other powerful spells you can add are: Time Stretch, 2 turns instead of just one; Heroes Remembered, good lifegain; In Garruk's Wake, nice removal; Rise of the Dark Realms, get you some creatures; Army of the Damned, get you some MORE creatures; Reverse the Sands, steal your opponets life and leave him/her with one; Worst Fears, mindslaver made sorcery and Wit's End to leave your opponet with no cards. Since you are running on 59 cards you could add some of this.
3 weeks ago
Hey I love seeing another Xiahou Dun player. Your build seems pretty solid. +1 from me.
A few suggestions...
Mishra's Workshop might help since 10% of your deck is lands, just something to consider. Urborg can always make it a swamp when needed.
Mirage Mirror - CRAZY Versatility, can dodge a fair amount of removal, combos with Dark Depths
Expedition Map to search for the land you need.
Mana Web can go well with Urborg, and/or make the blue player think twice about countering you as I know this deck draws a lot of hate.
Corpse Dance to recur your commander at 5CMC or just any good creature at the top.
Torpor Orb to stop Aura Shards since 1/3rd of your deck can get demolish by that. On the other end of the spectrum, how do you deal with artifacts and enchantments since that's mono black's weakness. I recommend either of the following ..... Ugin, the Spirit Dragon (can hit your stuff, but is still great). Karn Liberated for target removal (and more hand hate). Nevinyrral's Disk (again, hurts you too, but it's always an option). Other options include Oblivion Stone and Spine of Ish Sah.
Trading Post is another card you might want to consider (also synergy with Spine). It's very versatile and has saved me a couple games. Always works well with contamination
Grim Tutor for more tutoring?
If you have time, I would love your feedback on my deck The Descent Into Darkness.
3 weeks ago
Here is the list of potential upgrades for the deck although I don't know what to take out for them:
1 month ago
Points for RTJ.
I know it's a little less budget-minded than yours is, but a lot of the good stuff for this can be found in a Sen Triplet's deck I have.
1 month ago
Context: I am controlling another player's turn using Worst Fears and finding creatures to play with Tooth and Nail. I find Phyrexian Dreadnought and Llanowar Elves. The other creatures on his field add up to power 6 total.
1 month ago
Have you thought about throwing in Worst Fears? I think it would make a good one time punishment card for those greedy people who take extra turns.
1 month ago
I would also up the count for the instants and sorceries. I used to play Jeleva, and I have learned a few tricks about her. If you want to run counterspells, I would make sure they the "counterspell" is optional, like in Izzet Charm or Cryptic Command, a counterspell exiled with Jeleva is basically useless. Keep in mind you only get one spell at a time with Jeleva, and usually, the spells from your own deck will be better than the ones from your opponents, so might as well make them big and splashy. Some reccomendations: Bribery, Army of the Damned, Insurrection, Acquire, and Worst Fears. if you are cutting creatures, I would cut any creatures that don't directly deal with instants and sorceries, they may be good, but I think you will find more benefit from having a few synergistic creatures and more instants and sorceries. One last idea, Once Jelva has used her spells, you want to recast her, so I would try to add a few Sacrifice outlets like High Market or Ashnod's Altar just to make sure you get an opportunity to re-cast her.
3 months ago
So I have quite a few ideas about this deck. First off i think you have too few mana sources, so i would go up to at least 34 lands. I think in addition to removing the mill strategy I'm not a fan of cards that steal a creature for only one turn and just return it. I would rather kill it. I would also cut all the targeted hand disruption and land removal because they have a very minor impact on the game most of the time. You can destroy important lands with cards like Strip Mine without needing to use up slots in your deck. Hand disruption in multiplayer needs to be repeatable or else it's not very good. In Commander I find people have such powerful topdecks that trying to control people's hands one card at a time doesn't really do much anyway because they will still just draw the most powerful card in their deck. Without a ton of countermagic and removal to stop what doesn't get removed from the hand it's hard to actually control the game this way. Most countermagic does not play well with your Commander's ability however. So I would just focus on ways to control and dominate the board. I also included some really good green hate cards and creature hate cards. Alright so I have way too many card ideas to use at once i think but here we go...
Hibernation, Perish, Slay, Chromatic Lantern, Rise of the Dark Realms, Commit / Memory has really impressed me recently, Fated Return, Necromantic Selection, Expropriate, Mystic Confluence & Cryptic Command are counterspells with other modes you can cast anytime, Mizzix's Mastery, Stolen Identity, Supplant Form, Worst Fears....