Superfriends with Super Benefits

Commander / EDH Enral

SCORE: 277 | 183 COMMENTS | 46052 VIEWS | IN 159 FOLDERS


Taking a little break —July 29, 2018

I'm going to be taking a little break from playing this deck and concentrating on my new toys Aminatou, the Fateshifter flicker deck and Tuvasa the Sunlit enchantress deck. Feel free to check them out!

Enral says... #1

Odysseus_97: Hi, meekstone is really dependent on the meta but I often find that having just tokens is more than enough to hold the fort.

June 25, 2018 2:37 a.m.

Novayne says... #2

What are your thoughts on the new Tezzeret planes walker coming with the 2019 core set? Seems pretty insane to me!

June 25, 2018 5:19 a.m.

Enral says... #3

Novayne: It's super good especially when I already have baby Karn and a ton of artifacts in my deck too. The fact that the emblem is game ending and combos with deepglow skate/doubling season sold me on it. I have just updated the list to include it.

June 25, 2018 8:07 a.m.

Jaimcat says... #4

Thoughts of Nexus of Fate?

June 26, 2018 10:59 a.m.

Jaimcat says... #5

On* sorry. Saw you added it to your list and just wanted to know your reasoning. Thanks!

June 26, 2018 11 a.m.

Enral says... #6

Jaimcat: Extra turn spells have always felt great in a superfriends deck...especially with a proliferator in the command zone. This translates to a potential of up to 4 loyalty counters (on each walker) per extra turn spells. Instant speed extra spell adds that unpredictability factor to edge towards the surprise ultimate to potentially close up a game. Imagine that you needed one more loyalty counter on your turn to ultimate and your opponents were like "oh...we still have one more turn to deal with it before it pops" and you play Nexus of Fate end of your opponents turn.

June 26, 2018 12:37 p.m.

Force_of_Willb says... #7

Have you thought about Pir, Imaginative Rascal? Works good with planeswalkers (especially with Teferi's oath or chain veil in play) and also with your artifacts with counters.

How come no Magistrate's Scepter? might be better in this deck than Nexus of Fate (since you'd have to tutor for it again) in some other proliferate decks they can add three counters a turn for a lock out.

June 26, 2018 1:26 p.m.

Enral says... #8

Force_of_Willb Since I'm running the proteus staff/deepglow skate combo ...there can only be one creature in the deck so I won't be putting any other creatures in..as well as they synergize with the deck. Magistrate's Scepter is too slow and predictable. It also requires Atraxa to be on the table to be kinda effective...an instant speed extra turn spell is so much better.

June 26, 2018 4:23 p.m. Edited.

HighOnBuffs says... #9

So hows the testing for the new cards?

Any success with Score, Nexus and the new walkers?

July 14, 2018 7:57 p.m.

Enral says... #10

HighOnBuffs: I only had one game with this deck since my update. Settle the Score surprised me a lot. I'm able to surprise the table by ultimating Tamiyo, Field Researcher when she was at 5 loyalty and everyone thought they have several turns to deal with her. This eventually won me that game. I haven't had the chance to draw the other new cards yet to come to any conclusion. But settle is definitely a good card when you're able to stick a walker in play, if not its just an overcosted removal.

July 14, 2018 8:36 p.m.

HighOnBuffs says... #11

Nice yeah makes sense!

Would be cool if you update here with a rundown if you manage to jam some more games with it.

Its still my go-to list for casual/75% pods and i like it a lot!

July 14, 2018 9:03 p.m.

HighOnBuffs says... #12

Btw how has the Seasons Past combo performed for you recently? I feel like it could probably be switched out for some better interaction/other infinite mana combos (Dramatic- Scepter, Grim-Power). Also i really dislike Arcane Denial dont you think another counter would bring more oompf to the table?

July 14, 2018 9:05 p.m.

dhopkins says... #13

Hi there, I really enjoy your decks and appreciate the effort that you put into explaining the cards that you have selected and specifically how the deck works and how the cards interact with each other.

I do have a question regarding your explanation of the Infinite Walker Activations combo with Tezzeret and mana rocks that do not tap for 4. Could you please explain how this works as from your explanation you say you gain 1c every loop, but in attempting to understand this myself I cannot see how this works unless one rock taps for 4.

I should mention that I have only been playing for less than 1 year, so I am by no means an expert, I just want to understand where I am going wrong.

Assuming you have Tezzeret, Chain Veil, Basalt Monolith + any other rock that taps for 3c on the board, the structure would look like this (I think)

tap both rocks to have 6c floating

+1 Tezzeret untapping both rocks

tap both rocks to have 12c floating

-4c for Chain Veil activation leaving 8c floating

+1 Tezzeret untapping Basalt and Chain Veil

tap Basalt for 3c to have 11c floating

-4c for Chain Veil activation leaving 7c floating

+1 Tezzeret untapping Basalt and Chain Veil

tap Basalt for 3c to have 10c floating

-4c for Chain Veil activation leaving 6c floating

+1 Tezzeret untapping Basalt and Chain Veil

And so on until you have nothing left floating, which in total is 10 activations.

This is of course, probably enough to end any game depending on which Planeswalkers you have on the board, but its not generating 1c mana per loop this way like you explained, its actually losing 1c per activation so what have I missed? :(

If there was a way in there to not have to untap Chain Veil but instead untap both rocks, it would be infinite, however then you cannot activate Tezzeret again. I am more than happy to be wrong as I could be missing something, I just want to understand how this goes infinite without a single rock tapping for 4.

Lastly, if you wouldn't mind, if you had to cut your 6 ABUR Dual lands, are there any you would recommend swapping them for?

Once again, great work, I have enjoyed looking at all of your brews and would give them more upvotes if I could.

July 19, 2018 3:02 p.m.

Enral says... #14

HighOnBuffs: Seasons Past is a great card by itself especially when several boardwipes are deployed...I've only pulled off the combo once but it is definitely a keeper for now. In a multiplayer game, giving your opponents additional card draw is negligible, Arcane Denial is one of the best counterspells in a multiplayer game IMHO. Regarding game runthrough I'll definitely post some up once I get more games in.

dhopkins: Hey...I think you're actually right. For some reason I must have done the calculation wrong on the combo...I'll correct it thanks. Regarding cutting the ABUR lands you can replace them with fastlands like Seachrome Coast. Hope that helps!

July 19, 2018 5:38 p.m.

WUBRG97 says... #15

Hi Enral

How do you feel about the newly spoiled card Ever-Watching Threshold

As a card draw against opponents attacking planeswalkers now, sadly not a propaganda for planeswalkers, but still good card draw.

July 25, 2018 2:16 p.m.