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This deck list is slightly outdated, but I'm glad you like it! I don't think I'll find much use for Summer bloom, but I may brew with it at some point.
August 16, 2017 3:47 p.m.
I would run Panharmonicon, but it's a little slow for the deck. Besides, I have other turn 4 bombs that are more important, and I'd only really use it for more energy (I get a lot of energy). I appreciate the suggestion though!
August 16, 2017 3:46 p.m.
I never thought about Mirage Mirror. It would be kinda fun to copy a Module, or even an Era of Innovation for card draw. If I copy a creature, does the Mirror also copy the +1/+1 counters on it?
August 16, 2017 12:27 p.m.
Hey there! Not a bad deck at all. It seems like you want to win games by hitting your opponent with creatures while gaining life and killing their things. There's only a couple recommendations I would make in this case.
First thing first, you have a lot of high mana cost cards in your deck. This is great, but this also means you'll want more mana. With 6 cards that cost 6-or-more mana, you're going to want at least 22-23 lands. This brings me to point two...
When looking to make your deck better, you want to look for what cards in your deck aren't working towards your deck's goal. For example, you have quite a few cards that gain you life in the deck. So why, might I ask, do you have Repay in Kind? If you're gaining life, odds are you're going to be ahead on life anyways, so you're hurting yourself. On the other hand, if you aren't ahead on life, you'll probably be dead by the time you have the mana to play this card!
Another example of a card that doesn't do enough for your deck is Final Punishment. This card is a really strong finisher. 5 mana to double your damage from all sources this turn is very strong, but does it help you win in this deck? Are you going to be dealing that much damage to your opponent in one turn, or are you going to use your life advantage to pick apart your opponent at your convenience?
Just a couple things to think about. As a casual deck, this is already pretty good and I wish you luck, whether you're playing with vampires or paladins :)
August 15, 2017 5:21 p.m.
I hate to break it to you, but Privileged Position has white in it's mana symbols, so you can't run it in your deck.
August 10, 2017 3:32 p.m.
Maybe I'm missing something here, but what exactly is the combo you're trying to pull off? When I think combo, I think about a series of spells or abilities that go off at about the same time and either win you the game outright or put you in a situation where you are almost guaranteed a win.
August 9, 2017 4:13 p.m.
Also, play some counter spells and some kill spells! You're Blue, Black, and White, run some control!
August 9, 2017 9:03 a.m.
Good start to the deck! Now what you need to realize is that in Commander, you have not one but three opponents trying to gun for you and take you down. This means that your deck needs to not only be strong, it also needs to be durable.
Sphinxes are very large yet expensive creatures, so you'll want some cards to help in the early game. Cards like Propaganda and Ghostly Prison help deal with swing-wide strategies and can deter your opponents from swinging at you. Baleful Strix also works well because it's a good blocker that replaces itself with a card draw when you play it. Sphinx of the Final Word is a very durable card that protects your stuff, and is a great include in your deck.
August 9, 2017 9:03 a.m.
Not a bad idea. It is always better to have choice in your wheeling instead of it being required.
August 3, 2017 12:03 p.m.
Not bad at all. You might even be able to afford dropping a land or two for more Captain's Claws, or cards like Glory-Bound Initiate
August 2, 2017 2:11 p.m.
Good concept right here! There's just a couple fine-tuning things to point out.
With only 17 lands, you're going to have a hard time casting some of your cards. Most of your cards are 3-cost, and with that few lands you won't be playing those cards until turn 4 if you're lucky. You're going to want at least 22 just based on the cards in your deck. Try moving a few of your matchup-specific cards to the sideboard. Things like Scarab Feast and Disposal Mummy are good cards, but only against decks that use the graveyard. If you put them in the sideboard, you can swap them out when you need them but not have to worry about using them when they aren't helpful.
The other thing to note is that a few of your cards have better versions that don't cost that much more money. Final Reward can be replaced with Hour of Glory, as it's a strictly better card that costs a couple cents more to buy. Cruel Reality could be replaced with Torment of Scarabs. While it is less punishing, the Torment comes out much earlier, so you'll net yourself more damaging effects if this thing comes down on turn 4 instead of the turn 8-10 when Cruel Reality will come out. Besides, the less time it sits in your hand, the fewer dead cards you'll be running.
Hope this helps!
August 2, 2017 10:29 a.m.
If you're going for the curse theme, Cruel Reality or overwhelming Splendor could be great bombs. Just a one-of could be huge. You could also use Accursed Witch Flip to make all your curses cheaper, not to mention it's a flavor win IMO.
August 1, 2017 9:49 a.m.
August 1, 2017 9:10 a.m.
I would recommend taking out Moaning Wall , Chandra's Defeat, and Trespasser's Curse for more lands. Those cards don't really help with your specific strategy, and you definitely need more than 19 lands in a deck where the average CMC is 3+.
July 28, 2017 11:30 a.m.
July 28, 2017 9:55 a.m.
You're going to want a few more lands than 10. In fact, try to fill up the last 7 empty slots with lands.
July 28, 2017 9:53 a.m.
Commander / EDH
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Commander / EDH*
SCORE: 1 | 392 VIEWS
|Playing since||Duel Decks: Speed vs Cunning|
|Avg. deck rating||7.25|
|Favorite formats||Standard, Commander / EDH|
|Good Card Suggestions||28|
|Last activity||12 hours|