Thank your for the suggestions on the Karona deck. Really this was my first time posing a deck on here and expected to get hate out of the gate due to the nature of the build.. Unfortunately the group i play with has a lot of newer players and the deck is made to fight them. Not meant to actually win just be fun to play with out sweeping the bored The armadillo cloak was a golden card i had not thought of so i did add that and the worse Vampirc link I do have a Rakdos deck that is meant to be competitive and i will be posting that soon and when i do i would love your thoughts.. Again thanks so much for the in depth feedback and when they get better i will be coming back to the comment for first picks on upgrades .
May 2, 2018 2:17 a.m.
Thanks for the tip on my deck Biovisionaries everywhere.
April 28, 2018 10:50 p.m.
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They revealed the lands a while back--they're allied coloured lands that "enter the battlefield tapped unless you have two or more opponents."
Nifty for commander and two-headed giant; pretty much useless in other constructed formats. I would be surprised if these broke the $10.00 mark.
May 24, 2018 10:29 a.m.
Catalog9000--this set will not be Standard-legal, though a more apt analogy would be the Conspiracy sets.
May 23, 2018 10 p.m.
Here's a couple suggestions based upon my own experiences with Nekusar:
Howling Mine, Font of Mythos, and other draw cards seem like they should be strong with Nekusar--in my experience, they fall flat. You're already in a precarious enough position, as your primary win condition involves allowing your opponents to dig for their Nekusar answer--I've found cards that provide an advantage without an inherent downside provide too little return to justify including.
Library of Leng is a fantastic card alongside wheels--you can discard the cards that don't help you, and redraw the cards that do.
I found Sphinx's Tutelage provided too little value, even with the substantial card draw Nekusar generates.
Curiosity is fantastic, and goes pseudo-infinite with Niv-Mizzet.
Helm of the Ghastlord is another card that combos with Niv-Mizzet, but is unbelievably powerful on Nekusar. When enchanted, each wheel forces a complete discard--while also forcing your opponents to discard every new card they draw.
Phyresis is just a mean card on Nekusar--with wheels, you can easily hit 10 poison on all opponents simultaneously.
I've been testing out Hive Mind, and have been quite pleased with it so far. It's a bit costly to cast, but having multiple copies of wheel spells floating around is game-ending.
May 23, 2018 4:34 p.m.
Yikes! There's a reason even the most permissive format only allows one copy of Sol Ring. In that case, you probably should run 4x as well, just to keep up.
Hypothetically, if I were adding black to this deck:
I'd probably cut Dreampod Druid entirely. While its ability is pretty solid, it takes a bit of work before it starts paying off. This would make room for Slimefoot and a sacrifice outlet.
May 23, 2018 3:08 p.m.
I prefer Canopy Cover to Alpha Authority for this deck. The creatures you are looking to enchant are not naturally large, so the evasion Canopy Cover gives is better than the prohibition on multiple blockers.
Have you considered splashing black? Slimefoot, the Stowaway could add some for some additional value out of your Saporlings. If your casual group permits its use, Dark Ritual is a great card, allowing you to cast a turn 2 Parallel Lives. Black also gives access to a number of sacrifice outlets, providing added utility for your creatures.
If your group is very permissible, Sol Ring is one of the best cards ever printed--though cards that are restricted in Vintage are generally frowned upon in casual.
May 23, 2018 2:20 p.m.
Couple quick formatting tips--it takes double brackets to link cards, and you have to get the name exactly right ("Summoner's Pact" with the apostrophe).
I am not sure I understand what you mean by "don't play a ramp spell on my turn." What makes Pact a useful card is that you can do precisely that.
You safely cast Pacts even if your lands are 100% tapped out--remember, the untap step happens before upkeep. So, if you tap 3 lands on turn 3 to fetch a fourth land (which enters tapped), all four lands will untap on turn 4, then you'll be allowed to pay for Summoner's pact.
Ultimately, you're only paying 4 mana and are provided some flexibility as to when you cast the card. Hence why Pact is generally used.
May 23, 2018 10:02 a.m.
Correct. So long as you can scry 2 or more, you can determine deck order. By way of example, let's take a random set of numbers to demonstrate how this works.
We Scry 3. Place the 2 on top, and 4 and 6 on bottom.
Scry 3, place all three on bottom.
Scry 3, place all three on bottom.
Hooray! We have the order we want.
May 23, 2018 9:49 a.m.
It is a tad disingenuous to call a fashion choice a trend when it was already an ancient practice during short-haired Augustus’ reign. From being safer in battle, to easier to clean, to showing you have the wealth to be constantly barbered, etc., there are numerous reasons why a fantasy character might wear their hair short.
Besides, Gideon, Sorin, and Tezzeret would like to remind you there is not a lack of long-haired planeswalkers.
Back on topic, this set is not really for me, but I appreciate what they are doing. It should be very interesting to see what unusual mechanics they come up with.
May 22, 2018 6:55 p.m.
The correct answers is your life total becomes negative, but my brief search through the comprehensive rules provided no direct statement to this effect.
But let's look at Platinum Angel's rulings, specifically this one:
No game effect can cause you to lose the game or cause any opponent to win the game while you control Platinum Angel. It doesn’t matter whether you have 0 or less life, you’re forced to draw a card while your library is empty, you have ten or more poison counters, you’re dealt combat damage by Phage the Untouchable, your opponent has Mortal Combat with twenty or more creature cards in their graveyard, or so on. You keep playing.
Please note the bold portion--this clearly states you can have 0 or less life.
May 22, 2018 6:22 p.m.
Vyrn, Divine Striker
Legendary Creature - Human Avenger
If you would flip a coin, instead flip two coins and ignore one.
At the beginning of combat, flip a coin. If heads, Vyrn gains lifelink until end of turn. If tails, Vyrn gains first strike until end of turn.
That was quite obnoxious of me. Perform Korath37's challenge as initially intended.
May 22, 2018 6:05 p.m.
I would recommend you run some more wheel effects, including Teferi's Puzzle Box. Wheels are what make Nekusar terrifying, particularly once he's been given infect.
Library of Leng reduces some of the downsides of playing wheel effects, as you can use it to engineer a better hand.
Helm of the Ghastlord combos well with wheel effects--they discard their hand, and then are forced to discard all their replacement cards.
Sigil of Sleep turns wheel effects into massive bounce spells, helping clear enemy threats.
May 22, 2018 11:04 a.m.
I would recommend running more wheel effects. Cards like Whispering Madness, Windfall, Reforge the Soul, Dark Deal, and Winds of Change can produce incredible damage while also disrupting your opponents' strategies.
Alongside the above, Library of Leng is quite useful--you can use a wheel effect to discard the cards you do not need, but ensure you retain the cards you will want to use post-wheel.
Helm of the Ghastlord combos well with wheel effects--opponents discards their card and are forced to discard every replacement they draw. This can easily win a game by locking your opponents out of having cards in-hand. Like Curiosity, it goes pseudo-infinite with Niv-Mizzet.
Sigil of Sleep is a great card in Nekusar, turning every wheel into a mass bounce spell.
I would recommend cutting Font of Mythos. Cards like this seem like they should be good with Nekusar, but I've found their lack of built-in punishment quite counterproductive.
Imprisoned in the Moon and Deep Freeze are strong removal cards in EDH. Unlike more traditional kill spells, these enchantments do not cause an opposing commander to change zones. As such, your opponent does not have the option of returning their commander to the command zone, so the removal spell is permanent.
I second kamelyan's suggestion to use infect. A single wheel effect and they're dead on the next draw step.
Nekusar should be focused on winning as quickly as possible once you've got him on the field. Your assorted Persuasion cards cost far too much mana and do not contribute to your primary victory conditions. As such, you should cut them from the deck.
Finally, Unmake's colour identity is Black and White--as such, it is illegal with Nekusar.
May 22, 2018 10:57 a.m.
As is often the problem with mono-black, you'll find yourself in a bit of a bind against enchantment-heavy opponents. There's not really a good fix to this problem (cards like Scour from Existence and the assorted destroy permanent artifacts) are expensive to cast, but can save your life in a pinch--it might be worth running one or two of these cards.
Torment of Hailfire is a strong mono-black card, particularly given your fairly solid ramp package.
It That Betrays is a fun little card in a sacrifice-heavy deck.
May 21, 2018 11:29 a.m.
Grave Pact will trigger when the scions are sacrificed, which is done prior to Ulamog being cast. Because of this, you cannot cast Ulamog until after Grave Pact triggers, as there will be items on the stack.
Here is how it looks:
Sacrifice scions, gain mana, put Grave Pact on the stack.
You cannot cast Ulamog at instant speed, so you have to let Grave Pact triggers resolve.
You then can cast Ulamog, placing him on the stack.
His cast ability goes on the stack, and thus will resolve before Ulamog does.
May 19, 2018 4:14 p.m.
That would make sense, and would likely work well, though there are some things I would like to help clarify.
Technically, terms like Eminence, Landfall, Revolt, etc. are ability words pursuant to Rule 207.2c, rather than Rule 702 keywords. Ability words are essentially glorified reminder text, helping easily identify actions that are commonplace in a given set. Hence the words being italicised, which is something you should remember to do should you take this route.
Because it is not a keyword ability, you will not need to place a number in the italicised text before the dash.
May 18, 2018 5:38 p.m.
I do not think this would work well as a keyword from a card design stance--there's too much information to be conveniently conveyed. Generally, there are three "slots" used by keywords--the keyword itself (see any keyword), the modifying number (i.e. Devour), and the mana cost required (i.e. Cycling).
A devotion-based keyword would use more than those three slots and would not be commonly used enough to justify an exception to the general rule--it would have to read Keyword Blue and Black 7, or something of the like. That starts to look a bit funny, and ultimately is not saving very much space off the original rules text.
That said, I don't want to leave without an answer to your original question--"Reverence" would be what I would use.
May 18, 2018 5:05 p.m.
Not 100% accurate, as both Fuse and Aftermath cards can have their CMC change.
While in any zone other than the stack, their CMC is equal to both halves of the card. While on the stack, it is equal to the half being cast (or both if fused). This is a change from the old rule, and was implemented in Amonkhet.
May 17, 2018 1:19 a.m.
If was spent to cast this spell, return target permanent with a converted mana cost 1 or less from your graveyard to the battlefield. If was spent, creatures you control gain hexproof until end of turn. (Do both if was spent)
You are playing commander, and an opponent has played Pact of Negation with a Hive Mind on the field. You have no way of producing Blue mana, nor do you have a sufficient number of lands/rocks to produce 5 mana. Create a card that will prevent you from losing the game.
May 16, 2018 11:46 a.m.
If you're just looking for premade decks to help players learn, consider purchasing the Planechase Anthology. The four decks were, quite literally, designed to be played against one another either 1v1 or in multiplayer. Each of the decks has wildly different mechanics--Ninjitsu, Devour, Cascade, and Auras--allowing players to experience several different playstyles. Further, it comes with all you need for a Planechase game, giving you access to a completely different format, should your players want to mix things up.
That said, it is not without flaws. Most notably, they are not optimized (lots of one-ofs and no three/four-ofs), which can cause consistency issues. The lack of combo or control decks limits their ability as teaching tools (though, I've found many new players do not enjoy either, since they tend to be complex/hard to pilot).
May 16, 2018 11:31 a.m.
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Commander / EDH
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|Playing since||Seventh Edition|
|Avg. deck rating||19.67|
|Good Card Suggestions||148|
|Last activity||11 hours|