Flarhoon13 on Saruman of Many Colours
2 weeks ago
⚡Power Level 7.12 / 10 Bracket 4 (edhpowerlevel.com)
Flarhoon13 on Kaervek the Merciless, Vampires & …
2 weeks ago
Bracket 4 ⚡Power Level 5.35 / 10 (Edhpowerlevel.com)
Flarhoon13 on Tazri, Blinkstorming the Undercity
2 weeks ago
⚡Power Level 4.11 / 10 (Edhpowerlevel.com) bracket 4.
Flarhoon13 on Niv-Mizzet's Gates to Battle City
2 weeks ago
⚡Power Level 4.71 / 10 (edhpowerlevel.com)
Flarhoon13 on Lazav and Gyruda (Companion): Doom …
2 weeks ago
Power Level 4.55 / 10 (https://edhpowerlevel.com)
capwner on 5c Twisted Tribe (Premodern)
3 weeks ago
You definitely should try brewing some premodern legendofa!! The meta is crazy diverse and the balancing of the old cards/decks has just felt so nice, it really feels like old kitchen table magic where you can play basically anything and make it viable. IMO this is because powerful effects on older cards were also narrower vs. the pure efficient goodstuff we have now, which means many strong decks are possible but each deck will have to be somewhat unique/use many supporting cards to properly utilize their best cards. This is what I think nu-magic really got wrong (well, one thing they got wrong), as now if you try to play anything off-meta you typically fall behind just due to the power gap between the pool of staple fire cards vs. all the other cards. In premodern the field has felt a lot more level (evidenced by being able to win with this jank pile), almost like they used to care about the balance of the game instead of just how much of it they sell...
/rant lol
Thankyou my friend for the +1!
Zorb on Nether Spirit Haunts the DanDan
3 weeks ago
Hey Smotzy! So glad to see this project is current and active! I love Dandan so much. I’ve been trying to organize a Dandan event in my area, but it’s been hard to find players. My idea is to run a Swiss-style tournament using multiple Dandan decks, and afterward, everyone can play with their own custom Dandan creations like you made. I think this is an awesome idea! I haven’t had the chance to really dive in and soak up your list yet, but at first glance, here’s what I notice:
First off, the concept is great—Nether Spirit is such a cool inclusion. Maybe take some inspiration from Dandan’s land formula? For example, adding some cycling lands could be interesting. Oh, and I just had a thought—Witch’s Cottage would be a great fit! It gives that Mystic Sanctuary-style effect. There’s also a black version of Svyelunite Temple (actually one in every color). You might even consider splashing another color, like how Dandan mixes in red. It only has four red sources, but you get a nice scry effect from Temple of Epiphany, and it creates a fun little mini-game with Mystic Retrieval in the graveyard.
Maybe there’s a black spell with a flashback cost in another color that could fit that same flavor. I haven’t gone super deep into your list yet, but is there a card that complements Nether Spirit the way Memory Lapse does for Dandan? Maybe even running eight copies of that "memory lapse"?
Anyway, I’m really glad to see you doing this—keep up the great work! I might have to build this myself soon and give it a try.
Asder on Heartless Eons
3 weeks ago
Seth's build is a pretty swagged out way of playing heartless, thanks for sharing capwner.
I was considering doing something with Myr Retriever, but I couldn't find a way without making the whole deck about it.
legendofa on Shielded
3 weeks ago
Andramelech The plan here is to return Solitary Confinement to your hand on your upkeep with Umbilicus. The discard-or-sac ability will already be on the stack, but you don't have to sacrifice a card that's not there anymore. You get your draw step normally, then recast Confinement on your main phase, where it protects you until Umbilicus bounces it again.
Basically, you're ignoring Solitary Confinement's discard-or-sac, in return for a small window of vulnerability and paying every turn.
I don't know if this is any good, but that's what playtesting's for.
capwner on Heartless Eons
3 weeks ago
I brewed heartless summoning once like a decade ago, my list used Myr Retriever to infinitely loop for free, draw the deck with Grim Haruspex or Fecundity and then kill with Simian Spirit Guide -> Grapeshot. Totally different from what you're going for by the looks of it! One list you might check out is mtggoldfish Seth's "Heartless Mom" brew, he uses Elesh Norn, Mother of Machines for double trigs off of stuff like Mulldrifter and Avalanche Riders with everything getting discounted from the summoning. It was a sweet deck but I think just not consistent enough to gain traction because the deck revolves around heartless and has no good way to find it. In my old deck I used stuff like Infernal Tutor and Spoils of the Vault to get the pieces, then Perilous Myr and Necropede were my chumps of choice bc they turned into free removal. Anyways gl with the build! Curious to see how it develops bc heartless summoning is an awesome card and seems like still nobody has reaaally been able to break it yet?
Andramalech on Shielded
3 weeks ago
legendofa help me understand how this functions, please? Do you fail to pay the upkeep cost from Umbilicus due to the effect of Solitary Confinement?
legendofa on 5c Twisted Tribe (Premodern)
3 weeks ago
This deck looks like a lot of fun. I should experiment with Premodern a little bit.
capwner on Oh Yeah!!
3 weeks ago
Don't see freed from the real much in pauper anymore now that walls/spy has kinda amalgamated into one deck. Cool to see a more classic list still around. My suggestions here would be Drift of Phantasms to tutor both halves of the combo (it even has defender lol) and maybe Ash Barrens or a landscape in the manabase just for a little brainstorm shuffling capability.
capwner on How to Capture and Consume …
3 weeks ago
I loooooove me some self-discounting high-cmc threats that blank fatal push and prismstic :) Good stuff l.o.a.
Hydr0x on Sarkhan's Dragons of the Sun
3 weeks ago
Thanx, it's been a hobby this note hints, How I do have the deck.
Doombeard1984 on Slivernapping
3 weeks ago
So then,
Intruder Alarm is probably a must, but would only deploy on a turn you can win on, or take everything. Doesnt happen always. but Intruder Alarm can be used against you.
I would also potentially look at maybe Aura Shards and Asceticism. Reason being is because if you have Harmonic Sliver out, and there are no other targets, you have to target your own stuff. Similar with Crystalline Sliver if you turn something into a sliver when this is out, it gains shroud from the Crystalline Sliver and you cant target it.
For a WinCon, maybe Sliver Legion and for some protection Sliver Hivelord
TheoryCrafter on MF Doomhive
3 weeks ago
Have you considered Tear Asunder? Early Game, it can get rid of a card like Solemnity and late game it can get rid of a card like Melira, Sylvok Outcast. Also, may I suggest Park Heights Maverick? It can hold a similar function to Vishgraz in your three card combo.
Happy Hunting!
Chuubii on Yusri Has Full Hands
3 weeks ago
Rappaccini, I will try out Venser's Journal, though I feel it might put a target on my back :D
MilesHiles on The King in Black
3 weeks ago
Welp I'd be hard pressed to say I did not read the part of Cabal Stronghold that says "basic Swamp". That is absolutely coming out. Thanks for the heads up!
Aefinn on Kaalia's Vast Fleet of Flyers
3 weeks ago
In my own experience with playing a Kaalia deck is that it needs more creatures to properly utilize her ability.
psionictemplar on Sarkhan's Dragons of the Sun
3 weeks ago
Ultimately, both Blood Moon and Blood Sun would do the same thing for your deck in letting your lands come in untapped. The ability removal blood sun gives will likely only be relevant in niche situations whereas the Blood Moon can slow your opponents down more often and is probably more useful overall though. But given the number of tapped lands you have, getting either one into play is fairly important to keep up tempo-wise with other strategies, hence my suggestion of including both and additional rituals to get there faster.
If I were to make additional changes here is what I try and why.
-1 Bitter Reunion: Going for the multi-dragon haste kill will be hard because you will need to cast several spells in a turn to make this go from a 2 turn kill to a 1 turn kill combo. Without having a large amount of mana production to fuel this, it will be very difficult.
-1 Indomitable Creativity: The more creatures and artifacts you run, the greater the chances that you will end up a result that isn't what you want. Decks that are built around creativity usually only run 1 or 2 different creatures/artifacts to always ensure that they hit the things they want. As it stands right now, that is not a guarantee with 18 possible cards you could change into.
-2 Xorn: Your only treasure producers are Strike it Rich and There and Back Again which won't give you many chances to make additional treasures. Ask yourself this question, if I get an additional treasure from There and Back Again what is that 1 additional treasure really going to do for me that the other 14 couldn't do already? If the answer is nothing really, do you need There and Back Again? If not, that would only leave Strike it Rich, and that isn't enough to justify running Xorn for.
-1 Bloodthirsty Conqueror: I really don't understand why you've included this. It doesn't really do much that another dragon such as Hoarding Dragon or Gadrak, the Crown-Scourge couldn't do. It doesn't find any other win condition and the psuedo-lifelink effect doesn't really line up with either of your plans to hit with huge amounts of damage in a single turn. Not to mention that casting it depends on having either multiple treasures or a Manamorphose for the black mana portion of it. I really feel like this is a card that will either get stuck in your hand or would be equally effective as any other big red creature which makes it replaceable from my viewpoint.
-1 There and Back Again: By the time you get to 5 mana to cast this you should probably have already presented a way to win the game with. Having to wait an additional turn to get the single mountain out of your deck can be done both cheaper and faster and that's IF! you need the mountain in your deck at all. I don't blame you for having it if you see a lot of Ghost Quarter type effects and it isn't likely to prevent a Goblin Charbelcher activation from winning the game outright. Then you finally have to look at chapter 3's ability which I touched on a bit in the Xorn section.
-1 Irencrag Feat: I've run 4 of these and they get stuck in hand way too often between the inability to cast multiple in a turn (for future spells) and the 4 mana cost itself. Going down to 3 copies will help prevent having redundant copies in hand and freeing up space for other things.
Additions: +4 Desperate Ritual: Probably the best 2 mana ramp spell you could have especially if you can manage to splice additional copies onto it. (Just a piece of rules advice for understanding: Ruby Medallion will only reduce the cost of the original copy but not any of the copies that are spliced on to it.)
+3 Blood Moon: Primarily here as an additional way to help your lands come in untapped without you needing to pay life.
I think that once you try these suggestions out, you'll like them. However, this is your deck and you do whatever you want with it. Good luck and if you have any more questions or want me to try and explain my reasonings a little bit more I'll try to help you the best I can.
psionictemplar on Sarkhan's Dragons of the Sun
3 weeks ago
Ultimately, both Blood Moon and Blood Sun would do the same thing for your deck in letting your lands come in untapped. The ability removal blood sun gives will likely only be relevant in niche situations whereas the Blood Moon can slow your opponents down more often and is probably more useful overall though. But given the number of tapped lands you have, getting either one into play is fairly important to keep up tempo-wise with other strategies, hence my suggestion of including both and additional rituals to get there faster.
If I were to make additional changes here is what I try and why.
-1 Bitter Reunion: Going for the multi-dragon haste kill will be hard because you will need to cast several spells in a turn to make this go from a 2 turn kill to a 1 turn kill combo. Without having a large amount of mana production to fuel this, it will be very difficult.
-1 Indomitable Creativity: The more creatures and artifacts you run, the greater the chances that you will end up a result that isn't what you want. Decks that are built around creativity usually only run 1 or 2 different creatures/artifacts to always ensure that they hit the things they want. As it stands right now, that is not a guarantee with 18 possible cards you could change into.
-2 Xorn: Your only treasure producers are Strike it Rich and There and Back Again which won't give you many chances to make additional treasures. Ask yourself this question, if I get an additional treasure from There and Back Again what is that 1 additional treasure really going to do for me that the other 14 couldn't do already? If the answer is nothing really, do you need There and Back Again? If not, that would only leave Strike it Rich, and that isn't enough to justify running Xorn for.
-1 Bloodthirsty Conqueror: I really don't understand why you've included this. It doesn't really do much that another dragon such as Hoarding Dragon or Gadrak, the Crown-Scourge couldn't do. It doesn't find any other win condition and the psuedo-lifelink effect doesn't really line up with either of your plans to hit with huge amounts of damage in a single turn. Not to mention that casting it depends on having either multiple treasures or a Manamorphose for the black mana portion of it. I really feel like this is a card that will either get stuck in your hand or would be equally effective as any other big red creature which makes it replaceable from my viewpoint.
-1 There and Back Again: By the time you get to 5 mana to cast this you should probably have already presented a way to win the game with. Having to wait an additional turn to get the single mountain out of your deck can be done both cheaper and faster and that's IF! you need the mountain in your deck at all. I don't blame you for having it if you see a lot of Ghost Quarter type effects and it isn't likely to prevent a Goblin Charbelcher activation from winning the game outright. Then you finally have to look at chapter 3's ability which I touched on a bit in the Xorn section.
-1 Irencrag Feat: I've run 4 of these and they get stuck in hand way too often between the inability to cast multiple in a turn (for future spells) and the 4 mana cost itself. Going down to 3 copies will help prevent having redundant copies in hand and freeing up space for other things.
Additions: +4 Desperate Ritual: Probably the best 2 mana ramp spell you could have especially if you can manage to splice additional copies onto it. (Just a piece of rules advice for understanding: Ruby Medallion will only reduce the cost of the original copy but not any of the copies that are spliced on to it.)
+3 Blood Moon: Primarily here as an additional way to help your lands come in untapped without you needing to pay life.
I think that once you try these suggestions out, you'll like them. However, this is your deck and you do whatever you want with it. Good luck and if you have any more questions or want me to try and explain my reasonings a little bit more I'll try to help you the best I can.
Last_Laugh on Teenage Mutant Ninja Turtles
3 weeks ago
If you're going to copy my deck, please remember to give credit and an upvote. Thank you.
Hydr0x on Sarkhan's Dragons of the Sun
3 weeks ago
Blood Moon or Blood Sun? With experience playing Blood Sun, and it being featured in MTG ARENA, there may be options to memorize it. Having the strategy memorized makes it all the easier in various circumstances.
Profet93 on The King in Black
3 weeks ago
More ramp is always solid for an expensive commander, fair point.
Regarding urborg + cabal stronghold, Urborg does not help stronghold, only coffers. Just wanna make sure you're aware of that (since you said "Urborg, Tomb of Yawgmoth is a pretty key part to making both work")
For cards for imp's mischief, I can recommend several cuts should you be interested, let me know.
Yeah, nim deathmantle combo is a bit much, glad you're liking helm of obedience though :) Don't forget, it can mess with top deck tutors (if I understand it correctly)!
WingsofIcarus on Omnath EDH
3 weeks ago
Made these changes a while ago to the decklist, but never actually posted the change log. Slotted in Fetchlands for more land ETB triggers. With Yavimaya, Cradle of Growth
, Ramunap Excavator
, Eternal Witness
and other recursion, downsides are minimized.
This update also marks a big moment for the deck in retiring Tempt with Discovery, a very well known card in this deck amongst my playgroup for accelerating my mana. It has been replaced with Realms Uncharted
and Petrified Field (which is additional land recursion), to make better use of a land tutor. Many other swaps were just to lean out the mana curve of my ramp and make some better functionality and flexability changes with how the meta of EDH has evolved. I also acquired a new copy of Craterhoof Behemoth
. I like the art and the flavor text seems very fitting for how I feel the deck plays.
Fabled Passage --> Verdant Catacombs
Wirewood Lodge --> Petrified Field
Kodama's Reach
--> You Happen on a Glade![]()
Tempt with Discovery --> Realms Uncharted![]()
Khalni Heart Expedition
--> Rampant Growth
Praetor's Counsel
--> Seasons Past![]()
Mana Reflection --> Invasion of Ikoria![]()
Skyship Weatherlight
--> Nissa, Ascended Animist![]()
Courser of Kruphix
--> Augur of Autumn![]()
Scryb Ranger
--> Tireless Tracker![]()
Mana Crypt --> Ojer Kaslem, Deepest Growth![]()
Cultivate
--> Flare of Cultivation![]()
MilesHiles on The King in Black
3 weeks ago
Thanks for all of the suggestions! I think I will probably go to add Mind Stone in addition to Charcoal Diamond since Venom costs 5 the deck has a higher curve as is. Cabal Stronghold is in the deck basically as a second Cabal Coffers option that taps for other mana. Urborg, Tomb of Yawgmoth is a pretty key part to making both work but the deck has a lot of search to cover the gap most of the time. I like Volrath's Stronghold but that'll be a late add since it's a higher cost card and this deck is jank at best. I tried Imp's Mischief before but didn't make good use of it. I like the card but haven't found what I want to pull for it. I probably won't add a Nim Deathmantle combo since I already run one in another deck. Helm of Obedience sounds like a fun two card combo maker though and I'll definitely be looking to add one in.
Last_Laugh on We Ride at Dawn!
3 weeks ago
A few more ways to reliably trigger Eowyn every turn without casting anything goes a long way here. Consider Reinforced Ronin, The Jolly Balloon Man, Riders of the Mark, Apothecary White, Outlaws' Merriment, and Horn of Gondor.
Goldnight Commander, Jurin, Leading the Charge, Cosmogrand Zenith, Spark Double, Collective Inferno, and City on Fire are all great ways to crank out the damage (and those convoke spells are made easy with tokens).
capwner on Greed Salivates, Hunger Burns
3 weeks ago
Bladewing is so classic, one problem that I have with the Ur-Dragon existing is that now almost every dragon deck is an Ur-Dragon deck (that's what happens when you try to print THE card for an archetype instead of a balanced card...) and you don't see so much of these more narrow but mechanically flavorful older dragons run as commanders now. Anyways lol ranting aside, cool deck looks like you have been polishing it for a while so IDK that I can rec too much... Maybe Ripples of Undeath? I think this is usually a great choice for reanimator strats because u get card selection, advantage, cards in yard, and the life loss is optional. It's unassuming but really good.
rockyk44 on Azorious clown-ffinity
3 weeks ago
Thank you! As soon as I saw that Clowning Around had the potential to put up to 3 artifacts into play, I saw so much value in it!
Bobthedragonmtg on Pedh boros artifact creatures
3 weeks ago
Interaction suite should prolly get adjusted around hella. all the the two mana counters protection are so midddd. auracite volt charge and voltage surge fs, cut explosive entry. I would move to the 1 mana protection even if they don't give counters they r just better fr































