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capwner on Super High CMC ~ Competitive …

2 weeks ago

lol, it's np and don't feel at all like you HAVE to run the MLD if it isn't your style, I just think it works especially well with Jhoira's ability if you're building for high power. Yeah I'm the MLD guy :P But that's the cool thing about Jhoira you can cast literally anything off her so there are a ton of ways to build her.

Asder on Card creation challenge

2 weeks ago

Itsy Bitsy, Spout Dweller

Legendary Creature - Spider

Deathtouch

Up the Spout Again -- , : Return Itsy Bitsy to its owners hand. Activate this ability as a sorcery.

1/1


Down Comes the Rain

Sorcery - Adventure

Return target creature you control and target creature you don't control to its owners hand. Draw a card then discard a card.


Again!

emask on Nighthawks at the Diner

2 weeks ago

"I see you've played Nighty-Hawky before" +1

kamarupa on i dislike universes beyond

2 weeks ago

universes beyond suck! also, nice deck ;)

theNeroTurtle on Super High CMC ~ Competitive …

2 weeks ago

capwner, thanks for the upvote and input. the MLDs were definitely all you.

capwner on Super High CMC ~ Competitive …

2 weeks ago

OK now that the list has 100 cards and plenty of Jokulhaup I can + it :) I do think the "speed section" is worth it, people get complacent thinking Jhoira always telegraphs her moves by 4 turns so those cards give her a nice surprise factor. By the same token I think big rits like Jeska's Will and Mana Geyser fit in an MLD Jhoira build so you can straight up hardcast these spells to deal with imminent threats and hopefully suspend something else big at the same time.

TheoryCrafter on Card creation challenge

2 weeks ago

Hauhni of the High Council

Legendary Creature-Noble

Eminence- As long as ~ is in the command zone or on the battlefield, Clerics, Knights, Nobles, Samurai, Soldiers and Wizards are Advisors in addition to their other types.

Tap nine advisors: You become the Monarch. If you are already the Monarch you receive an extra vote until end of turn. You may activate this ability only once per turn.

1/3


Create a card based on a Nursery Rhyme and give it a Eldraine feel. It cannot be based on Humpty Dumpty.

Balaam__ on See the Forest for the …

2 weeks ago

I like the unorthodox idea behind this, but the odds of playing something other than a land seem really low. Even with several opening hand mulligans and the land surveillance you’re going to be lucky to find a non land card. When if you do, you won’t be casting it before Turn 3.

I think this could be shaped into something that retains the same spirit but is more playable, although it will take a lot of refinement.

asdf1231 on I'd Like to Teach the …

2 weeks ago

this deck would benefi from like swift boots to give the token creatures haste

FauxFaux on Card creation challenge

2 weeks ago

Vannifar, Curator of Evolution

Legendary Creature - Elf Ooze Jellyfish

Eminence: As long as ~ is in the command zone or on the battlefield, whenever another creature you control dies, you may put those counters on ~. Counters placed on ~ this way remain on ~ as it moves to any zone other than a player's hand or library.

3/4


Repeat, or wild!

DopeyTheCat on Card creation challenge

2 weeks ago

Reaper Man

Legendary Creature - Elder Spirit

Eminence - As long as you have more than 10 life creatures you control have Vigilance. As long as you have more than 20 life, creatures you control have lifelink. As long as you have more than 30 life, creatures you control have first strike. As long as you have more than 40 life, creatures you control have Indestructible. At the beginning of your upkeep, pay or you lose 3 life.

5/2

"Lord, what can the harvest hope for, if not for the care of the reaper man?"

Repeat

Tsukimi on Card creation challenge

2 weeks ago

Emre, Beholder of Bounty

Legendary Creature - Elemental Spirit Druid

Eminence - Whenever a land enters the battlefield under your control, each opponent may put a land from their hand onto the battlefield.

Whenever one or more opponents play a land on a turn that is not their own, each player may draw a card. If three or more players drew this way, you create a 3/3 green and blue Elemental Cat creature token.

At the beginning of combat on your turn, if you control 5 or more lands, create a token that is a copy of target creature you control. That creature gains haste and trample until end of turn. At the beginning of the next end step, exile that token.

3/4

"There is music for those with ears to listen."


My attempt at a non busted, somewhat fair eminence ability. Try and create another non busted eminence commander.

TypicalTimmy on Card creation challenge

2 weeks ago

Awh dang it. :/

still gonna submit it tho


Daemon Primarch Angron


See above

zandl on Card creation challenge

2 weeks ago

Ruhan, Fomori Vengeful

Legendary Creature - Giant Warrior

Eminence - Whenever an opponent deals damage to you, if Ruhan is in the command zone or on the battlefield, you may put an evergreen keyword counter on Ruhan.

Counters remain on Ruhan as it moves to any zone other than a player’s hand or library.

7/7


Couple assumptions: Counters can be put onto commanders when in the command zone, and an "evergreen keyword counter" is any keyword found on Odric, Lunarch Marshal.


A commander with eminence.

DopeyTheCat on Card creation challenge

2 weeks ago

Commune the Guild

Kindred Instant - Druid

Put X +1+1 Counters on each druid you control, where X is the number of creatures your opponents control.

Flashback

Make a Commander that makes taking damage good.

plakjekaas on What do you want more …

2 weeks ago

The commander ruleset is an attempt at immersion. Instead of being a planeswalker yourself, summoning the monsters from other planes and carrying the spells from your hand (which is the Vorthos interpretation of how magic is played), you choose a general to lead your deck. This general is a creature from a magic card. Its capabilities stem from colors of Magic. Only the colors that your general is well versed with (colors on the card, either in mana cost or in abilities from the text box) are the colors the deck has access to. Nicol Bolas has no access to green or white magic, so a deck with Bolas at the helm can only use grixis cards.

To say those flavorings don't mean anything to you is valid of course, nobody can tell you how you want to enjoy magic. However, Magic is created by the company that also makes Dungeons and Dragons, and the play-pretend part does matter to a lot of people. Building a commander deck is like creating a new D&D character, scrolling through the card pool like a rulebook, checking for the coolest thing to do while being tied and restricted to a color identity like a race/class combination. I'd say the overlap in audience is there for this to be a part of the fun. It's part of the reason we still have art and flavor text on the cards.

There's a lot of room for personal preferences, and the color restrictions contribute to increasing playability of a wider arrangement of cards. If al you can play is , you've got to be more creative in your card choices to tackle opposing problems than you'd have to be if you could include other colors. It invited me to expand my search of cards to play, and the feeling of stumbling upon a forgotten card from 2001 that's perfect with this other card I opened at the prerelease last week, is very satisfying indeed.

That's more rewarding to me than building a Standard deck could ever be. There you work towards the same goal as the rest of the world with the same card pool, the results tend to get very similar, and you'll be rewarded for doing the same thing per archetype, ending up playing the same cards, doing the same thing. That's where merit is mostly skill based, leaning towards the competitive aspect of Magic.

EDH was not created as a competitive format though. The original EDH tables were judges who after refereeing a big tournament all day, wanted to entwine playing magic, but a lot less serious magic than the matches they've been dealing with all day. A way for their cool type 2 (Standard) cards to do cooler things than they ever got to do in their intended formats. Singleton, so every game should play out different than the last one you played. Where you get the time to build something that you can't in other formats. And they started out with just the Elder Dragons from Legends as commanders. They all have 7 power and they all cost 7 mana, if you took 3 hits from a commander it was legal because let's be fair, game's got to end. It was casual as in anti-competitive in its baby shoes.

Now that the format has both sped up immensely, and other legendary creatures can be your commander, I can imagine that rule makes less sense out of the blue. Commanders are engines or combo pieces, and not combat behemoths like they used to. But it's still a part of the identity of the ruleset, due to the "roleplay" aspect of how the format began.

Every commander is it's own archetype. That makes the cards performing well in your deck, vastly different from the cards performing well in your opponent's deck. Color identity makes it so that more cards are played in the format, diversifying play experience. Playing commander is a great way to expand your card knowlegde, because every card choice is influenced by all this weirdly-tacked-on red-tape to be a creative personal choice rewarded by a greater knowlegde of card interactions that you personally might not have thought of. Ripping off the red tape will turn commander into the form of Magic it was trying to escape from.

That's what I want to see more of in Commander. Creative combinations of existing cards not necessarily designed to be played together, rather than an amalgamation of designed-for-strategy cards. Because Commander is the most popular format, precons are probably the best way to showcase card interactions to new players, but I subscribe to legendofa 's suggested way to start playing magic. Get the basics in Standard or Jumpstart, and when you're ready to dive deep, buy and upgrade a precon, start playing Commander to step up your learning curve. I don't think we need as many precons and printed-for-commander cards as we are getting. To me, the spirit of the format is scouring the entire pool of cards to discover and showcase impressive things other people might not have thought of, with a very personal touch of style. It makes me want to play my decks over and over again if I'm proud of what I found, and most games I lose, I did cool stuff that made my friends go "Oh wow!" anyway, leaving me fulfilled anyway.

capwner on How have your EDH games …

2 weeks ago

Massive and overdetailed game breakdown incoming, be forewarned

I've been testing this mono black control list and had some epic grind fests, I just finished an extremely long and hard fought game against Simic, Izzet Storm, and an upgraded Necron precon Szarekh, the Silent King. You'll never guess who the problem was. Ok this game was absolutely wild, so after about an hour of normal play i.e. simic is simicing and has a rhystic, I have necropotence and bowmasters (2 of my 3 gc's) and I'm keeping the game mostly under control, Mizzix player is totally cucked bc they keep losing their Mizzix, Necron guy is casting Necrons, and it's mostly a fight of Vannifar, Evolved Enigma trying to gain steam and me removing all their stuff except I can't touch the rhystic so we're both full up on cards. First crux of the game, Vannifar player plays Ixidron, I tuck my Crypt Ghastfoil under The Moment. On my turn I pop the moment and get my ghast back, clearing the rhystic but taking a lot of collateral. I tried to completely recover from the moment wrath via Yawgmoth's Will but Vannifar had a counter for it. So I do seem to pull ahead here, Mizzix just quits and I manage to get lethal on Vannifar. So then it's me and Necron guy. Enter the halfway mark of the game, a 1v1 now. He's at full and I'm at half. I have Crypt Ghastfoil, Gauntlet of Power and both coffers so tons of mana, also I have Bowmaster and Yawgmoth, Thran Physician. My opponent has Caged Sun and Biotransference, and a good board of Necrons with a Trazyn the Infinite threatening to copy a Bolas's Citadel in the yard. I have Dimir Machinations and Languish but most of his stuff is too big, he's mono black so my gauntlet and his sun both pump him lol. I'm so low on life, at this point I need to %100 control the game or lose but I'm in a decent position to do it with the Yawgmoth. Here's my big choice, I use machinations to get Maralen of the Mornsong, then use Talon Gates of Madara to phase her out until my next turn. I take a hit here because I tapped to attack and kill Vannifar. I fumbled a little because I could have used the Yawgmoth and discarded some lands to -1/-1 and reduce my damage. I owned it and go down to 5. My turn, the Maralen phases in, I go down to 2 life. Can you guess what I get with her? Umezawa's Jitte. I needed some kind of life gain and Jitte was just about my last hope. Because I had so much mana and lands in hand, I was able to proliferate Jitte with Yawg and use both modes to perfectly Languish all the Necrons while pumping my board. I draw back up but nothing great. Their turn. They have huge mana too, replay their flying commander and make bonus necrons from Biotransference. Threatening lethal again. Back and forth, I'm CLINGING TO LIFE against these (still pumped +2) necrons, by using yawg ability and Jitte to snipe them and proliffing about 4 times a turn. He gets Bolas's Citadel on board, recurred via the commander. I got a harnessed The Soul Stone and recur Maralen to tutor on my turn, then sac her to yawg (she died to languish before). I still don't have enough life to go for the oppo lock because they are going too wide and I have to actively snipe necrons to stay alive AND prevent the lethal Bolas's Citadel activation. I have Maha, Its Feathers Night and Night of Souls' Betrayal which does NOT kill the necrons but brings them to X/2, I tutor and asymmetrical sweep again with Nuclear Fallout and finally we are are looking a bit safer. I'm still hovering at 1-2 life each turn (on Jitte life support, allowing me to maralen tutor) and barely keeping them off the lethal citadel activation. But I drew like ass, deck has no wincons only sorc speed removal, and I'm dead as soon as they can get 10 nonland perms which could be any turn. But I do have enough cards and mana to use yawg/jitte to stay alive. Finally, I draw Plague Engineer on a Massacre Girl trigger on their turn (responding to their trigger making the lethal necrons and sniping the existing ones). They pass. I use Soul Stone -> recur Maralen and get Engineered Plague. 39 cards left in my deck. I cast BOTH PLAGUES finally making the Necrons X/0 and they concede on the spot sealing the game. HOLY F*CJKSCING NECRONS!!!! Seriously was the most epic game I've had in a while and not at all who I expected trouble from in that pod. WELL PLAYED. Well PLAYED, Necron dude.

theNeroTurtle on Super High CMC ~ Competitive …

2 weeks ago

Profet93, throw a word in friend. My thoughts are on the speed section outside of an overall look.

taika1109 on "Sygg" The Tidal Mastery EDH

2 weeks ago

List of Combo Update 05/02/2026

Puresight Merrow + Paradise Mantle + Thassa's Oracle

Note1: Puresight Merrow with unsummoning sickness or equip by Swiftfoot Boots

Note2: If you only have Puresight Merrow and Paradise Mantle, you can find Thassa's Oracle by remove top of your library many time until found it then draw it to cast for win the game.

Wanderwine Prophets + Deeproot Pilgrimage or Summon the School

Wanderwine Prophets + Emperor Mihail II + Equilibrium+ any merfolk in your hand (to cast and return any merfolk for loop trigger create token merfolk to feed every turn.)

Wanderwine Prophets + Meanders Guide + any other merfolk on board + any merfolk with mana value 1-3 in graveyard

Note: Wanderwine Prophets can attack to opponent by gain abilities from protection color by Sygg, River Guide, become unblockable by Merfolk Sovereign, gain islankwalk by Master of the Pearl Trident, has flying by Mist Dancer.

Deeproot Pilgrimage + Intruder Alarm + any merfolk has activate abilities by tap itself or tap a creature engine.

Deeproot Pilgrimage + Puresight Merrow + Paradise Mantle.

After Infinite mana + Emperor Mihail II + Equilibrium+ any merfolk in your hand.

Note1: Infinite token but they have no haste, you can't finish game that turn yet. If you have Vodalian Hexcatcher or Lullmage Mentor or Opposition on a board , your opponent may be concede

Note2: If you have Judge of Currents, you can gain infinite life. If you have Wake Thrasher, you can swing to opponent by Wake Thrasher with inifinite power

Note3: If you have Blasting Station, you can finish every opponent by loop deal damage to them

Isochron Scepter + Dramatic Reversal + many artifact with mana abilities can product total 3 or more mana.

Merrow Reejerey + Equilibrium (have any merfolk in your hand and other any merfolk on board) + Three Tree City

Note1: Three Tree City must can be product total 5 or more mana, if you have any merfolk with mana value 1 in your hand and other merfolk with mana value 1-2 on board, also if Three Tree City must can be product total 6 or more mana for any merfolk with mana value 2 in your hand and other merfolk with mana value 2-3 on board so on

Note2: If you have Pyre of Heroes , you can finish game by search many merfolks from your deck on board by sacrifice Sygg, River Guide many time to finish. (see Infinite Draw and Infinite Token)

Benthic Biomancer + Vodalian Wave-Knight + any instantly sacrifice a creature engine

After Infinite token merfolk + Neerdiv, Devious Diver on board + Summon the School in graveyard.

Note: With only have Benthic Biomancer and Vodalian Wave-Knight, they can't be stop loop by themself unless you have cards in hand, draw/discard until you get a spot removal to blow Benthic Biomancer

Neerdiv, Devious Diver + Paradise Mantle + Deeproot Pilgrimage + Intruder Alarm

Deeproot Pilgrimage + Intruder Alarm + any merfolk has activate abilities by tap itself or tap a creature engine.+ Blasting Station.

Merrow Reejerey + Equilibrium (have any merfolk in your hand and other any merfolk on board) + Three Tree City + Blasting Station.

Isochron Scepter + Dramatic Reversal + many artifact with mana abilities can product total 3 or more mana + Blasting Station.

Note1: For Combo Merrow Rejerey to infinite mana for use Blasting Station sacrifice Sygg, River Guide many time.

Note2: For Combo Isochron Sceptor to infinite mana for use Blasting Station sacrifice Sygg, River Guide many time.

After infinite token merfolk + Opposition

After infinite token merfolk + Lullmage Mentor

note: With Opposition or Lullmage Mentor, if you have Teferi, Time Raveler on board too, your opponent may be concede

seshiro_of_the_orochi on Card creation challenge

2 weeks ago

Assembly Line Overdrive

Kindred Sorcery - Assembly-Worker

Each artifact creature you control gets +X/+X until end of turn, where X is its power. Assembly workers you control gain trample and menace until end of turn. At the beginning of your next end step, sacrifice all artifact creatures you control.


Create a druid kindred spell with flashback.

Chaise on Not Your Typical Sythis, Harvest's …

2 weeks ago

for better lands aka more $ i might do when i have it would [maybe add more basic lands] be take out bad lands for Verdant Catacombs Arid Mesa Misty Rainforest Marsh Flats Flooded Strand Prismatic Vista

Asder on Card creation challenge

2 weeks ago

Frontline Scrapper

Artifact Creature - Assembly Worker

: Return target artifact creature that died this turn to the battlefield with a finality counter. If that creature was an Assembly Worker, draw a card.

2/1


Make a kindred spell, bonus points if its an assembly worker as well

berryjon on Card creation challenge

2 weeks ago

Line Builder
Artifact Creature - Assembly-Worker
Artifact Creatures you control cost less for each Artifact Creature you have cast this turn.
3/2
"One more for the line, and maybe we'll make quota...!"


Another Assembly-Worker!

plakjekaas on How have your EDH games …

2 weeks ago

I played a The Unagi of Kyoshi Island deck. An opponent playing the new Lorwyn Elementals precon evoked a Maelstrom Wanderer out for cheap. Cascades ensue, silly board stuff happens, I had a Thing in the Ice  Flip with two counters remaining on my battlefield. As soon as the Elemental player tried moving to combat, I used Reenact the Crime on his evoked (so sacrificed) Maelstrom Wanderer, spinning into Arcane Denial allowing me to counter my own Wanderer ànd flip my Awoken Horror  Flip to bounce the board, then cascade the second time into Teferi's Tutelage to capitalize on the 3 cards Arcane Denial will draw me the next upkeep.

Quite the interruption to the the Elemental combat plans.

FauxFaux on Card creation challenge

2 weeks ago

Repetitive Reptile

Creature - Lizard

Offspring: , Offspring:

Whenever ~ enters, each player mills a card for each Lizard you control.

If a player would mill one or more cards, that player mills that many cards plus one instead.

2/3

"There's something about the fauna here on Xerex...I swear I have passed the same creature multiple times..."


Repeat Asder's challenge!

TheVectornaut on King of the Skull Servants

2 weeks ago

As a fellow enjoyer of Grass Looking Greener (mostly Lightsworn but also some Zombie/Vampires, PK+Paleos, and Skull Servants), I do think the idea is interesting. You're always going to be in a bit of a battle between thematic consistency and power level. For instance, a grave-counting creature like Wight of Precinct Six or Nighthowler would fit the idea of King growing with more guys in the yard, but they would also be disappointingly weak right now since you don't have a lot of mass self-mill at the moment (Stitcher's Supplier and Overlord of the Balemurk are the first things that comes to my mind). On the subject of getting what you want in the GY, it probably is best to have a few more ways of getting specific targets buried at least. With Entomb off the table in modern, I could see Unmarked Grave being the best cheap option instead of or in addition to Buried Alive. This only negatively affects Maha who I already think is worse than reanimator staples like Archon of Crueltyfoil or Sire Of Insanity. Fewer legendaries also makes Persist a great choice. There's also Lively Dirge if you want to stick to the low mana value plan and can afford to pay more mana. Finally, I'm partial to Burning-Rune Demon as a way to extend into more reanimations while being a reasonable threat in its own right. I think it would be cool to run more skeletons for the theme too, although most aren't that helpful. Cards like Reassembling Skeleton or Persistent Specimen could be sac fodder to a Victimize or Hell's Caretaker. Another one that I know can be good in black reanimator is Emperor of Bones, although he has some unfortunate anti-synergy with other cards in the deck like Twilight Diviner. Death Baron is always an option if you find the Corpses of the Lost backup plan doesn't have enough oomph.

Some final notes: It may be more consistent to focus on just the Xu-Ifit negated reanimations. That would involve going up to 4 Death's Shadow and adding in some similar options like Moonshadow or Yargle and Multani. The EDHRec page for Varolz, the Scar-Striped could be a place to start. That all said, having the more powerful effects of non-negated creatures may still be worth the inconsistency of the two plans not always meshing whan you need them to. You do want to have the best options available in either case though. My first cut suggestions would be Gloom Sower, Avatar of Woe, Inkwell Leviathan, and lastly Maha, Its Feathers Night. Finally, I second cutting some lands and would suggest Bitter Triumph as a replacement for Cast Down that comes with a Cabal Therapy option built-in.

legendofa on What do you want more …

2 weeks ago

wallisface I think the problem here is that people are using Commander to teach the game, which in my opinion is a really bad idea. Pretty much every point of confusion there is because people are using an advanced-level, very complicated and deep format to teach the basics and fundamentals--what colors mean, how cards interact, how damage works, strategy overviews, etc.

People should learn with a simple, casual 60 x 4 deck before trying Commander. Just because it's popular doesn't mean it's appropriate for new players. WotC has dropped most of the product lines designed for intro-level, but I would use Jumpstart over Commander as a teaching tool every time.

I'm going to defend commander damage, though. It's one of the main things keeping and viable in the format, especially together. Without it, Voltron would virtually disappear as a strategy, and aggro in general would be cut way down. If a group doesn't track it, I assume that's because they don't have any aggro decks in their group. And this is coming from a player who just ignores the combat step half the time.

theNeroTurtle on Super High CMC ~ Competitive …

2 weeks ago

capwner, in English?... (edit: LOL just clicked in the brain. Mass Land destruction). Whomp whomp.

wallisface on What do you want more …

2 weeks ago

I barely play any commander at all, but i’d love to see colour restrictions removed entirely.

  • Removing colour restrictions means more brewing flexibility and viability.

  • Having soo many restrictions on a casual format seems bizarre to me.

  • I’ve seen soo many people misunderstand what colours permanents are because of the whole “colour identity” thing.

  • As commander has become the format most newer players get into, having less rules baggage seems better.

I’d also ditch the whole “commander damage” thing… it feels like extra tracking for the sake of tracking, and is almost never relevant. A lot of youtube channels showcasing edh games don’t even track it, and I imagine lots of playgroups don’t either

I just feel that for being the most popular format, and a fornat which is meant to be casual, there’s a whole lot of weirdly-tacked-on red-tape which doesn’t add anything meaningful to the game.

Nicklaffy2302 on Pestilence-Fog Abzan Midrange

2 weeks ago

capwner Thanks so much for the suggestions! The Gates idea is interesting, but it makes me a bit nervous since the manabase already feels pretty fragile with three colors. I’ve gone back and forth on Guardian of the Guildpact a lot. It’s obviously fantastic with Pestilence, and you might be right that having a hard-to-kill finisher would help close games. My hesitation is mostly curve space and trying to keep the deck focused on ETB-value creatures, but I’m definitely open to testing a copy or two.

MindBoogaloo on How have your EDH games …

2 weeks ago

Hahaha, odd ways of winning the games are the best! My Happy Sweatshop Workers-deck can win with Burn at the Stake out of nowhere or this Eldrazi (Angelic Aberration), which seems to be made for my all creatures Meat's Back on the Menu, Boys! (CAUTION: STICKY)-deck, turns my meekly 1/1 lifelink soldiers into 4/4 flying vigilance Eldrazi Angels that will get a +3/+3 haste buff from my commander.

TheoryCrafter on What do you want more …

2 weeks ago

I would like to see more Four color Commanders as well. When the Fantastic Four cards get released we'll have more RGWU Options from Universes Beyond than Within. And that doesn't even take into account options with hybrid costs(like The Reaper King and Tazri, Beacon of Unity and cards with Partner and Friends Forever. While exactly four colors in the casting cost would be preferred I would not be against cards with a casting cost of three or fewer colors and the rest in the Oracle text. Just as long as it's not Universes Beyond.

I read somewhere Mark Rosewater claimed there wasn't enough design space for a set with five 4-color factions, but the way the color pie has been manipulated the last several years I do believe it's possible. And it would be a good way to get those four color commanders done that won't feel forced.

I don't know if we'll ever get the Purple color, but if and when they do it I'd like to see them make at least 1 commander for each purple-included color scheme. The crazy thing is cards including, but not limited to, The Prismatic Piper already make this color scheme possible.

And finally,I'd like to see more pods take the initiative in making a conversation about rule zeroing stuff including, but not limited to, hybrid mana outside the color scheme, wish cards and making Legendary Planeswalkers commanders even if the card doesn't say it can happen. Rather than wanting the rules changed every time something isn't to their choosing.

May you draw well!

Rappaccini on Yusri Has Full Hands

2 weeks ago

Yusri is one of my favorite commanders. I like cards like Venser's Journal and Tablet of the Guilds to offset some of the damage I do to myself with my commander. Also, I have it focused a little differently, with a decent number of wheel effects so if I hit five heads (as you say, always go 5) or have a lot of mana from Tavern Scoundrel, I can refill my hand pretty reliably. Game Plan is my personal favorite since it helps me get clunky access to my graveyard, plus an opportunity for some politics. Moreover, with Howl of the Horde and Scrawling Crawler out, I can often end the game in a single turn if my hand size is large enough by casting a Windfall.

Coughlincohen on Perpetual Doomsday Machine

2 weeks ago

Crypt Incursion is kind of horrible, actually. This deck isn't going to win against graveyard decks with 1 copy of Crype Incursion. You should play Commune with Evil for card selection and lifegain. This deck doesn't need Isolation Cell you should play another win condition like Reanimate

capwner on U, Ulasht, Ulashte me (PreDH)

2 weeks ago

Never heard of PreDH, that's pretty awesome! I used to play Ulasht, he's/it's super cool and I am a fan of the janky fungus cards used to combo with it. A few recs that worked well for me in that deck:

Mana Echoes - just goes wild with mana

Ivy Lane Denizen - replaces counters on your ulasht and can go infinite

Goblin Sharpshooter - another good thing to equip with Basilisk Collar, also synergizes well as you are saccing your saprolings

Earthcraft makes a ton of mana and you even have Squirrel Nest already, or are you avoiding inf combos on purpose? EDIT oh earthcraft is crazy expensive now I don't remember it being quite so much XD

Wort, the Raidmother always felt great for the big boost to Ulasht count and ability to conspire say a GSZ to pull out multiple combo pieces

and I remember cards like Heroic Intervention being pretty important because the deck was so creature reliant and I even used Wrap in Vigor and Fresh Meat because green prot spells suck

Our decks look pretty different, I think yours is more midrangey and chill/casual with more cool on-flavor cards and less combo, which is totally valid! However if you are looking for a boost you could possibly consider a few of these. +1 for the cool oldschool format and commander

greyninja on How have your EDH games …

2 weeks ago

Cool idea @FormOverFunction

Went to FNM last week with a buddy for casual EDH. He is just getting back into the game after a 10+ year hiatus. We grouped up with a couple of randoms for four games.

I won the last game with Prossh, Skyraider of Kher. I had Molten Gatekeeper on the 'field for 7 dmg with a Prossh cast.

Next turn attack, then sac Prossh to Tevesh Szat, Doom of Fools and cast again for 9 dmg with Gatekeeper. Then again next turn attack, sac Prossh to Tevesh and cast again for 11 dmg with Gatekeeper ftw. Simple and effective!

RiotRunner789 on How have your EDH games …

2 weeks ago

I believe OP used it against an Aristocrats deck...

capwner on Super High CMC ~ Competitive …

2 weeks ago

All Jhoira needs to win is to resolve any MLD spell while you have big dingus in suspend ready to pop out and clean up the mess

theNeroTurtle on Super High CMC ~ Competitive …

2 weeks ago

capwner, definitely going to likely put in some hate cards like that. Thanks for the idea. Before I do that though, I am looking into some alt-win options. Any suggestions there? I prefer not to do infinite instant win combos. I like the draw combo and other combos like it because it isn't an istant win.

legendofa on What do you want more …

2 weeks ago

Antsquisher Yeah, I was kind of conflating the two ideas. "Mana of a color outside of your commander's color identity can only be used to pay for generic mana costs" was pretty much exactly the same as "colored mana outside of your commander's color identity became colorless instead" before Oath of the Gatewatch in 2016. I could have been clearer. The distinction between colorless and generic happened ten years ago, after all.