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- Abrade deals 3 damage to target creature.
- Destroy target artifact.
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|Commander / EDH||Legal|
Abrade occurrence in decks from the last year
Latest Decks as Commander
12 hours ago
2 weeks ago
Howdy! I think your take on this deck is a decent one! That card seems really good! Another payoff (possibly sideboard) would be Carrion Feeder get huge. I've seen a similar brew online that used Rendclaw Trow and Ivy Lane Denizen .
Sideboard is always meta dependent, but currently I don't see a whole lot of interaction with your opponent in the deck. Combo decks always run the risk of being run over by aggro. So things like Lightning Bolt Fiery Cannonade Cast Down Abrade can go a long ways in dealing with Affinity or Elves. Control matchups are a nightmare, though your combo seems pretty resilient. Pyroblast helps resolve needed spells.
Would also experiment with having some of the Lessons like Introduction to Prophecy Introduction to Annihilation Environmental Sciences as one offs just so you still get value from going for the combo win even if your opponent messes with that interaction!
2 weeks ago
Hello, I like the deck and have a couple of comments. I agree that your maybeboard contains some dubious cards except for Narset, Parter of Veils . Here static ability is the only reason you need her. And you should need her. Because she makes all of your wheel effects one-sided. Having one-sided Wheels can win games. I would drop nearly any other card in your deck for Narset considering how many wheels you have.Now about the others:
: This card does not bring much to the deck. It's first ability only interacts with your pirate commander really but is a draw two while you are attacking with the blue pirate. You already have a lot of rummage and wheels going on. It's copy ability matters more for single target or usefully repeatable spells. Almost all of your spells do something big and copying them doesn't do anything better than what those cards already do. Mostly only
and your rummage cards can take advantage of this card. I don't feel that's a good enough reason to include it. But it may be better than some of your other stuff currently in the deck.
Jace, Wielder of Mysteries : This is a win more card that relies on you emptying your library to win. You already have many routes to winning that don't need an empty library to win. The +1 ability is good with your commander and some of your creatures but does that make it good enough to include? Maybe not.
Laboratory Maniac : This is not the right deck for this card. It needs to be built around to be a consistant win condition. When not built around, I would skip it in favor of cards that don't distort your theme. Don't get me wrong, its a good card just might not be a good fit.
Teferi's Ageless Insight : I think this goes in line with the Jace and maniac. If you want to go this route, add all 3 to the deck. Otherwise, to trigger it you are already getting extra draws from another source so don't really need it. And you have to be doing something with another card to trigger it at all so by itself it adds nothing to your game state. Though if you do go with the Jace/Maniac route I would include this for the raw draw and discard power whenever you wheel.
There is a card in the current decklist I was curious about. What does Treasure Nabber bring to this deck? I don't see a sac outlet so I am assuming you just use it primarily to steal big/impactful stuff to use it for a turn? Is that a meta call? It seems a weak add when compared to the rest of the deck. I think this card is awesome and with sac outlets and ways to make mana dorks artifacts can be insane in a game. But I don't feel it merits a slot in this deck. You may have a great reason I overlooked to keep it in the deck and I am interested in understanding the inclusion.
2 weeks ago
The thing is I have hated Pongify , Rapid Hybridization , and Reality Shift for quite some time since they basically make blue the second best color at single-target creature removal in EDH, it's perverse. Giving it Abrade on steroids isn't exactly moving things in a desirable direction for me
1 month ago
just gonna go through some hard stats real quick cards that give you card advantage ie gets a card from your library into play or into your hand: 7 cards that ramp you ie gets lands into play, produces mana, makes creatures cheaper: 17 cards that can destroy your opponents creatures/artifacts/etc :5 of those 5 cards they only deal with creatures and most need to be dealt damage first. so an opponent plays a proaganda/ghostly prison you cant attack your deck is useless. green, red, white have some of the best removal for almost any permanent. problematic artifacts and enchantments get the Wilt , Nature's Claim , Return to Nature , Krosan Grip , Crush Contraband to name a few. opponent has a magus of the moat or another problematic creature? Path to Exile , Swords to Plowshares , Abrade , Lightning Bolt , any number of efficient fight spells like Domri, Anarch of Bolas , Prey Upon , Inscription of Abundance , Primal Might . opponents threatening to cast a board wipe? Eerie Interlude , Cosmic Intervention , Unbreakable Formation .
In short, a bit less ramp, a bit more card draw, and you really really need interaction. You can't expect to make a dino army and not have anyone try to interact with that. I know dino smash but dino can be smart too, dino can be clever girl.
1 month ago
I'm going to go ahead and start on ramp here, you have only a couple pieces of pretty bad ramp.
So I really recommend picking up Llanowar Elves , Elvish Mystic , Elves of Deep Shadow , Fyndhorn Elves , Wild Growth , Rakdos Signet , Golgari Signet and Gruul Signet . Those are all really good because they can come down early, they get you more mana to play Mario and Luigi earlier, they can help you play your bigger cards earlier, and they can be sacrificed to the brothers.
If you want to find room, Cultivate , Harrow , Kodama's Reach , Rampant Growth , and Boundless Realms are all really really good, but not quite as necessary here as they can't be sacrificed to the brothers.
The player with the most mana is often the player in the best position in EDH, so mana ramp is important.
You also want some good interaction, which isn't quite as relevant with the brothers but it's still very important. Rakdos Charm , Terminate , Abrade , Abrupt Decay and Assassin's Trophy (which are a bit pricier), Doom Blade effects such as Cast Down , Ultimate Price , Go for the Throat and Heartless Act , Lightning Bolt , Nature's Claim are all pretty solid ones. The purpose is just to be able to stop someone from killing you, remember not to be aggressive and kill things without reason.
Casualties of War is pretty cool too, I just like the card.
1 month ago
Good point, I’ll add Mission Briefing and cut Scepter.
Thanks for all the suggestions, I like Whispers of the Muse .
1 month ago
Hardhitta7: makesa good point about alternate costs for flashback. Plus it's an additional non-creature spell for Kykar. Some cards I would look into adding though are:
Whispers of the Muse - this is better than some of your other draw card effects due to the buyback.
Haze of Rage - really strong recurable pump spell.
Recruit the Worthy - if you want to go down that token theme. Effectively 2 tokens for 4 mana.