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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
When Abzan Ascendancy enters the battlefield, put a +1/+1 counter on each creature you control.
Whenever a nontoken creature you control dies, create a 1/1 white Spirit creature token with flying onto the battlefield.
5 months ago
Stardragon Just replying to your comments:
On Ceara's plus ability, i'm not saying she can't have a plus ability that makes creatures, as lots of walkers do do that. I'm saying that having an ability that is +2, and creates a 4/4, is very, very pushed, and imo this should be toned back.
On Chichan's Scry not feeling in-color. Yes multicolor walkers do occasionally get abilities that a single-pip of their colour couldn't do - BUT those things are normally either very-adjacent to what that pip could do, and/or something which the shard/wedge is known for being able to do. My issue with the Scry is that it's neither something that Red does, or something Jeskai does. It feels really out of place and not-in color, at least in my opinion. I don't think the "So what" approach will be healthy for making cards that feel "on-theme" for a shard/wedge.
As for Chichan's second ability, I would have just worded it as "Until end of turn, you may cast spells by exiling 3 cards from your hand, rather than paying their mana cost". This text is more in-line with how Wotc currently words these abilities. There's also no point in restricting this ability to being only 2 times per turn because generally people don't have massive hand sizes anyway. - Also, I never said this effect was anti white, it fits in well for Jeskai mechanics.
For Gwisin ideas, i'd suggest something akin to a Grisly Salvage effect for its +1, and its ultimate being a emblem that does the bottom paragraph of Abzan Ascendancy. This feels more in-theme, and provides a distinctive difference between these abilities.
Sorry I should have elaborated on my comment around Kuva reading like a pre-constructed-deck walker. What I meant from that is that it feels very weak, especially for its mana cost, but the abilities feel correct and on-theme. If I were trying to tune this to feel more competitive, i'd make it 4 mana, and change the -2 to only be -1. But it depends what level of competitiveness you're looking for these walkers to be. If you're wanting them all to be around this power, then the others all need to be significantly weakened.
Skipping over Nimthall, and Shataj Sar as it feels like we're on the same page/opinion at the moment with these.
For Vull, I have remembered that Sarkhan also becomes a dragon creature on one of his cards, so becoming a creature is at least partially in-color (or at least was, in wizards past). I think for me my Jund motifs might be skewed a bit from exclusively playing Modern, and so seeing the Jund deck through that lens. Personally I feel like hand-disruption, and winning through incremental advantage, are big parts of Jund - but there are many directions the color can go in, so what's here is fine also.
For Zendik I see you've already reworded his minus ability, and it feels far more balanced now. I think if I were making changes to this walker, I'd do the following: Firstly, I'd change his current -4 to be a +1 (it's now very close to stuff Tezzeret already does, so this should be fine). I'd change his current +1 to be a -1, and in addition to the current text, add "Whenever that creature deals combat damage to a player this turn, draw a card". I'd simplify his current -8 to just read "For each artifact you control, create two 1/1 colorless Thopter artifact creature tokens with flying.", and make it cost only -6. Finally, I'd make him only cost 4 mana, and start with 4 loyalty.
5 months ago
Check out - Lurrus of the Dream-Den, Mazirek, Kraul Death Priest, Tergrid, God of Fright Flip, Moldervine Reclamation, Jarad, Golgari Lich Lord, Greater Good, Death's Oasis, Tortured Existence, Aetherworks Marvel, Ayara, First of Locthwain, Bag of Devouring, Bushmeat Poacher, Felidar Retreat, Abzan Ascendancy, Hidden Stockpile, Awakening Zone, Crawling Infestation
For sure put this in: Karador, Ghost Chieftain
Also, some card abilities like Dredge, Flashback, and Persist would fit
1 year ago
Rule 406.2 states: To exile an object is to put it into the exile zone from whatever zone it’s currently in. An exiled card is a card that’s been put into the exile zone.
Rule 700.4 states: The term dies means “is put into a graveyard from the battlefield.”
1 year ago
wolfdance Grave Pact does work with tokens. Tokens only get exiled after they land in the graveyard, so they trigger effects. It's why cards like Abzan Ascendancy has to specify "nontoken" creatures in order to not combo with themselves.
1 year ago
Other thoughts are that Athreos, God of Passage doesn't deal damage without other observers around to force the choice to have meaning, which suggests the 4th Blood Artist may be more important. The same principle is true of Endless Whispers. Perhaps Pawn of Ulamog? Adds a nice bit of incidental ramp alongside the extra bodies.
2 years ago
Directly answering your question, I think you should put all X cost creatures you can into the deck anyway because they are both an enabler and a payoff (infinite power creature), and are still good creatures if you don't pull off the combo. Now, should yo go artifacts? Well, I think that decission is up to you but I will highlight some of the pros/cons:
Pros: Artifacts will make your deck faster, more focused, more consistent and overall better (in a sense that it'll win more). It will be cheapier to make it competitive as there are a lot of cheap tutoring effects for that strategy, as opposed to the expensive black tutors. This way, you can spend little and still achieve a pretty good power level.
Cons: However, it'll be more complicated to pilot as the amount of possible combos will grow exponentially. That will also make your turns longer as you'll have to think harder to figure out what to do. That may be boring for your opponents. Also, if you don't tune it properly, you'll probably outpower your friends (you talked about a 5 power level) with a solitaire deck. Artifacts is not the kind of arquetype that lets your opponents interact with you (neither you interact with them), so not only could you outpower them but you'll do so in the most boring way possible.
If you ask for a personal recommendation, I'd stick to a more janky and goofy playstyle, keeping the core combo of X cost creatures to still win a decent amount of games, but not make it the only win-con. It is really funny not only for you but for everybody when you pull off a weird 6-card combo that no one knows about. An example of this would be the Infect combo I have in my list.
I will give you some recommendations if you wanna go harder into artifacts. When I started my list I first made an infinite budget version trying to get the best deck possible and worked from there. I may upload that one too later. I'll list some of the best cards that I put in there that are still budget. Also, if you wanna go into artifacts you should get some interaction as there are a ton of artifact hate cards (that also depends on whether your playgroup usually plays them).
Other comments about your deck, I'd try to cut some of the most expensive cards like Konrad or Deathreap Ritual, you can find functionally identical effects for a way lower CMC. For Konrad I'd suggest Disciple of the Vault and for deathreap ritual the forementioned Fecundity.
If you finally decide to reject the way of the artifacts and keep it more aristocrat-y, recursion-y, I'd recommend you to check the Undying mechanic, Luminous Broodmoth, Abzan Ascendancy, and sacrifice payoffs that aren't combo focused like Carrion Feeder or Devouring Swarm but pose a serious threat. You said you like gaining life so you may keep that theme if you include some Vito, Thorn of the Dusk Rose, Exquisite Blood effects
2 years ago
, thanks for the comment. I won't be adding anything too far out of budget, costing more than 3, or too many instants and sorceries, since those were the design constraints I placed on myself for this build. With my playtesting, I've found that having the right options in the graveyard is more important than having many options in the graveyard or the right options in hand. Buried Alive has been the most successful card in the deck by an extremely large margin while cards like Nyx Weaver and Chronicler of Heroes (which I had in earlier revisions) showed that more standard mill and card draw tend to underperform, respectively. So while Satyr Wayfinder was successful, I often preferred Sakura-Tribe Elder, Viridian Emissary, or Wood Elves for the speed. Also, generally speaking, I'd prefer to have more ways to protect Tayam than redundant options like Sevinne's Reclamation, and you're correct that I should add more. I'll add Selfless Spirit to the maybeboard as a non-budget stretch goal and toss in Dauntless Escort now. I also like Ramunap Excavator since I find it tough to get myself to choose a Forest out of the bin when Abzan Ascendancy or something is seducing me away. Plus, it would synergize with another of my favorite cards in Sylvan Safekeeper for more commander protection.
2 years ago
Eh, Abzan already has ridiculous removal. I am not really sure a sometimes better Utter End is all that necessary.
One card I am enjoying quite well in my version is Abzan Ascendancy. Getting an initial burst of +1/+1 counters for Tayam, and then random 1/1 creatures afterwords is pretty strong. Golgari Germination is another one.