Reveal the top card of your library and put that card into your hand. You lose life equal to its converted mana cost. You may repeat this process any number of times.
Combos Browse all
|Commander / EDH||Legal|
Ad Nauseam occurrence in decks from the last year
Latest Decks as Commander
Ad Nauseam Discussion
2 days ago
insaneinmate LED is primarily used in decks with Underworld Breach LED isnt really a great ramp spell outside of underworld breach or using it to cast an Ad Nauseam . Things that dont matter if you discard your hand, even with spell recursion it would be hard to use LED. I did put mox diamond back in and made some changes. I had this is on weaker side for cost, however I put some of the power back in for consistency. In reality, when I build this I will omit Timetwister and maybe Candelabra of Tawnos but I will get those in this list for digital play.
2 days ago
I think so to, luckily I picked one up the other day in anticipation. I believe Mystic Forge works about the same way so reinforcing that strategy seems the way to go.
Due to consistency concerns I am taking out Ad Nauseam w/ Jace because this combo might be out of place here. I will replace w/ Daretti, Scrap Savant for more artifact loot, recursion for the time being, whilst also adding Citadel.
Thank you for your comment Cypher35
3 days ago
Mmmm okay quite positive about the Silverquill deck:
Cunning Rhetoric: Fun and nicely costed. Thantis, the Warweaver approves.
Bold Plagiarist: Unfortunately, it's not whenever anyone puts counters on an opponent's creature, so some symmetrical cards like Evolutionary Escalation won't work since you're the one putting down all the counters. There's a handful that seems to fit the bill tho: Shadrix Silverquill , Orzhov Advokist , Regna's Sanction , Tempt with Glory (why is this a six-drop?) and Agitator Ant . (Also Oversimplify , but I don't think there's a way for Bold Plagiarist to see the Fractals getting their counters.) I kinda wish it was an Aura or auto-attaching Equipment.
Author of Shadows: Graveyard hate is nice and all but one measly card for MV 5? Would have been cool if you got something from each opponent.
Promise of Loyalty: Mm-hm, it's nice that they're working on white wraths. Great for and against Voltron decks.
Combat Calligrapher: White flying token gifter that also makes evasive tokens for yourself? My Marisi deck welcomes it with open arms.
Tempting Contract: This can certainly get out of hand, but for something that's basically a tapped MV 4 mana rock I wish it made you one Treasure guaranteed per trigger, like the Tempting Offer spells it's based on.
Nils, Discipline Enforcer: While far from competitive, here's a fun commander for some of those abovementioned counter-giving cards
Fain, the Broker: As mentioned by Muddstah, a Trading Post in the command zone is pretty neat, and none of the "conversion" abilities cost any mana! That untapping will probably be used for some nonsense or other
Felisa, Fang of Silverquill: Kinda funny that enemy Hapatra, Vizier of Poisons and The Scorpion God players can end up making tokens for you. Black Sun's Zenith can make a Martial Coup impression here. Are there any old creatures in orzhov that makes large amounts of weird counters for itself?
4 days ago
"Is paying life instead of mana really that powerful?"
Yes. Very much so, yes. It sounds like your confusion comes from the level of play that you're at. If you and most decks you paly against are running relatively high curved, stompy smash smash style decks where nothing really happens until turn 8 or 9, then I can understand why paying 2 life may not seem that valuable. But the earlier you makea deck lethal, the more tight resources become. And all of a sudden, that giant pool of life you have (that hasn't been whittled away because, hey, it's still early game) looks like a great resource to use.
A similar example is Ad Nauseam . Sure, I'm not going to cast Ad Naus when I'm on 6 life (normally at least), however if I'm on 30 life then chances are that Ad Naus will be the equivalent of a Blue Sun's Zenith for X=15 to 20. But I've only paid 5 mana for it. And ultimately, If I win the game on one life or I win it on 40 life, I've still won. Almost only counts in horse shoes and hand grenades.
1 week ago
DreadKhan I used to have Rule of Law in, but ended cutting it for Arcane Laboratory so it can be pitched to Force of Will more regularly. It can absolutely get in the way of the consultation win, but I play with Ad Nauseam players and it hurts them far more often. I dont know why I never thought of copying Helm of Obedience . Maybe ill put Mirrormade back in.
I dont think I've ever even seen Web of Inertia . Worth considering for sure.
In my playgroup, I have a hard time winning through voltron. I took All That Glitters out, but with more copy enchantment/artifact effects, it would be worth including again
Thank you for your suggestions!
1 week ago
Hey! So there are actually various ways that this deck can win, and a lot of them don't require a whole lot of setup, just good tutoring and keeping the right cards. All 4 of the combos (Angel's Draw, Bomberman, Dramatic Scepter, and Thassa's Consultation), are win conditions. With Angel's Draw, you cast Angel's Grace first and just draw whatever you want with Ad Nauseam . Bomberman is an infinite mana combo because Auriok Salvagers lets you return Lion's Eye Diamond . Dramatic Scepter is also infinite mana as long as you have 3 mana in the form of mana rocks and mana dorks, you simply exile Dramatic Reversal with Isochron Scepter . Thassa's Consultation is (arguably) the easiest way to win the game, cause it only costs 3 mana and it's pretty hard to stop unless they have counterspells. Simply play Demonic Consultation and name a card that isn't in your deck, you'll exile your entire deck, and then play Thassa's Oracle and you win the game. Of course usually with infinite mana you'll just be drawing your entire deck out with Thrasios, Triton Hero and you'll usually be putting that infinite mana towards Walking Ballista .
Usually if you're wanting to win you'll be looking for 1-2 tutors in your hand, and a piece of a combo, that way you know how you're gonna do it. Aetherflux Reservoir isn't so much a win condition as it is a great way to bypass decks that eat at your life total, because you also tend to hurt yourself a lot. It just gives you some insurance so when you do finally cast that something big, if it gets stopped you at least have a backup.
As for ways to get to the combos, you'll be looking at any tutor of course, and Birthing Pod is an excellent choice for getting out a creature that you really don't wanna be countered. Usually before you win the game you'll want some form of insurance out on the battlefield, so if you have a win con in hand, the pod, and a one drop mana dork, I recommend using pod to get Grand Abolisher out, cause then they can't stop you from winning the game.
Finally, if you're in a situation where ballista isn't gonna win you the game and next turn you'll lose, or if you simply don't have a way to get oracle out or win by damage, there are ways to simply take over the game with things like Memory's Journey , Noxious Revival , and Windfall , or Timetwister . This is simply a combo that if you have infinite mana and Thrasios out, you'll be able to have infinite of every card in the deck, cause you get to shuffle your graveyard over and over again, and don't forget that if they destroy your infinite mana source at some point you can use Hullbreacher to generate some treasure tokens with this. All you have to do is use either Windfall or Timetwister, shuffle everything basically, draw your cards, use Noxious Revival to put it back on top of your library, draw it, use it again, then Memory's Journey to put Noxious and your card of choice back into the deck.
If you have any other questions, just let me know!
2 weeks ago
2 weeks ago
If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.
The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.
The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.
The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).
You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.
Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.