Enchantment — Aura
Enchant land (Target a land as you play this. This card enters the battlefield attached to that land.)
You control enchanted land.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 year ago
I haven't delved upon the blink strategy myself for quite some time, though I may be of aid.
There is a budget constraint, wherethrough I shall keep all of my suggestions under two dollars.
Upon actual suggestions are a couple categories worth bolstering.
Some flickering and blinking:
Yorion can do quite a bit, and it begins looping with effects such as Charming Prince. Ephemerate is an overperformer whiles Ghostly Flicker, though more to cast, gets the job done. Combined with a counterspell in the graveyard, it can be a soft-lock with Archaeomancer (run that, too). Flickerwisp is just potent. Soulherder is oft the very best card to resolve.
A multitude of card draw:
Arcanist's Owl just keeps digging. Augur of Bolas could be fun. Barrin, Tolarian Archmage is able to bounce your own utility creatures or pester the opponent's board. Elsewhere Flask does its job. Wall of Omens draws many cards and serves as defense for those pesky aggro decks. Champion of Wits loots through the deck until life's end. Fblthp, the Lost is just greater. Golden Egg cycles and draws more cards.
Some removal effects:
Angel of Finality is an efficient flyer with a relevant trigger. Every deck needs graveyard hate! Dream Eater goes through a lot of cards and bounces important targets. Elspeth Conquers Death is as powerful here as it is in Standard. Leonin Relic-Warder serves a similar purpose. Frost Titan locks down important threats.
And some cards that don't really fit in tother categories:
Angel of Serenity deals with threats and can recur creatures from your own graveyard. Angelic Chorus gains far too much life for the opponent's comfort. Annex is nice, for you can switch it around as better lands come into play. Nevermore can keep changing card names to prevent anyone from casting their commanders.
Fall of the Thran is really mean and I love it.
Now for a few non-budget options:
Just on one to note, Conjurer's Closet is going to be reprinted in Double Masters, thus it may drop to within budget.
There are quite a few things I would recommend cutting.
AEther Adept is lacking, Archaeomender doesn't seem to be retrieving much of worth, Archon of the Triumvirate is overcosted, Aven Surveyor is as well, Artisan of Kozilek triggers off of cast and is thus useless to blink, Your artifact tutors do not search for much of relevance, Subjugator Angel is a worse Tempest Caller, Hoverguard Sweeper is EIGHT MANA (what?!), Dispel is too narrow, and Aether Tunnel is lacking in power.
Let me drive this one in. Eon Frolicker just loses you the game. Giving someone a turn is ceding far too much time for them to gather resources and defenses. The "protection from that player" really doesn't do that much.
I suppose that is to be all from me. Happy blinking!
1 year ago
I highly recommend a group hug deck, with a focus on fun positive interactions with other players. Green/Blue has most of the great group hug effects with symmetric draw/ramp.
Then there is the question, how to win? I reccomend playing other people's cards with stuff like Bribery or Annex, which largely reflects the tables style. Add a few politics friendly mechanics like monarch and spells to buff other's creatures with and you can have a blast.
When selecting cards think 'will this make everyone's game more fun': it'll make the game exciting for everyone and really help the politicking.
1 year ago
Thanks for the input and I appreciate the response. I decided to go ahead and add a fourth Breeding Pool, bringing the deck to 61 cards and making the mana balance pretty much perfect.
Board wipes seem unlikely with this deck, (and I have ways of rescuing him if need be) but I went ahead and added in a second finisher (the suggested Frost Titan for now) because, honestly, I enjoy having a 'toolkit' of creatures in my sideboard that Primal Command can tutor for. ScOoze can just join his buddies in the sideboard.
I think that Mystic Sanctuary is a very intriguing option - and one I hadn't considered - but if I were to add one to the deck it would be in place of one of the islands, leaving only nine in the deck and worrying if the timing of the draw would leave me with nothing more than a tapped mana source. Definitely considering it though, especially considering all the 'bounce' I have already in the deck. Very cool suggestion.
I originally had Annex in the deck but, you guessed it, I replaced with with Bramblecrush to give me a little more flexibility against artifacts, enchantments and especially planeswalkers - without any creatures to really go after them, I needed some options.
1 year ago
If a boardwipe hits while you have your 1 finisher on the battlefield, it seems like you will be struggling to win from that point on, even with JTMS. Same goes for discard.
If you are playing CC, you need to be playing at least two Mystic Sanctuary, it's so free and wins the game in some scenarios.
Is Bramblecrush really that good? The Annex in your maybe board might be better if what your doing ost of the time is blowing up lands. However, if you are snagging planeswalkers then I guess it's probably better. I would reccomend adding in more high-end threats, just like ponza plays. Stuff like Frost Titan will work fine, but just because Your creature has hexproof and can't be countered doesn't mean it's invincible.
1 year ago
2 years ago
2 years ago
Some more cards I found whilst building a Curses deck that I thought you might like: Arcane Laboratory , Boon Reflection , Annex , Aegis of Honor , Absolute Grace , Absolute Law , AEther Barrier , AEther Storm
2 years ago
I think that the last land-destruction decks that I remember being viable in Standard were the U/R Wildfire decks of Kamigawa standard. Cards like Boomerang, Eye of Nowhere, Stone Rain, Annex, and of course Wildfire made it an extremely punishing deck to play against. I also think that deck is why Wizards seems to have restricted bounce spells from being able to target lands. Playing first and being able to bounce an opponent's first land on your second turn with Boomerang is a ridiculous tempo advantage.
The original Mirrodin standard did have the mono-red Arc-Slogger decks too, which used artifact mana ramp to cast turn 2 Stone Rain and Molten Rain to stall for time until they could drop Arc-Slogger.