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1v1 Commander | Legal |
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Arcane Lighthouse
Land
: Add .
, : Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Crow-Umbra on Salty Commanders!
2 weeks ago
Hi grumbledore, I've noticed that quite a few of the following cards are uncategorized, and figured they could fit into some of the following categories you have on site:
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Arcane Lighthouse - Removal or Stax, since it removes protective keywords?
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Adeline, Resplendent Cathar - Aggro since she triggers on attacks.
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Birgi, God of Storytelling  Flip - Ramp for front, Draw for back side
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Blightstep Pathway  Flip - Mana fixing, not sure if all Pathway lands are uncategorized.
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Braid of Fire - Ramp?
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Den of the Bugbear - Mana Fixing and/or Aggro because of its activated ability.
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Fable of the Mirror-Breaker  Flip - Ramp from the Goblin Shaman token, Draw/Discard from the 2nd chapter.
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Grave Pact - Removal or Stax, since it's an edict effect
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Great Furnace and Seat of the Synod - Mana Fixing?
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Inquisitorial Rosette - Aggro for its attack trigger and Menace anthem.
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Mishra, Claimed by Gix  Meld - Aggro, since it's attack based
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Needleverge Pathway  Flip - Mana fixing
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Ogre Battledriver - Aggro since it's a haste anthem.
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Scheming Symmetry - Tutor
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Signal Pest - Should be Aggro because of Battle Cry, and similar cards with Battle Cry are listed in Aggro.
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Skullclamp - This is categorized as Aggro, but not in Draw
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Teferi, Master of Time - Draw, Removal for phasing
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Wandering Archaic  Flip - Stax for front, or ramp/draw for back?
This is not an exhaustive list, but some of the ones I noticed from looking at my own deck categories.
slasherturtle on
Gimme That!
1 month ago
I fucking adore this deck, I don't have too many notes.
Arcane Lighthouse would be nice to take control of creatures with Hexproof or Shroud.
Something like Phyrexian Tower, Viscera Seer, or Yawgmoth, Thran Physician might be nice so you can sacrifice the creatures you steal for free if you can't untap Merieke, or if you use something other than Merieke to steal it.
Exsanguinate/Torment of Hailfire and maybe even Sphinx's Revelation would both make good use of your infinite mana combo, since there aren't too many payoffs for it. Without a few decent X spells you might find it doesn't do a lot for you.
Max_Hammer on
I’m Rick Grimes, Bitch 2.0
3 months ago
Howdy, I think your mana base could use some work-shopping. As for what you have right now, it's good. You don't need to remove anything, nothing here is hurting you. However, there might be something you missed. The only reason I can see for having this number of basics is for Emeria, but I think you could get even more value elsewhere. For the record, I'm not saying to include all of these, but I am giving you some choices as to what you might wanna include. I suggested the ones that seemed like the best choices.
Removal:
For removal, we have a few choices. Scavenger Grounds is graveyard hate, which is fine because we only have one piece of recursion and it's Emeria. Blast Zone is pretty solid removal, just in case. Field of Ruin can get rid of someone else's Emeria or other problem land. Eiganjo, Seat of the Empire can be removal when you need it, and a land when you don't. And lastly, Kabira Takedown  Flip in a token deck takes down pretty much anything without hexproof.
Protection:
Your stuff is important! Keep it safe with these cards. Eiganjo Castle is nice for anyone especially important, as can Karakas, if you can swallow the high pricetag. Sejiri Shelter  Flip can keep a creature safe once, assuming you don't need the mana. Nephalia Academy is fun when playing against specific deck strategies. Now, for a lot of them all at once, Kor Haven, Mystifying Maze, and Labyrinth of Skophos (With a shoutout to Maze of Ith) all prevent people from bonking you too hard.
Misc.
Everything else that wasn't in those two categories. Windbrisk Heights can play you a free Mass Calcify when you need it, just for swinging with 3 tokens. Reliquary Tower because this is Commander. War Room, depending on how much draw you need. Idyllic Grange may as well replace a Plains if you plan to keep focusing on Emeria. Arcane Lighthouse is just another Detection Tower effect. And for the final one, Karoo. I dig the bouncelands. They're perfect turn 2 plays and might help you ramp a little bit extra.
And one more thing aside from all of this! Caged Sun is, in my opinion, better than Gauntlet of Power. One extra mana for blocking out my opponents feels worth it.
carpecanum on
3 months ago
I'd throw in a Mimic Vat and maybe Callidus Assassin, Rite of Replication and Evil Twin. Copies of their creatures counts as their creatures right?
Verduran Enchantress maybe? Mark of Eviction and Contempt can be cast over and over.
Arcane Lighthouse and Detection Tower so you can steal creatures with hexproof.
Davinoth on
Giada's Jihad [Angel EDH]
4 months ago
     PirateCptAstera: Glad you like it, look forward to hearing how it goes! =)
     abstractfive: I have been experimenting with the total volume of lands, and have found that I maybe could afford to cut one - with the volume of cards I'm drawing I've been pretty consistently able to hit every land drop. As for the utility lands, there's really no drawback in a mono-colour deck to running a few with narrow options. Arcane Lighthouse is an excellent political tool for helping the board deal with someone else's problematic creatures, and Hall of Heliod's Generosity is really just there to help me keep True Conviction (and to a lesser extent Folk Hero) around, as it's pretty much due for removal the moment it hits the board.
     As for Starnheim Aspirant - you're totally right that drawing it later in the game doesn't feel great, but even through the mid-game it's still pretty useful as it can free up mana to use for things like equipment, Divining Top or Swords/Path/Grand Crescendo after casting a 7 or 8 drop.
     Sungod: Not yet. It's on the maybeboard pending me finding one, but my Local Shop doesn't have any. I'm probably going to have to order one.
     Thanks for the comments and upvotes everyone! =)
abstractfive on
Giada's Jihad [Angel EDH]
4 months ago
I feel like one place your deck could use a tune-up is in your land selection. Play-testing against it I sometimes get a flood of basic plains that leaves the deck dead in the water. Also, I don't see a purpose for Arcane Lighthouse. You are only running what generally evens out to three sources of targeted removal. Hall of Heliod's Generosity is in a similar spot. If you had 15-18 enchantments it could be useful, but what are the odds you are going to get it when you actually need it, with only 5? Very low. It's just not impactful, and you are not running sac enchantments either.
Consider removing Starnheim Aspirant. Ask yourself when you want to draw that card. To me, it's at the beginning of the game only, and it generally doesn't curve like I want it to. Giada turn 2, aspirant turn 3, 1 white mana 3 costing 3 same turn? There are 6 cards in your deck that can be played for that turn 3 combo. This isn't mathematically correct, but in essence you have a 93 out of 99 chance to lose an attack turn 4, and end up with a block fodder 2/2 on the board. Expect a board wipe turn 5/6. Removing it leaves you in the same spot, minus a potential extra attack / wasted card slot.
Thanks for posting the deck. Playing vs. yours inspired me to shift all the way out of life gain antics. (soul sisters, ext.)
DreadKhan on
Pagan
6 months ago
Arcane Lighthouse can let you ignore some protection on a creature, letting you grab what you want. There is also Detection Tower and Glaring Spotlight, none are necessary if people never use those abilities though.
It's a bit harder to work with than for Merieke, but Retreat to Coralhelm isn't bad with some manner of sac outlet, or perhaps with some haste source like Lightning Greaves, so you can steal something nasty, swing with it, play a land to untap Rubinia and then use her to steal a great blocker. Not sure if the feel would be off, but Martyr's Bond really likes stuff like Miren, the Moaning Well, or any other card that involves sacrificing something of yours. While most religions have had persecutions in various times and places, not many have been as targeted as the Druids were, or the Wiccans.
Would Mother of Runes fit your deck's theme? There are a few arts to choose from, not sure if any have a Druidic vibe, but Mother is a great way to protect key creatures, or make them harder to block. TBH, the OG art does kind of remind me of a 'nice witch' type, the kind very good at helping and protecting.
Felidar Retreat is a pretty solid landfall payoff that has some synergy, not sure if Druids like Felidars or not, but cats are at least associated with Wicca in pop culture.
Hope some of these are relevant to what you're trying to do!
zretrareo27 on
RW EDH Brion 2022
7 months ago
My 2016 EDH deck - revamped for 2022! use commander Brion Stoutarm to Fling your opponents creatures with cards like Act of Treason, and if you're lucky - use Bazaar Trader to keep them!
I've tried to keep this deck nearly 50% White and 50% Red.
I've narrowed the premise of this deck down to the following categories, 50 Cards to the first, and 10 cards to each other category, give or take.
50% of the Deck is the Commander, Land, Mana rocks, and Draw.
10% is Steal/Keep
10% is Removal/Wipe
10% is Bringing Cards Back
10% is Brion Fodder and Fetch cards
10% is Double Damage and Powerful Flyers
Your comments and suggestions are greatly appreciated. That being said, I will probably not be able to afford the more expensive cards Land Tax, Smothering Tithe, Lifeline, Smuggler's Share etc. that are not already in this deck. However - It's still fun to check them out! If you like it, up vote!
With this revision, I've cut many of the fancier, slower dual lands to opt for faster basic lands. I've also added Weathered Wayfarer.
I've removed cards that target artifacts and enchantments like Kami of Ancient Law, instead opting for better utility cards like Quarantine Field that target "nonland permanent".
I've made some recent changes to this deck, hopefully to address that mid game I am struggling with tempo, as well as running out of mana to cast the creature or steal spell and have enough to activate Brion's ability. Some cards like Deathrender and Thornbite Staff have been removed (even though they were good in concept) to add more playability.
I also found that after all the sacrificing, mid game I was running out of defense, so some additional creatures have been added with dual purpose, such as Angel of Sanctions and Emeria Shepherd.
Decksplanation:
Double Damage:
Fiery Emancipation gives me triple damage.
Calamity Bearer works specifically to Brion's sac ability.
Angrath's Marauders, Gisela, Blade of Goldnight, Gratuitous Violence all make the damage I do twice as effective.
When creatures I steal die, Stalking Vengeance beefs them. When I summon large creatures
into play Warstorm Surge deals damage to my opponent, and when I sac those, Stalking Vengeance hits them on the way out.
Fodder:
Malignus, Serra Avatar, and Soul of Eternity all act as giant bombs to throw at the opponent.
Hofri Ghostforge allows for me to steal an opponents creature, fling it at them with brion, and then keep a spirit copy of that creature.
Draw:
Magus of the Wheel and Reforge the Soul provide the opportunity to get a fresh hand at my whim.
Humble Defector is an easy and fun, card that helps me forge alliances with other players in multiplayer while getting me TWO extra cards per turn.
Skullclamp works perfect with the sacrifice ability and is easy to cast.
Well of Lost Dreams is insane when played late game for Brion's lifelink ability and can be fetched with Hoarding Dragon or Open the Armory
Sin Prodder gives me a potential extra card per turn, or the chance for an opponent to take damage to the face... and then I can pull it out of my graveyard later with my other cards! Basically a win/win.
Mangara, the Diplomat and Mila, Crafty Companion
 Flip serve to deter attacks and draw.
Fetch:
Hoarding Dragon serves as a flyer, a sacrifice, and can grab any rocks, Skullclamp, or
Well of Lost Dreams.
Open the Armory helps grab Skullclamp, Well of Lost Dreams, or Gift of Immortality.
Recruiter of the Guard is specifically to get Bazaar Trader for the huge advantage of keeping my opponents things, but can also grab Duergar Hedge-Mage for removal or Sin Prodder (amongst a few others).
Weathered Wayfarer can grab any land, such as Buried Ruin or Arcane Lighthouse.
Mana Rocks:
Boros Cluestone, Commander's Sphere, and Mind Stone are all serving as early ramp and later card draw.
Sol Ring because Sol Ring.
Removal:
Archon of Justice is quite powerful in this deck, as it allows for a flying creature, then a source to sac, and remove a card permanently.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Duergar Hedge-Mage can be played and replayed in this deck for knocking off annoying enchantments or mana rocks.
Magus of the Disk is one of the board wipes.
Grasp of Fate, Oblivion Ring, and Banishing Light all allow for really flexible removal. Same for Quarantine Field except allows for extra targets for more mana. Chained to the Rocks works the same, but only for creatures. Angel of Sanctions works similarly, but is a creature.
Ryusei, the Falling Star really just acts as weenie removal and a sac source from a flyer.
Bringing them Back (and sometimes keep it!):
Adarkar Valkyrie Sac an opponents creature, then get it permanently!
Bazaar Trader Take it with a steal and keep it!
Angelic Renewal Sac my own creature, get it back!
Gift of Immortality Sac my own creature, get it back... again, and again!
Emeria Shepherd play a land, get a card! Play a Plains, get a creature to sac!
Mistmoon Griffin Flys, defends, and sac-able, then get back a creature from the graveyard!
Squee's Embrace fun and easy to play, and retrievable with Tragic Poet.
Tragic Poet, a low mana cost creature to get any enchantment in my deck back for any reason. Fun with Squee's Embrace, Angelic Renewal, etc.
Returned Pastcaller a flyer that lets me grab a Threaten or Breath of Life.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Stealing their Creatures:
Captivating Crew steals every turn! No wasted card space here, just a reusable sorcery.
Conquering Manticore powerful flyer, that steals!
Zealous Conscripts You can steal anything! Anything! Lands? Mine. Artifacts? Mine. Works great with Bazaar Trader.
Act of Treason, Portent of Betrayal, and Threaten are all basic steal spells.
Malevolent Whispers, Mark of Mutiny, and Traitorous Instinct all give me steal with buffs for Flinging.
Harness by Force allows for more than one thing to be taken if the extra cost is paid!
Powerful Creatures:
I'll be the first to admit, these don't reallllly fit in with the deck. But they're so awesome it's hard to remove.
Akroma, Angel of Fury
Akroma, Angel of Wrath
Aurelia, the Warleader
Have (2) | sachiel2nd , slasherturtle |
Want (8) | Ree11 , origamiguy13 , vandeath762 , OrcishMetal , Amaterasu312 , robpallotta , dchaffee02 , Endymion107 |