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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Arrest
Enchantment — Aura
Enchant creature
Enchanted creature can't attack or block, and its activated abilities can't be activated.
estoner on I solved mana screw and …
2 years ago
This actually makes the deckbuilding more interesting, not less. You now want to run spells that have exactly the amount of colored symbols you have access to, not more. This means you can't just run the best cards all the time. The difference between Underworld Connections and Read the Bones becomes compelling. Maybe you run Arrest over Detention Sphere because you want to be guaranteed a removal spell on turn 3, and you can no longer count on having perfect mana all the time.
The mulligans become more interesting with random Wastes, not less. Suddenly instead of seeing you have one land and six spells and shipping it, sometimes you will see two Wastes and one Island and have to actually study your hand and figure out if you can still cast your spells, and what the odds are that you draw into your other colors.
I dislike the current Mulligan rules, but it's possible that if we adopt a manabase system and dictate how many cards from each deck you start with in your opening hand, we may not even NEED mulligans at all. This fixes best-of-one as well, because now you can't just auto-lose because of your opening hand.
What are your current thoughts on the responses to your concept this far? They can’t be particularly inspiring.
If you just read the Magic comp rules, you wouldn't feel particularly inspired, either. You have to actually play a game to know if it's fun.
What are your plans for getting people on-board with your design?
I think it's an interesting thought experiment, if nothing else. People could test it with cards they have lying around and let us know what they think.
What argument (if valid) would persuade you that this is a bad idea?
Probably if too many cards in eternal formats would have to get banned for it to work, it may not be worth the effort to change the rules. It comes down to how much people want an Elo system, possible handicap rules, and a more skill-intensive game. Personally I think that adding incentives to play mono-color and more artifacts is exciting and would increase the amount of cards seen in all formats, plus the best players would actually be rewarded for playing commons and uncommons that are easier to cast versus splashy bombs that have high color identity.
multimedia on Tariel wrecker of holes
2 years ago
Hey, you haven't really made a complete deck yet to begin optimizing? Since there's only 14 lands here and you have to know that's not enough lands for a Commander deck?
There's some good ideas here, such as stealing opponent's creatures, attacking with them and then sacing them, but you want more sac outlets for this strategy. Making opponents discard cards is good, but giving an opponent the choice of what card to discard can be problematic for Tariel since opponent is not going to discard a creature. There's some reanimation and lots of recursion here which is good in these colors, but there's few enablers to get your creatures into your graveyard.
Some causal budget deck building advice to get started.
- 36 lands (Command Tower)
- 10 ramp sources (Arcane Signet)
- 10 draw sources (Magus of the Wheel)
- 10 removal for opponent's creatures (Plaguecrafter)
To start add 36 lands, they can be all basic lands to begin, can change some to dual lands later. Have 36 lands so you fill all the spots that are needed for lands and to clearly see how many cards have to be cut for lands. The double faced cards represented as lands here are all terrible cards for the mana cost. Cut them all and replace them with basic lands?
To add more lands next cut all the Pacifism removal? This type of creature removal doesn't interact with Tariel, Reckoner of Souls because it doesn't kill opponent's creature putting it into opponent's graveyard. If you want to utilize Tariel's ability then your opponent's creatures have to be put into graveyards, not exiled or stuck on the battlefield unable to attack or block.
- Pious Interdiction
- Pacifism
- Withercrown
- Arrest
- Choking Restraints
- Luminous Bonds
- Nahiri's Binding
- Minimus Containment
The next cards to cut to add more lands are the high mana cost creatures who don't do enough for Tariel, Reckoner of Souls. Tariel is the high mana cost spell you want to cast more than the rest, the other spells played should have some interaction with him or interact with opponent's creature in some way such as In Garruk's Wake. Keep Wake, cut the rest?
- Gloom Sower
- Returned Pastcaller
- Baleful Beholder
- Scion of the Swarm
- Epicure of Blood
- Boneclad Necromancer
Cards to cut last are some that just aren't doing enough for the mana cost and don't have any interaction with Tariel, Reckoner of Souls or the other strategies being played.
- Skymarch Bloodletter
- Death Cultist
- Contaminated Ground
- Hold at Bay
- Spreading Rot
- Seismic Shift
- Rubble Reading
- Tectonic Rift
- Settle Beyond Reality
- Goblin Instigator
- Marauding Blight-Priest
- Skemfar Shadowsage
All these cuts make enough spots for 36 lands. When you have enough lands then you can begin to optimize the rest of your deck. Good luck.
VensersJournalist on why hasnt titan been banned
2 years ago
I think it mainly has to do with the fact that although Primeval Titan is very powerful and can be either ramped into or cheated into play as soon as turn 3, it is a creature that is easy to interact with, and it has nothing built into it that makes the card itself easier to cast (like delve or convoke).
Because it doesn’t have hexproof, shroud, or any type of built-in graveyard recursion, you can do any of the following:
-
counter it
-
destroy it
-
exile it
-
enchant it (think Arrest type enchantments)
-
take control of it
It may seem hard to believe, but that does make it “balanced” in a certain sense.
jamochawoke on Path to Exile or Swords …
2 years ago
TypicalTimmy the best removals are actually the Arrest enchantments. Your examples give them an indestructible chump blocker and a land for ramp as well.
I'm talking about:
- Arrest
- Demotion
- Desert's Hold
- Faith's Fetters
- Gelid Shackles
- Bound in Gold (arguably the best one)
- Nahiri's Binding (this also targets walkers)
- Prison Term (best value over a long game)
- Serra Bestiary (gets around the mana abilities clause)
- Stasis Cocoon
- Suppression Bonds
- Trapped in the Tower
Epicurus on Card creation challenge
3 years ago
Tasha's Hideous Laughter
Enchantment - Aura
Enchanted creature can't attack or block, and it's activated abilities can't be activated
Basically a color shifted version of Arrest, as well as others in White. Doesn't necessarily match the colors, but doesn't necessarily not match the others either. Also, for those not familiar, this is an old, classic spell from D&D.
Next challenge, make a creature that has some kind of bonus from gaining levels in its class (example: a Rogue who gets some kind of benefit from having/gaining levels in Rogue Class, or a Wizard who gets a benefit for having/gaining levels in Wizard Class, etc.)
sad_2980 on Zurdur
3 years ago
Love the deck! I have a few suggestions for cards that could be cut and some suggestions for what might replace them. I tried the keep the suggested cards reasonably priced. I have a few of them in my binder that I will give you next time we play.
Suggested removal - Most of these cards I figured could be easily upgraded with cards that add more value, utility, stax, or interaction:
- Eternal Thirst
- Lifelink
- Soul Link
- Elixir of Immortality
- Sol Grail
- Deathbringer Liege
- Doomed Necromancer
- Flickerwisp
- Lands that enter tapped - just seems like there are a lot of them
Suggested additions:
- Swiftfoot Boots - can give you a copy
- Ghostly Prison - can give you a copy
- Swords to Plowshares
- Anguished Unmaking
- Path to Exile
- Arrest
- Banishing Light
- Crackdown
- Blood Artist
- Command Beacon
- Command Tower
- Aura of Silence
- Go for the Throat
- Hero's Downfall
- Vraska's Contempt
- Sol Ring - can give you a copy
sub780lime on Zur the Oppressive A**hole (Retired)
3 years ago
smack80, you are right on Breathstealer's Crypt. That would be nicely oppressive. Zur can't fetch it, which is unfortunate, but it doesn't mean it's not worth playing.
There are a couple reasons I prefer Arrest over Imprisoned in the Moon - I've seen too many people blow up their own commander using land destruction. Now, on the topic of Darksteel Mutation, you are probably right. That's an easy swap.