Artful Dodge

Combos Browse all Suggest

Legality

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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Artful Dodge

Sorcery

Target creature is unblockable this turn.

Flashback {{U}} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sliverguy420 on Oh Rotty!

11 months ago

Green Sun's Zenith would be an upgrade over March of Burgeoning Life. it'd cost less mana to grab the Venerated Rotpriest and doesn't require that you already control one. it can also grab Dryad Arbor if you want to ramp a bit. adding blue lets you use Phantasmal Image to copy the rotpriest, and you can use Artful Dodge to ensure you can land damage for toxic. the flashback also means an additional rotpriest trigger.

Sliverguy420 on Turtle Power!

1 year ago

once you decide a format it'll be easier to give specific suggestions, but removal is gonna be more useful than Artful Dodge. the problem with auras like Treefolk Umbra is they're a loss of card advantage when your opponent uses a removal spell against the enchanted creature.

Balaam__ on Turtle Power!

1 year ago

There’s a lot to like here, but also room for improvement. A simple ‘strictly better’ change is to get rid of Uncharted Haven and replace it with some type of dual that’s appropriate for whatever budget you’ve allotted this deck. The problem with Uncharted Haven is it enters tapped, which automatically puts you behind schedule. Legacy is ridiculously fast paced (even in non-competitive settings) so anything with [this card] enters the battlefield tapped stapled to it is dead weight. There are a whole host of better lands to occupy that spot, some more expensive than others. Misty Rainforest and Breeding Poolfoil immediately come to mind, as do Hengegate Pathway  Flip and Hinterland Harbor. There’s Tropical Island too but that’s prohibitively expensive.

At a glance, your turtles seem a bit unfocused. You’ve stuck within the creature type, yes, but they’re all pulling in different directions—Ninjutsu, Flash, counters etc. You have the right idea with the Assault Formation/Treefolk Umbra strategy, you just need to trim the extraneous stuff and double down on that. Run 4x copies of those to ensure you draw them every single game.

Cut cards you probably wont have the mana to fully utilize like Primal Might, and replace fringe-use cards like Artful Dodge and Witch's Web with things that play into Turtle Assault strengths.

You have a good base here to work with, and the good news is you wouldn’t have to change much at all to significantly streamline things, and the core idea will remain intact.

Goldberserkerdragon on Brew my deck for me

1 year ago

It's not gonna work. Voltron or even voltron-esque commander decks dont really fare well these days in a 4 player format. You have 3 enemies (opponents) and they will come after you once you start chomping at them. Now take my initial stayement with a grain of salt as this is just my expierience over the years. I understand you are in blue, and as a blue player myself you still cant counter or stop everything. I took a look at your deck and wondering why there are so many bounce spells? And so many sub-par ones at that. Not trying to come off rude but you can find better even in the bulk at your LGS. No Snap, Unsummon? You have decent voltron things in there, namely the Blackblade, but have you considered any of the unblockable spells in Artful Dodge, Distortion Strike, Aqueous Form, etc? Some technical and mechanical perspective as well is even a 100 card deck doesnt need more that about a third lands, that being about 29-33 lands to function properly. Have you ever heard of clumping? More lands (and a single type of card at that high of a volume) will begin to "clump" or literally have differently spaced chunks where there are lands and there are no lands. So really here, less is more. Thin it out. You're in blue as well you can have more of everything with simply more draw. More draw is more ramp, is more removal, is more lands, is more draw...

Be that as it may, you do you boo--if you feel more comfortable with certain ratios then by all means. As far as a Nezahal voltron goes in my opinion, I like it from a flavor and power standpoint. Very resilient and 7/7 is what you want :)

I would ask, do you really want a deck archetype that's heavily against the odds of going against 3 other players with one beatstick as you last and only deck?

wallisface on Cheap Deck Cheap Tricks

1 year ago

My current concerns:

  • after you cast Amplifire you still need to to survive till your upkeep, and with only 1-toughness this seems like a very hard goal to achieve - particularly as the opponent will still have all of their interaction.

  • even if you get to trigger the ability of Amplifire, you’ll only have a 60% chance of making it a 20/20 (as the other 40% of the time you’re hitting another Amplifire). And even then, your opponent can still just block your creature unless you’ve got Artful Dodge in hand - making this a lot of hoops to jump through.

  • Brain in a Jar looks super unhelpful here.

Crow_Umbra on Heroic Test Build

2 years ago

Oh yeah, Gods Willing was another I played back then! My Heroic deck also had a brief stint as W/U, and used stuff like Distortion Strike and Artful Dodge, but I think the color protection served a bit better for unblockable.

Best of luck with with the deck, Heroic was a lot of fun to play.

wthompson714 on Custom Commander Brew

2 years ago

Some thoughts:

Since your commander already gives evasion, I don't think you need both Swiftfoot Boots and Lightning Greaves.

The group decided Cyclonic Rift is banned in tier 3. I don't know what tier these decks are considered...

Burgeoning is less good the fewer lands you have in the deck. I don't think you will find it as helpful as you would want it to be. I think you have enough ramp to not need it, but if you want something that will ramp similarly to that, consider Carpet of Flowers or Utopia Sprawl.

I like Distortion Strike and Artful Dodge in more casual decks, but I think they are simply less good in commander. I think it would be better to have creatures that simply are unblockable. I do see the value of making anything (including your stand alone commander) unblockable, but only being able to do it twice isn't good enough in my mind. Aqueous Form is great! But some suggested replacements (with extra upsides) for the others are Invisible Stalker, Flitterstep Eidolon, Mercurial Spelldancer, Suspicious Stowaway  Flip, Silhana Ledgewalker, Temmet, Vizier of Naktamun, Surge Engine. I also think these cards would be better than Wu Light Cavalry, Treetop Scout, and Nettle Sentinel (not sure why this is in the deck).

I like a little bit of additional flicker magic for value, but I think Yorion, Sky Nomad and Roon of the Hidden Realm are too slow. I like Brago, King Eternal and Displacer Kitten.

Mavinda, Students' Advocate doesn't seem to fit here. It only works with instant and sorceries that are targeting creatures you control. Yes, it works with Distortion Strike, but Artful Dodge already has flashback, and it isn't good enough to include mavinda only for Cloudshift and Distortion Strike. I think it can go along with the other two.

You have 18 instances of ramp. I think this may be too much. initial cuts: Llanowar Elves, Ranger's Path, and Burgeoning. Growth Spiral is good, but I think you need to be playing 2 more lands to include. Nature's Lore and Three Visits are great, but you need more dual lands with basic land types to make those good. Otherwise, Rampant Growth is better. Other thing to consider here: If you have fewer mana rocks, the better chance that your commander's ability will help you blow up artifacts. I guess in general, you may want to try to limit the number of card types you play.

Treva's Ruins and Flood Plain seem too slow. And again, as a midrange value deck, I think you need to be playing at least 38 lands.

I think Venser, the Sojourner is better here than Sun Quan, Lord of Wu. You can make the team unblockable for one less mana, and if that isn't helpful at the time, you can flicker stuff while you wait. Ultimating is just an insane bonus.

I gotta go, but I will try to come back and offer some suggestions on other cards you should include!

MeneerDutchy on Noyan Dar

3 years ago
  1. Founding the Third Path
  2. Silver Scrutiny
  3. Shore Up
  4. Walking Atlas
  5. Weathered Wayfarer
  6. Teferi's Response
  7. Mirrorweave Dit is ook wel een leuke boardwipe, dan worden alle andere creatures 0/0's, of je kan iemand anders zijn nasty creature copieren en met een paar landen aanvallen.
  8. Azorius Charm
  9. Reality Shift
  10. Quicken
  11. Slip Through Space
  12. Artful Dodge
  13. Gift of Estates
  14. Skyclave Relic
  15. Darksteel Ingot
  16. Razortide Bridge
Load more
Have (0)
Want (1) ImpulsiveOx