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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
When this enters the battlefield, exile target nonland permanent an opponent controls until this leaves the battlefield. (That permanent returns under its owner's control.)
1 month ago
You can use double square brackets around a card's name to create a reference link. It's the best way to make sure everyone understands what's going on with your question: Zur the Enchanter, Oubliette
For cards like Oubliette, no, this won't work the way you want it to. You're right that Zur's ability has a way to get around hexproof and shroud, but that's just for Auras, specifically. An Aura spell has a target when it's cast, but Zur skips the spell casting part and just puts it directly onto the battlefield (the Aura doesn't continue to target the object it's attached to). However, Oubliette (or Banishing Light, etc.) doesn't work that way. When it enters the battlefield it has a triggered ability (starts with "when/whenever/at") that targets something. Hexproof/shroud will stop that.
1 month ago
Maybe take a look at Banishing Light for more universal removal.
3 months ago
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 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.
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.
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.
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.
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.
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!
4 months ago
Chopping Dockside Extortionist
4 months ago
It works the way arena did it for the reasons that you identified.
When a spell or ability resolves that object's controller follows the instructions on the card in the order they are written. Exile effects with durations end immediately when the stated duration expires, returning the cards to the battlefield doesn't use the stack. When Farewell resolves, assuming all modes have been chosen, you will exile all artifacts, then you will exile all creatures, then all enchantments, and finally all graveyards. When Portable Hole gets exiled, Cauldron Familiar will be returned immediately and will be exiled with the rest of the creatures. If Cauldron Familiar had been exiled with Banishing Light it would survive. This is because enchantments are exiled after creatures.
5 months ago
Abdel Adrian, Gorion's Ward has a trigger with a duration like Banishing Light and Banisher Priest, not an ETB and a LTB like Oblivion Ring and Fiend Hunter. The effect ends and the permanents are returned as soon as Abdel Adrian, Gorion's Ward leaves the battlefield. This is not a trigger and doesn't use the stack. The exiled permanents will be returned before Abdel Adrian, Gorion's Ward re-enters the battlefield and can be targeted with the new ETB to be exiled again if you wish.
(Also, for reference the site contains a rules Q&A where you can ask rules questions that is frequented by many extremely knowledgeable users. Some of which may not necessarily see a post in a format forum.)
8 months ago
Aggressive Taxing / 3W
When ~ enters the battlefield, exile target land until ~ leaves the battlefield.
Pauper man here, and white is lacking in sideboard tech for Tron, at least not from what I've seen.. A Banishing Light for lands sounds like a thing that white could do, so why not?
Make a fair card with Gravestorm, as seen on Bitter Ordeal.
10 months ago
Chandra Ablaze does not seem very good in this deck, I can't see a time you really want to use her +1 and her -2 is pretty situational for control. Neither is really worth the cost either. Chandra, the Firebrand is alright, but I think that there are better planeswalker options. Chandra, Torch of Defiance is probably the best Chandra, although she's a bit more expensive. Ajani Vengeant is another pretty solid option.
Fire / Ice can replace Lightning Bolt if you find yourself light on card draw. You'll want to replace Drawn from Dreams with instant draw. A couple options are Precognitive Perception, Sphinx's Revelation, Chemister's Insight, or Thassa's Intervention.
Going over the land base, you may be able to go down 1-2 and replace them with draw, your high end is only 4-5 mana. Take out basics for 4 Mystic Monastery, 3 Battlefield Forge, and 2 either Celestial Colonnade or Wandering Fumarole. I'm not completely sure what your colored distribution is, so those numbers may not be optimal.