As Black Vise enters the battlefield, choose an opponent.
At the beginning of the chosen player's upkeep, Black Vise deals X damage to that player, where X is the number of cards in his or her hand minus 4.
Combos Browse all
|Commander / EDH||Legal|
Black Vise occurrence in decks from the last year
Latest Decks as Commander
Black Vise Discussion
1 month ago
Ok, there are some cards I really don't think are a good choice here:
Braids of Fire literally became as powerful as it is because mana burn was removed. So if you're not planning on donating it to an opponent, I don't think it's a good card for Yurlok. Then, there are multiple cards like Black Vise. These are fine group slug cards, but Yurlok isn't giving opponents big hands. I like the idea of including Quietus Spike. Maybe include more cards of that kind?
Shizuko, Caller of Autumn should actually work with Yurlok, as mana burn isn't an official rules term anymore (Can someone confirm this?).
A card you should try here is Thornbite Staff as a way to untap Yurlok. Also, how about Seedborn Muse for even more untapping? You could flood your opponents with so much mana they don't even know how to spend it.
2 months ago
what about card that only punish them for not playing cardsIron Maiden, Black Vise, The Rack or Scalding Tongs? Punish them for having too much mana and punish them for not using any at all since your making a slug deck the punishment the better. On that note I could of sworn there was a enchantment that dealt damage to each player during their end step equal to the number of untapped lands they had, I can't remember the name or if I remembered it right. If you can find it I would add it as it compels them to tap all there mana. Also what about one sided damage doublers like Fiendish Duo, Gratuitous Violence or Wound Reflection?
4 months ago
You need to decide what you want the deck to do before you can start cutting cards. Without knowing your build goal, you will not be able to know where to cut.
What do you wan this deck to do? Examples/ideas:
Is this deck mainly aggro? then keep the big monsters and the ramp. Cut the little creatures that are not mana dorks or cost reduction.
Is this deck mid-range good stuff? then cut creatures until you get 14-18, And add interaction cards to stop or negate your opponent's plays.
Is this a combo deck of some kind? For example; Is it built around Icy Manipulator + Voltaic Key for it's control? then get rid of the other stuff that is not part of that game plan.
Or is it going to cheat stuff out with Amulet and bridge? Then get rid of the icys and keys and focus on cheating big fat bombs out early.
Is it a toolbox deck? then cut your bombs and strong cards to 1 copy each and add more tutors to the deck.
These are just a tiny sample of archetypes, I am just showing how you can decide what kind of deck this is. Once you do, a lot of the cuts may become obvious depending on what you want for the deck.
But there are some cuts you should do no matter what goal you have:
-3 Fabricate (You already have 4 tinkers and 2 tezzerets), -1 Black Vise (Without support for it only 1 copy of this is just an annoyance when it shows up in your hand or is in play), -1 Paradox Engine (This is a freaking amazing card but it does not do a lot for this particular deck) , -1 Winter Orb (Like vise, without support it is not that useful with 1 copy), -1 Colossus of Akros (You have better big bombs already), -4 Etched Champion (this is a vanilla 2/2 most of the time and is probably the worst creature in your list), -4 Ornithopter (These are okay with the other cards in your deck but you will ramp into big stuff so fast they are just not too useful), -4 Welding Jar (at the very least cut it down to 2 since it synergizes with Academy Ruins. But Academy Ruins, Tinker, and Tezzeret the Seeker do the same thing kind of as this already. Id cut all of them to the maybeboard and see how it plays).
In a vacuum, none of these cards are bad by themselves. But none of these cards help you reach your goals for the deck. And only having 1 of something has a very low chance of seeing play. So if it does see play, it needs to do big things for you.
For your lands, they are another resource for the deck. So I would suggest filling in your land base with support cards. Stuff like;
+3 Buried Ruin (if you dont want to get more academy ruins), +2 Rogue's Passage (they don't hurt and can let you win off the back of one of your big creatures), +2 Arch of Orazca (really, slots of any land that gives card advantage), +5 more Islands or so, whatever gets you to 20-22 lands. If you dont want any of the other non-island cards, just add islands.
Your deck has very little interaction and I would suggest adding some to the deck. There are hundreds of options but I would look to add stuff that is similar to any of the following cards:
Spine of Ish Sah, Unstable Obelisk, or Meteor Golem. These cards synergize with academy ruins and buried ruin and can be Tinker targets when you need them. Just 1 or 2 copies of cards like these in the deck you can tutor for. Once you bring one of them online, you can keep bringing them back repeatedly to destroy your opponent's game state.
Then you need instant speed answers you can use to respond to what your opponent's do. Interaction is important and you will lose games just because you didnt have a Disenchant in your hand. Add copies of stuff like Scour from Existence, Titan's Presence, Not of This World or even repeatable stuff like Capsize or similar.
I am not saying you have to do any of the things I suggested. But you do need to decide what you want to do with the deck, cut cards, and add land and add interaction to the deck or it may just stay a hot mess like it is now.
4 months ago
Flood is a trap I always fall into; as I always forget that the activation is more expensive than the CMC. Still a perfectly-flavored card. <3
5 months ago
This is very similar to my attempt at an Unrestricted deck.
I think the redundancy of Echo of Eons and Windfall is a big help to getting the right consistency. But my primary contention is the win condition. For a deck built around the first turn, Black Vise is a bit of a tough ask.
Maybe one of those play sets of Black Lotus could convert to Lotus Petals or Mox Opals. And then the Mox Emeralds could come in as the other? Sweet idea. I like what you’re going for. And the Sol Rings can become Mana Crypts since you aren’t looking to go past the first turn.
6 months ago
I'm not a huge fan of Howling Mine in general, since it helps your opponent draw more lands to recover from Armageddon. You definitely don't need 4 Library in addition to 3 Mines. I'd cut some or all of the Mines in favor of something like Icy Manipulator, which can double as mana denial and creature control. I think the original Erhnam-geddon decks also included a handful of efficient creatures for early chip damage or defense (Savannah Lions, White Knight, Order of Leitbur, that sort of thing), if you don't like the Icy Manipulator idea.
Also, I just noticed that Black Vise isn't in here. It should be an auto-include in the maindeck unless you tend to run into a lot of aggro decks that empty their hands quickly.