Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Oldschool 93/94 | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Blood Moon
Enchantment
Nonbasic lands are Mountains.
psionictemplar on
Sarkhan's Dragons of the Sun
1 week ago
Ultimately, both Blood Moon and Blood Sun would do the same thing for your deck in letting your lands come in untapped. The ability removal blood sun gives will likely only be relevant in niche situations whereas the Blood Moon can slow your opponents down more often and is probably more useful overall though. But given the number of tapped lands you have, getting either one into play is fairly important to keep up tempo-wise with other strategies, hence my suggestion of including both and additional rituals to get there faster.
If I were to make additional changes here is what I try and why.
-1 Bitter Reunion: Going for the multi-dragon haste kill will be hard because you will need to cast several spells in a turn to make this go from a 2 turn kill to a 1 turn kill combo. Without having a large amount of mana production to fuel this, it will be very difficult.
-1 Indomitable Creativity: The more creatures and artifacts you run, the greater the chances that you will end up a result that isn't what you want. Decks that are built around creativity usually only run 1 or 2 different creatures/artifacts to always ensure that they hit the things they want. As it stands right now, that is not a guarantee with 18 possible cards you could change into.
-2 Xorn: Your only treasure producers are Strike it Rich and There and Back Again which won't give you many chances to make additional treasures. Ask yourself this question, if I get an additional treasure from There and Back Again what is that 1 additional treasure really going to do for me that the other 14 couldn't do already? If the answer is nothing really, do you need There and Back Again? If not, that would only leave Strike it Rich, and that isn't enough to justify running Xorn for.
-1 Bloodthirsty Conqueror: I really don't understand why you've included this. It doesn't really do much that another dragon such as Hoarding Dragon or Gadrak, the Crown-Scourge couldn't do. It doesn't find any other win condition and the psuedo-lifelink effect doesn't really line up with either of your plans to hit with huge amounts of damage in a single turn. Not to mention that casting it depends on having either multiple treasures or a Manamorphose for the black mana portion of it. I really feel like this is a card that will either get stuck in your hand or would be equally effective as any other big red creature which makes it replaceable from my viewpoint.
-1 There and Back Again: By the time you get to 5 mana to cast this you should probably have already presented a way to win the game with. Having to wait an additional turn to get the single mountain out of your deck can be done both cheaper and faster and that's IF! you need the mountain in your deck at all. I don't blame you for having it if you see a lot of Ghost Quarter type effects and it isn't likely to prevent a Goblin Charbelcher activation from winning the game outright. Then you finally have to look at chapter 3's ability which I touched on a bit in the Xorn section.
-1 Irencrag Feat: I've run 4 of these and they get stuck in hand way too often between the inability to cast multiple in a turn (for future spells) and the 4 mana cost itself. Going down to 3 copies will help prevent having redundant copies in hand and freeing up space for other things.
Additions: +4 Desperate Ritual: Probably the best 2 mana ramp spell you could have especially if you can manage to splice additional copies onto it. (Just a piece of rules advice for understanding: Ruby Medallion will only reduce the cost of the original copy but not any of the copies that are spliced on to it.)
+3 Blood Moon: Primarily here as an additional way to help your lands come in untapped without you needing to pay life.
I think that once you try these suggestions out, you'll like them. However, this is your deck and you do whatever you want with it. Good luck and if you have any more questions or want me to try and explain my reasonings a little bit more I'll try to help you the best I can.
psionictemplar on
Sarkhan's Dragons of the Sun
1 week ago
Ultimately, both Blood Moon and Blood Sun would do the same thing for your deck in letting your lands come in untapped. The ability removal blood sun gives will likely only be relevant in niche situations whereas the Blood Moon can slow your opponents down more often and is probably more useful overall though. But given the number of tapped lands you have, getting either one into play is fairly important to keep up tempo-wise with other strategies, hence my suggestion of including both and additional rituals to get there faster.
If I were to make additional changes here is what I try and why.
-1 Bitter Reunion: Going for the multi-dragon haste kill will be hard because you will need to cast several spells in a turn to make this go from a 2 turn kill to a 1 turn kill combo. Without having a large amount of mana production to fuel this, it will be very difficult.
-1 Indomitable Creativity: The more creatures and artifacts you run, the greater the chances that you will end up a result that isn't what you want. Decks that are built around creativity usually only run 1 or 2 different creatures/artifacts to always ensure that they hit the things they want. As it stands right now, that is not a guarantee with 18 possible cards you could change into.
-2 Xorn: Your only treasure producers are Strike it Rich and There and Back Again which won't give you many chances to make additional treasures. Ask yourself this question, if I get an additional treasure from There and Back Again what is that 1 additional treasure really going to do for me that the other 14 couldn't do already? If the answer is nothing really, do you need There and Back Again? If not, that would only leave Strike it Rich, and that isn't enough to justify running Xorn for.
-1 Bloodthirsty Conqueror: I really don't understand why you've included this. It doesn't really do much that another dragon such as Hoarding Dragon or Gadrak, the Crown-Scourge couldn't do. It doesn't find any other win condition and the psuedo-lifelink effect doesn't really line up with either of your plans to hit with huge amounts of damage in a single turn. Not to mention that casting it depends on having either multiple treasures or a Manamorphose for the black mana portion of it. I really feel like this is a card that will either get stuck in your hand or would be equally effective as any other big red creature which makes it replaceable from my viewpoint.
-1 There and Back Again: By the time you get to 5 mana to cast this you should probably have already presented a way to win the game with. Having to wait an additional turn to get the single mountain out of your deck can be done both cheaper and faster and that's IF! you need the mountain in your deck at all. I don't blame you for having it if you see a lot of Ghost Quarter type effects and it isn't likely to prevent a Goblin Charbelcher activation from winning the game outright. Then you finally have to look at chapter 3's ability which I touched on a bit in the Xorn section.
-1 Irencrag Feat: I've run 4 of these and they get stuck in hand way too often between the inability to cast multiple in a turn (for future spells) and the 4 mana cost itself. Going down to 3 copies will help prevent having redundant copies in hand and freeing up space for other things.
Additions: +4 Desperate Ritual: Probably the best 2 mana ramp spell you could have especially if you can manage to splice additional copies onto it. (Just a piece of rules advice for understanding: Ruby Medallion will only reduce the cost of the original copy but not any of the copies that are spliced on to it.)
+3 Blood Moon: Primarily here as an additional way to help your lands come in untapped without you needing to pay life.
I think that once you try these suggestions out, you'll like them. However, this is your deck and you do whatever you want with it. Good luck and if you have any more questions or want me to try and explain my reasonings a little bit more I'll try to help you the best I can.
Balaam__ on
RB Reanimator
1 week ago
I’m not a tournament player, nor have I really kept up with the deluge of recent sets flooding the market, so take everything I say with a pinch of salt.
It definitely appears as though you have a good grasp of the archetype and know what you’re doing when it comes to deckbuilding. Personally, I prefer Reanimator, but since you went you’ll be exchanging countermagic for speed. Your ratios and proportions look good; you’ve got enough to do early on and ways to capitalize on those actions in the mid game.
Most of your choices are strong cards both individually and as links in a chain (lots of classic staples here), but one or two gave me pause for thought. As an example, I hadn’t seen Boggart Trawler Flip before. It isn’t bad, per se, but I question its utility. 3 mana is expensive just to nuke a graveyard, and the 3/1 generic goblin creature left over is irrelevant. Alternatively, paying 3 life for access to a swamp is a bit steep as well, particularly when speed is of the essence as you’ll undoubtedly be absorbing some early game combat damage and/or non-basic land ETB pings from yourself. You could perhaps make an argument that having access to both those things on one rectangle without needing to give up precious card slots is worthwhile, but it still stands out as a weaker choice to me. Idk, maybe I’m wrong and it combos off something I’m missing, but I’d reconsider that pick.
The only other thing I can think of off the top of my head is that a single Blood Moon or BM type effect would really throw a wrench in the works. It doesn’t get played that often anymore, but there are plenty of other nasty Enchantments and Artifacts that do, and these can grind you to a halt if you don’t have a way to deal with them. At the very least, sideboard in some Enchantment hate.
Otherwise, I’d consider this a pretty respectable list.
psionictemplar on
Sarkhan's Dragons of the Sun
1 week ago
Atsushi, the Blazing Sky seems like it would fit here given your treasure and dragon theme more than the vampire, especially since things like belcher will be 1 hit kills almost every time without it. Otherwise, I suggest a couple more desperate rituals and/or pyretic rituals (even Infernal Plunge is worth considering) because getting 3 mana for your blood sun looks very important here. Without it I think you will be way too slow. Blood Moon should also be playable here as a way to allow your lands to come in untapped.
legendofa on Which Mono-Color is the Most …
4 weeks ago
I should mention total board clearing and land denial for red. Obliterate, Jokulhaups, and Worldfire make sure everything's gone. Blood Moon, Ruination, and Impending Disaster make sure nobody can do anything about it.
Asder on
Kaervek, the Enchantress
1 month ago
I'm not sure how many of these are pet cards that you wanna play no matter what, but if you're taking suggestions, there's quite a few staples you could be playing over stuff like Raiding Party. Phyrexian Arena and Black Market Connections are the first that come to mind, but you could totally to some boardwipes in the form of The Meathook Massacre and Spiteful Banditry. Curse of Opulence is always a fun way to get some politics started. Painful Quandary is a card I always consider running when im in black.
I'm just going to quick fire some more: Blood Moon No Mercy Sunbird's Invocation Powerbalance Unholy Annex / Ritual Chamber Polluted Bonds Oubliette Grave Betrayal Possibility Storm Necrodominance Burning Earth Hopeless Nightmare Case of the Stashed Skeleton Smoke
Sorry if thats too much lol
theNeroTurtle on I’d like help building a …
1 month ago
Although it isn't "starving" the mana base this thread made me think of Zo-Zu the Punisher as a potential commander along with Blood Moon.
StopShot on I’d like help building a …
1 month ago
All my bracket 3 matches have been feeling like bracket 3.9 matches lately, because game ending plays are starting to hit the table at times more in line with bracket 4 than bracket 3. (They insist they’re playing bracket 3 because they only use 3 game changers.)
I’m building in mardu colors as I won’t have to spend money on a new manabase and I want to build a new deck that excels in slowing/jamming up the early game rather than speed up all my tier 3 decks. I want to keep this new deck in spirit of bracket 3’s policy of “no mass land denial,” so no Armageddon or Blood Moon. I don’t want to lock players out of their resources, but I do want to starve their resources enough so that turn 4 wins occur more on turn 6 and that my opponents are usually short a mana or two from ending games, but still have enough mana to play interaction.
To achieve this I’m thinking about building a deck with lots of cheap group discard effects, tax effects, and cards that excel at blowing up turn 2 mana rocks as a means of putting strain on my opponents’ mana bases. The commander I’m thinking about running is Kelsien, the Plague as an answer to mana-dorks as well. The deck is in early development so I don’t have a deck list, but I’d like to hear if anyone has any card recommendations, deck lists I could take inspiration from, and/or primers/guides on how I should build this deck archetype that I should consider. I’m also a bit lost on what wincons would work best as I do want this to be a deck I can win with. (I’m not interested in winning faster as I do like playing the role of janitor, cleaning up other player’s threats before utilizing my own.)
| Have (2) | QuestionMarc , gildan_bladeborn |
| Want (4) | Slasker , AdamsDecent , freshie9000 , Deshter |











