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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
: Add .
, : Draw a card. Activate this ability only if you control a creature with power 4 or greater.
1 month ago
My top three packs had to have been these:
Pulling Murderous Rider, Nyx Lotus, Liliana, Waker of the Dead, and Bonders' Enclave in quick succession. I had just picked up one of each pack from their respective sets to increase my card pool of recent cards. Granted, these obviously aren't the best cards, but they were all pretty good cards from their home sets and I was happy to see them. They still all have happy homes in some of my best decks.
My favorite pack of all time (and my second most expensive I believe, after the one that gave me Finale of Devastation) was an Ixalan booster pack I bought on a whim to play a silly two-pack draft with my little brother. I ended up pulling a Vraska, Relic Seeker AND a foil Search for Azcanta Flip. By far the most jaw-dropping moment I've ever had in MTG.
Though an honorable mention would have to be the time I pulled an Enter the God-Eternals in draft. I was super hyped about that card from all the Draft YouTube videos I had watched, and I was thrilled to show my brother that I had gotten one of the sickest cards in the set.
2 months ago
Mutavault wurm manland!
Bonders' Enclave easy card draw.
Emerald Medallion wurms are expensive.
Wild Growth over Arcane Signet.
3 months ago
Heliod, Sun-Crowned, Resplendent Angel, Crested Sunmare, Serra Ascendant, The Book of Exalted Deeds, Gala Greeters, Trelasarra, Moon Dancer, Voice of the Blessed, Well of Lost Dreams, Elder Gargaroth, Aetherflux Reservoir, Angelic Accord, Authority of the Consuls, Blind Obedience, Ezzaroot Channeler, Glorious Sunrise, Ivory Tower, Nykthos Paragon, Primeval Bounty, Solitude, Spike Feeder, Urza's Saga, Heroic Intervention, Deep Gnome Terramancer
One thing I would recommend is not mixing green ramp and white catchup ramp. The white ones just get hosed. You could fix this by running lots of ways to change the amount of lands you control. Strip Mine, Wasteland, Dust Bowl, Selesnya Sanctuary
4 months ago
This list gave me inspiration for my own first deck years ago so I thought I'd add to it. There's been a lot of colorless/land cards added in the past few years but here are several that I really thought added something of value over most other cards:
Protection: Commander's Plate
Haste Enabler: Crashing Drawbridge
Tutors: Moonsilver Key
Beaters: Phyrexian Triniform
I have my own list on my profile for anyone curious about even more options. Also final caveat, my list is based off my own meta, which is pretty casual at best. If your meta is more cut throat definitely consider more interaction and lower cmc options over others. Tutors will do wonders for you as well.
6 months ago
I saw your deck cycle, throwing more at you....
Reflecting Pool - I feel this is better in tricolor decks where there is more versatility. Having 2 of the same when you sometimes need another color isn't always ideal. That being said, given your dorks/ramp, I doubt it has whiffed on you before. Still curious
Urza's Saga - For sol ring and shadowspear? Would suck if you already drew into them. I dont think you have enough targets to make it viable, how often has it whiffed? I feel if you added Sensei's Divining top, it would be more viable.
Wheel of Fortune - Seriously considering this in my build. How do you know when to and not to play it? Would love some advice on that. Xenagos lists draw through combat damage or through targeting a high power creature you control. Having draw that is not reliant upon maintaining a creature on board
Bonders' Enclave - While colorless making dork casting more difficult, the potential for draw might be worth it
Dread Statuary - While same issue above, having a man land has been very helpful for me. Making it a 8 power with commander, then casting draw spell is nice.
Castle Garenbrig - Similar issue to above, but helps ramp out 5 of your creatures more quickly. Might be worth it
Skullclamp - Draw, power booster and makes your late game dorks into draw engines. I've almost always been happy to see this card. Not to mention that if you equip pre-combat, they have to decide whether they want to remove it to prevent you from drawing. But many times (meta dependent), people are hesitant to use removal on a threat that might not be coming to them. #politics
Rancor - Turns 1/1 --> 3/1 --> 6 power with commander. Recurs itself, provides trample. Not needed, but nice to have. Often times, I cast selvala, rancor onto it, go to combat, pump, no swing --> main phase 2, use the haste + pump to cast big spell (greater good, riskhar's etc....)
Heroic Intervention - Most important suggestion, super useful. Dont sleep on it.
Your list is pretty tuned, so its hard to recommend any cuts
6 months ago
Hart is a great card, and research suggests it's one of the winningest cards in EDH, so naturally in a monowhite deck that a land ramp piece like this would seem to be great. I think the issue for it here is it just isn't fast enough for the deck. Giada doesn't need to ramp a lot to be relevant, and in testing I've found that we often have something more urgent to do cast it initially or sac it to get the lands. It's still a great card, but likely better suited to more controlling decks. What is amazing in this deck, however, are cards that discount creature spells like Herald's Horn, as we can use them to more easily put out multiple pieces in a turn at discount. Making your four drops three drops is incredible acceleration that suits our gameplan just fine. And Medallion does this not just for our creature spells, but any spell in white. It's fabulous!
Elixir is theoretically a good card in this deck as it can draw cards off life-gain or gain life. The problem is it never does both, it draws one extra card per turn at most, and costs 4 mana for the privilege. It's equivalent card would be Sigarda's Splendor, but that always gains us life, and is simply based on not having lost life from the last noted turn, which is more reliable. Banner costs more, but its floor is replacing every angel we cast with a card, and its ceiling is drawing several cards in a turn, so it's better all around. The anthem is just gravy.
While a fabulous card, Giada's ability ensures that we won't draw cards with angels off of vampire. It will definitely find a home in a new deck. Mask of Memory, however, is great. It costs two and equips for one, meaning an easy early line of play would be to cast it turn three, attack it to Giada, and get an engine going. We get to draw two cards and then discard the one in our hand we need least, which allows us to be up a card while moving through the deck to what we need. Sometimes we might even discard a good card only to recur it with another later, so there are lots of nice little possibilities with this one.
So far we've replaced subpar draw with better draw, but no we are upping our count. I've never like entity, but I thought it might be better here since Giada gives it counters that make it more resilient when not being pumped. Still though, like all changelings, its an angel that doesn't fly, which is wicked annoying. Moreover, while its ability is a powerhouse with 1/1 tokens which can be turned to 4 power with 4 mana, it's not so great when the average power of an angel is already 3/3 or 4/4. It will weaken some of your angels, and where it improve them it takes a monstrous amount of mana to do so. Finally, while one might be tempted to add Reveillark to complete the combo with entity and Karmic Guide, we have to remember that Giada shuts entity off from killing the board, effectively shutting down the combo. It's just bad, trust me. This is where a lot of online deck tech's fail. They just throw it in because its an "angel" and a generically good card without thinking through the consequences! Meanwhile, while costly Sanctuary Warden is an absolute powerhouse. It immediately replaces itself, and can draw cards more cards this way for free by being blinked with Sword of Hearth and Home. It's an engine that draws us cards every turn, and we can use our plentiful supply of +1/+1 counters to power it, leaving the shield counters to protect it from most removal and board wipes. It's an all-star card.
I'm hoping I don't regret going down to 35 lands, but I think the deck can sustain it, especially when we are upping the draw. Tome is an amazingly good and underrated card. It can net us an extra card the turn we cast it, and can draw one every turn as long as we attack with out commmander, something that isn't too hard to do here. Keep in mind, Giada has vigilance, so even if we want to tap her to cast an angel we can always do so on our second main phase! The best part of this card is that it costs only two mana, allowing us often to ramp it out turn three with another angel or put it out early with another two drop. It's been great in other decks and I expect no less here!
This might be a more controversial cut, but I don't think I need the ramp map theoretically provides, and it can be a tricky card to play here. Ideally you'd want to get this down turn three, in order to ramp lands based upon your opponent's turns, but you'll have to discard if you do unless you played a one drop turn one. It's not as great late game, and the ramp is conditional based on having the extra land in hand and not missing a land drop, which can happen without enough draw. Eye immediately replaces itself and draws one card every turn for the low cost of 2 life, which we aren't worried about at all here. The only downside is that Angel of Jubilation shuts it down, but that is a narrow enough case that it isn't worth not playing a 2cmc draw spell over.
We have plenty of removal and I think we can afford to cut our least relevant piece. Together Forever is amazing, cheap, efficient protection for our entire board, including Giada. It can save our stuff from being destroyed by removal or damage, and has value as repeatable single-target protection and board wipe protection. I expect this to be an all-star piece.
I hated these cycling lands in early testing because they are just not worth having the lands come into play tapped. War Room and Enclave actually draw us cards, and come into play untapped. Sure, 4 mana is a lot for a single card, but there are times we will be happy for it, and in a monocolored deck the colorless nature isn't too much of a drawback.
Why not attack lifegain to a land? Sanctuary is just an obvious card for this build that I somehow missed the first time around. Zone is a deeply underrated card that allows you once in a game to get the jump on your opponents by becoming a one turn Vedalken Orrery. The element of surprise is what often wins you games in aggressive decks, and this card allows for that!
So that's the first update! I'll have updates to the primer coming later today or tomorrow. Hope this helps all of you as you build and play the deck!
6 months ago
Elixir works in this deck but is my worst draw piece in that it only gives life if I don't draw, I have to have over 40 life to draw, it costs 4 colorless mana to cast, and it at most can net me one card per turn. The all star draw pieces so far are those that allow burst draw such as Well of Lost Dreams and Thorough Investigation. Banner allows for this burst draw as every angel replaces itself with a new card, and tokens net us free cards. Its one mana higher but the upside makes it a far superior card. The anthem is just gravy really.
I think there is sufficient removal in this deck, so I can afford to cut my worst piece. This deck needs more draw and better draw, so adding a card that can consistently net me an extra card most turns is great.
Even though many of my angels are weenies they don't ETB that way. As such, vampire is subpar card draw here, whereas normally it is premium for white. Eye may only get me one extra card per turn but it is cheap, fairly unconditional, and I'll have plenty of life to power it. The only downside is that Angel of Jubilation shuts it down, but I think that in most cases I'll be glad to have the option to draw.
I can't believe I missed Warden on the first round. It is unlimited draw in this deck stapled to an angel which has quite a bit of built in protection due to the shield counters (which we won't have to use to power it thanks to Giada). I'll confess I've never liked Entity, though in this deck it has some additional upsides and additional downsides. As for upsides, the counters help it a lot. One reason I feel like Entity is weak normally is that it often dies to ping effects if you don't reserve mana to pump it. I've seen this over and over again over the years, but the counters Giada gives it here mean we can rest easy. Another advantage is that it is an angel here, so the deck supports it well. A disadvantage, however, is that it is less useful and necessary. It is most powerful when it turns 1/1 tokens into 4/4 threats and provides a massive swing. It does little in this deck unless we pump at least 5 mana into it, and even then the improvement is marginal. A second disadvantage is it doesn't fly. Even an Angelic Page is a huge threat in this deck that can go over a defensive line, whereas Entity can be chump blocked easily. Thirdly, it can't enabled combos in this deck because of Giada. We are playing Karmic Guide, so a thought might be to add Reveillark and enable the combo so we can gain infinite life and do other recurison shenanigans. The problem is that this approach relies on paying zero into Entity to kill the board, but the board won't die to counters, so Giada shuts the combo off. Overall I think this isn't worth it, I sentiment I feel about pretty much all of the non-flying changeling cards that we might think would be good to put in.
I think with enhanced card draw of the update and Giada's ramp ability I can afford to go down to 35 lands, something I have done successfully in other low-to-the-ground aggro decks. Together Forever is premium protection here that also allows Giada to give herself some protection. What I especially like about this card is that it can serve as protection from both targeted removal and board wipes. The deck has done well so far, but well-played protection is key, and this is one of the most flexible pieces there is.
This is likely to be my most controversial change as Map is a good card that fetches some lands and can ramp over the course of the game, provided we have the lands in hand. It may be bad! That being said, ramp is less of a problem here because of Giada and because of our curve. Map is bad turn three play where we sometimes want to ramp, because it leaves us often having to discard on our end step. I think with our curve and Giada what is important is simply to draw into our land drops, and extra ramp is gravy. That means more draw is better than more ramp, and between Map and the swords/dagger I think the latter are better land fetching/ramp pieces in a deck with evasive creatures. Mask is great because we can see two cards every turn and discard whatever is least relevant in our hand. It can also go down on turn three and be immediately attached to Giada and used right away to get things going.
Finality isn't great here, as the body doesn't matter too much and cmc is less conducive to a go-wide and high theme than a 2-drop. I think more turn 2 angels has some advantage here, and this is the best of the bunch (other options would be changelings that don't fly). 2-drop angels allow us to play an angel and a support piece like Tome of Legends on turn three, or even play two angels. Four drops can also be good turn three if they are high impact, which Finality is not. It was only in to be an anti-graveyard piece, but is just bad when there are no serious graveyard threats. As such, I'll address that by putting Scavenger Grounds into the mana base and drop the curve to a better place.
8) Mana Base Changes- I'm going to cut two of three cycling lands as this deck really doesn't want lands coming into play tapped, especially early in the game, and the cycling option just isn't worth it. I'll keep Secluded Steppe for now on account if its efficiency, but the others are gone. They'll be replaced with War Room and Bonders' Enclave, which tap for colorless but come into play untapped and give us additional card draw options that we need. Since we are only in one color we can afford more colorless lands than other decks, but we want as many to come untapped as possible due to the fact that we always have stuff to do early. I'll also add Seraph Sanctuary for more life gain and Scavenger Grounds to deal with problematic graveyards.
Those are the proposed changes. Let me know what you think!
6 months ago
I've ordered some cards and pulled a few from my binder which I may add to the deck, but while they are enroute I thought I'd telegraph my thoughts on them so that some of you can weigh in with your thoughts.
1) Draw Lands- War Room and Bonders' Enclave While I don't like using four mana (including the land itself) to draw a card, I'll be happy to in a pinch or when the mana is free. These are not primary draw, but they will add options and I think get use, and since they don't come into play tapped that's good.
2) Seraph Sanctuary Missed this one in my first build, but it's obviously great here.
3) Emergence Zone This is a hidden gem most people forget about. A huge piece of aggro is the element of surprise, and this allows us to make bigger plays and functionally double mana by playing on our opponent's end step before our turn. It's great.
4) Sanctuary Warden This is another painfully obvious choice that I missed on the first round (I should have read the card more closely). It's an angel draw engine in Giada that leverages our Giada counters rather than the helpful shield counters it comes with. Nice.
5) Tome of Legends This is a favorite draw piece for me in two of my other decks, so I was thankful that someone reminded me of it. It also fits our low curve nicely.
6) Vanquisher's Banner This card does not fit our draw curve as nicely, but is broken and probably the second best draw engine for this deck.
7) Eye of Vecna I saw this in a few other lists and it seems great. Why not pay a small amount of the life we are gratuitously gaining for a card each turn? For 2 mana, and we get a card immediately when we play it! The only downside is that Angel of Jubilation shuts it down, but that is a narrow case.
8) Mask of Memory I saw this on other lists as well and it seems like a good choice. We get to look at two cards, end up one, and discard what we need least. There could also be lines of play where we discard a good card like Gisela, the Broken Blade Meld and return her with Bruna, the Fading Light Meld, so there's that too.
9) Together Forever Premium protection from both board wipes and targeted removal. And for an efficient cost. What's not to like?