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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Return target permanent to its owner's hand.
5 days ago
Tidespout Tyrant is the original Hullbreaker Horror? It reads cantrip: Boomerang. It hits lands! Still good even by modern day power creep standards. This deck plays like a prowess strategy and they are value engines.
Jace, Unraveler of Secrets very interesting. Scry draw and counter magic is useful but not as useful as OG Jace. I need to add more planeswalkers for Hurkyl digging. Will definitely consider if I can find 3 more planeswalkers.
Lands are currently in limbo as I shave spells. Everything is even tempo right now. This is a low curve deck with 8 mana rocks. I will at least start testing and will know to add lands at the first sign of trouble (I usually try to run 33 to 35)
5 days ago
@IndepenentMeta I no longer have the decklist on here but it was a Blue moon homebrew... dusted off an old deck and brought it to locals which in essence looked like this:
intended to attack the opponents mana base... then bounce/burn/countermagic
my decklist didnt really have a solid Win Condition.... it had a single copy of Emrakul, the Aeons Torn and tamiyo ult with burn.... i was able to be a nuisance at times but could never really capitalize on turning to corner... best games were basically just taking a longer time to lose lol.... its no worries though!
1 month ago
thefiresoflurve First of all, thank you so much for taking the time to look over my list and put some real thought into these last cuts. I truly appreciate it. I understand all of what you had to say, and was having some of the same thoughts myself. As I said before, all these cards made it through several rounds of cuts so I have my reasons for them still being here. That said:
Minn, Wily Illusionist is still here because I like playing the quirky legendary creatures in my colors. There's not much else here that pumps the team the way she does and she would interact nicely with Murmuring Mystic. All this still probably isn't good enough reason to keep her though. Unless I'm drawing 2+ cards on each opponents' turn (which I'm probably not), her token output comes up short. Whispering Wizard is on the block for the same per-turn production limitation. Plus, I don't have much as far as scary permanents to cheat out with her second ability (nor a reliable way to kill my illusions to do so). It'll hurt to cut one of my token producers, but yeah, she's on the block for sure.
Wizard Class because I loathe having to discard for hand size, and I plan on drawing a lot of cards. Taking this one out means I'm left with only Reliquary Tower, Sea Gate Restoration Flip, and possibly Venser's Journal. I suppose that the amount of draw I hope to produce means I'll come across one of those other options, but it still worries me. Probably still not a good enough reason to keep it in though.
I like Capsize because I love having repeatable options in commander decks, and because it can target any permanent. It's great to have options to bounce a troublesome land if the need arises. Paying 6 total mana to do so (and keep Capsize) is probably not worth it though. I included Field of Ruin and Strip Mine to deal with problem lands, and I have Boomerang and Cryptic Command to bounce any permanent still.
I really like Guile because it does a lot of things for me I think. Besides its mega-menace, I like that it exiles my opponents' spells should I choose not to cast them. I'm guessing that opponents may steer away from casting big splashy spells while Guile is out though for fear of having them turned against them or losing access to them in exile. It also provides just a little bit of mill insurance with its last ability. I hate mill as a strategy and while I'm running a few recursion spells, I'm not going to have much graveyard interaction. I suppose Nexus of Fate does the same thing much better though, since ideally I could cast it every turn if I wound up being milled down to 1 and it would wind up back in the library. Anyway, I was excited about running Guile as I was putting this together but you may be right, might be more than I need.
Ominous Seas I figure will drop its token every other turn on average if the game is going at all the way I want it to. While I should be pumping out an army of small tokens, I figured it would be nice to have some big chonky bodies out there as well. Without trample existing in the deck though, an 8/8 without flying is no different than a 1/1 tentacle as long as you've got a plant to block it. You're right, probably win-more. I do want to win more though...
I certainly understand that Aetherflux Reservoir really shines in storm decks (which no, this one most certainly is not). While I wouldn't be working it as well as storming does, I do plan to cast a lot of cheap spells, sometimes several in a turn in a good game. Something mono-blue is not good at is gaining life, so I really want to include at least one or two pieces that can do that for me for matchups that are pinging down the whole table. So the reservoir serves both as a way to gain life, and as a possible alternative win-con in a pinch. Between reservoir and Venser's Journal though, I probably lean towards the journal to retain as an emergency life gain option. I run it in my Pheldagriff deck and it has proven itself a workhorse.
Finally, I see Psychosis Crawler as another possible win-con. At my LGS where I play at least, I run into a lot of decks that efficiently pump out tokens. This means that if beating face with tokens is going to be my only strategy to win games, there's gonna be some games where that just won't get me there. I can see crawler coming out late-game when life totals have dwindled, and being able to finish everyone off with a big Gadwick, the Wizened or Blue Sun's Zenith cast. I was honestly seeing crawler as a mortal lock to make the final cut, but you've given me something to think about for sure.
Thanks again for your input, I really do appreciate and you've definitely helped by reinforcing some stuff I was already thinking and giving me reasons to think about cutting some stuff I was not.
2 months ago
Without info on a budget it is a bit hard to suggest upgrades. However; as said before you need to lower your mana curve and focus the deck on either landfall or beaters. I would also cut 6 of the lands to go down to 38 and add in much more ramp. Cutting:
would give you 13 free spots. If you filled those spots with 1 and 2 CMC ramp and cheap removal your games would go much smoother. Personally I'd go with 8 ramp and 5 removal, and here is where what your budget is will matter for choices.
3 months ago
Cards I want to cut
8 months ago
Henchman31: First of all, unfortunately you really need 12 or more Petitioners for it work right. The more the better, within reason.
Secondly, also unfortunately, Gush is actually banned and needs to come out. So ideally just add four more Petitioners and you'd be good to go.
As for a sideboard, Tormod's Crypt or Relic of Progenitus for graveyard decks (which are good sideboard cards for ANY deck, really). Hydroblast against burn/mono red. Echoing Truth for extra removal and for fighting token decks. Boomerang to bounce permanents... and then Counterspell them when the opponent tries to recast it. And lastly if you need more counterspells, try something like Deprive.
Hope that helps too, now on to the last one...
9 months ago
1 year ago
I really like your build. Going to link mine now and then get back to yours Bruvac the Grandiloquent Millage Pillage
You have some pet instant/sorcery cards that I think could be upgraded for more on theme carnage:
Sakashima the Impostor Bruvac #2
Retraced Image this is my hidden tech in my list but it is statistically better in yours!
Archive Trap it's EDH. Everybody tutors. Mill 26 for free.
Long-Term Plans to get your engine pieces and all the cool cards I suggested ;)