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Boseiju, Who Endures
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Channel — [[symbol:G], Discard this: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs less to activate for each legendary creature you control.
Khurgar on Modern Lands
1 week ago
Allright, so here's the "how the fk does it work?" part.
The deck is a prett slow one that takes some time before it really activates, so several cards both in the main deck and side board are there to mitigate the pressure that we might suffer from early plays. Lightning Bolt, Fire / Ice and Arboreal Grazer fills these slots in the main deck.
What the deck wants to do is generally to discard lands with Seismic Assault to deal damage to the enemy, then use cards such as Wrenn and Six, Life from the Loam and Slogurk, the Overslime to recur those lands to your hand again.
Trade Routes is used for 3 reasons. The first is pretty straight forwards, use your land cards in hand to generate new cards. Second use is to be able to play your channel lands early in the game to give mana while being able to pick them up later in the game to use their channel effect. And the third one is to make Slogurk, the Overslime to grow rapidly. If you discard a land and opt to dredge a Life from the Loam, Slogurk, the Overslime can grow anywhere between +1 to +4 +1/+1 counters for a single mana, ontop of digging for utility lands that you can return later.
Sadly I have not had a lot of time playtesting it, and I think that the sideboard needs a lot of work. First and foremost I feel like I have doubled down a bit too hard on artifact hate, albeit with a lot of cards with multi purpose.
Anyways, the rundown of why I included the cards are as follows: Damping Sphere was included to stop decks such as tron and titan, and it also works well versus decks such as breach or storm or other more jank combos such as neobrand.
Pithing Needle and Relic of Progenitus dont need explaining.
Brotherhood's End was included to deal with asmo decks, affinity, prison tron, goblins, merfolk and other similar decks to these.
Force of Vigor is in the deck solely because I have no way to stop a turn 2 kill from hammer, other than blocking with an Arboreal Grazer. I am strongly considering cutting it though.
Haywire Mite is included to stop Kaldra Compleat, but will probably see play in the same games that my other artifact and enchantment hate cards.
Otawara, Soaring City is just so that you are more likely to draw them, especially in matchups where they run pithing needle to stop Boseiju, Who Endures, but is also really good for returning combo pieces to hand, or just big beaters like murktide. Its also really good vs tokens.
Boseiju, Who Endures just a really solid card, deals with most problems the deck faces, such as graveyard hate and blood moon effects.
Bojuka Bog is a fantastic card in this deck. With this card and Trade Routes you can exile your opponents graveyard every turn if you'd like, although it is only in sorcery speed.
Cards that I would like to experiment with: Expressive Iteration is a card that I am gonna experiment with in place of Fire / Ice. I think that Fire / Ice is much better at stalling out the game, but expressive is such a valuable card to have in the mid game.
Academy Ruins and Buried Ruin to be able to get artifacts back from the graveyard.
Shadowspear to deal with agressive matchups where the opponent have no good way of dealing with my constructs or Slogurk, the Overslime.
Orvar, the All-Form versus decks that enjoy discarding your hand, so generally versus decks that runs archong or liliana.
I hope you enjoyed the read, give me some thoughts in the comments if you have any =)
kamarupa on speedy Ghalta
2 weeks ago
One thing about having a lot of mana dorks is that you tend to run out of spells pretty quickly. I think it might be worth it to drop 2xCommune with Dinosaurs and add in 2xHarmonize. Or drop Commune with Dinosaurs altogether in favor of 2xHarmonize and 2xForerunner of the Empire. You never need a dinosaur on T1, and barely one T2, so the 1MV cost of Commune isn't really helping, per se. I'll also throw out Time of Need as a possible tutor for a few of your threats at a lower cost, but you might want to reconsider your creatures to add in a 3rd Legendary to make such a spell 'worth it.'
You need some kind of interaction with your opponent, as wallisface already said. In order to make room for non-creature/non-land spells, you have to cut either creatures or lands. Given some of the high MVs of spells here, I think it's safe to say, you can't afford to cut any lands, so you'll need to cut some creatures. I suggest dropping 1x of each of your elves. 6 is still quite a lot and 3 of each makes their removal less effective for opponents. I'd also cut 2x each of Otepec Huntmaster and Raptor Hatchling. I realize you need dinos for Drover of the Mighty to get buff, and obv Ghalta's discount, but I think you'll be just fine with those numbers and it opens up 6 slots for some utility spells. 28 creatures is still quite a lot. Additionally, having non-creature / non-land spells makes it a lot easy to swap spells with your sideboard.
Beast Within is pretty useful as it hits pretty much everything, but of course, comes with a downside. And of course, I'm 100% with wallisface on Lightning Bolt and Primal Might.
Some sideboard spells I really like: Return to Nature - sometimes getting rid of artifacts, enchantments, and graveyards is crucial.
Elixir of Immortality - just say no to mill
Ratchet Bomb - just say no to tokens.
Lands: Scavenger Grounds could be useful in some matchups.
Castle Garenbrig seems relevant
Field of Ruin is nice against tron and more
Boseiju, Who Endures is really nice.
1xYavimaya, Cradle of Growth might allow for one less forest and one more mountain.
nbarry223 on Viga-BOOM! (Turn 2)
3 weeks ago
Alright, I am pretty happy with this 75 now. I have an answer to most of the weaknesses I want to cover, and the deck is quite explosive. I am honestly surprised nobody is running Altered Ego or Tyrranax Rex since they do so much for the deck. Altered Ego is a cheaper second Primeval Titan, letting you get 2 titans at 7 mana instead of 9 by transmuting after the fetch, meaning you only need 1 extra mana with 2 Amulet of Vigor. It is also quite relevant to copy an opponent's Archon of Cruelty or any other major threat. Tyrranax Rex is just impossible for any interactive deck to interact with favorably, and it also gives us an out against "infinite" life gain, as a nice coincidence. Since it comes down swinging, it is a nicer control answer that something like Carnage Tyrant in my opinion, making it capable of slotting in the main instead of the side, since it is only a slight downgrade from Primeval Titan against a non-interactive deck.
Some other options in the main or side might look a little strange, but I've updated the deck description, so you should be able to see why I've chosen them. I honestly think these 75 are fairly ideal (you can tweak the sideboard a bit depending on meta obviously).
I've also been toying around with the idea of Nexus of Fate maindeck with the increase of mill matchups (maybe side, although I think Emrakul, the Aeons Torn is still slightly better for mill matchup). However, it only comes in foil so is considered a marked card (good job on that one Wizards...)
My main thought is that it almost invalidates the mill matchup, since it recycles itself and is a replacement effect, so it can't really be interacted with - hitting it with Tasha's Hideous Laughter is their only answer. This could potentially give me back the Emrakul, the Aeons Torn slot in the sideboard, and is honestly a solid hit for hideaway in any matchup as well. Not sure how I feel about drawing into it with no other threats, so I will have to playtest a bit and see if it is too much tradeoff, as it would probably swap in for the third Forest or second Boseiju, Who Endures, both of which I think are slightly better, if I am being honest.
meinzel on Abzan Blasting Solemnity
1 month ago
Thanks for the insight jdogz32!
I actually even have a version of the deck with Thran Vigil where I replaced Young Wolf with Putrid Goblin to utilize Thran Vigil's effect. However it massively alters the mana-curve from from a 1-drop, two 2-drops and two 3-drops to literally zero 1-drop but four 2-drops. Taking into account the Profane Tutor you have way to many options for turn 2 while completely giving up the chance to do something significant on turn one. With Thran Vigil you eventually even give up on the chance of a natural turn-3-win.
I like the idea to add either Zulaport Cutthroat or Blood Artist at least to the sideboard to circumvent hexproof/shroud. When checking for reasonable or expectable hexproof effects in modern, only Leyline of Sanctity came to mind, which I can get rid of rather easily with maindeck Boseiju, Who Endures or Prismatic Ending. I can ignore Veil of Summer since both win conditions are artifacts.
In the mentioned alternative version I actually considered Kitchen Finks. However it doesn't constitute a win condition in itself and therefore will still falter to e.g. mill or decks with other unconventional win conditions. It might be interesting against burn-type, but even then I rather win the game directly.
BobFromAccounting on Compost Pile (Help Wanted)
1 month ago
- Trim 2x Prismatic Vista or 2x Woodland Cemetery for 2x Boseiju, Who Endures. Most of your costs are single pip, so you don't need to fix as hard.
- Trim 1x Forest for 1x Swamp or 1x Urborg, Tomb of Yawgmoth. Either would be find, swamp is searchable off fetch, but you run two creatures with double black pips, and nothing with double green.
- Consider Life from the Loam & Dakmor Salvage package as recursive dredge. Loam also lets you abuse fetches to thin deck. Pairs nicely with Bloodghast.
wallisface on The Great Planeswalker Debate
1 month ago
FormOverFunction Wotc has been increasing the amount of interaction in the game, not decreasing it.
If you look at Modern pre-and post MH2, the biggest difference is MH2 created a TON of valid interaction options to deal with what the opponent is doing. Modern has shifted from a “two ships passing in the night” format to one entirely based around how well you can mess with your opponent - this is true even in combo decks.
And that mantra remains true even in all recent standard sets. We continue to see powerful interactive cards (Haywire Mite, March of Otherworldly Light, Boseiju, Who Endures etc etc).
And even being specific to Planeswalkers, we’re seeing more cards able to target/kill them in recent sets than we ever have been able to in the past.
I’m not sure where your ”solitaire style of play” dialog comes from, but I would suggest this sounds more like a rut in your local playgroup, than any actual design approach by Wotc.
SufferFromEDHD on Yoshimaru, The Proudest Boy
1 month ago
Captain Sisay serious synergy with the strategy.
Mox Amber free legend.
Atleast a playset of legendary lands like Boseiju, Who Endures, Flagstones of Trokair, Volrath's Stronghold, Yavimaya, Cradle of Growth, Yavimaya Hollow, Urza's Saga, etc.
Generous Gift would be Beast Within #2
2 months ago
Ok based on your comment about the combo, I'm basing these recommendations on a:
Tuned tier - Power level 5 (6 usually has a combo) - Win before Turn 14 - "Upgraded Precon". Visual Guide to Power Levels in EDH.
-- Land Base -- Prioritize untapped, Mana colors, Target 33: +Shivan Reef -Island +Yavimaya Coast -Forest +City of Brass -Aether Hub +Mana Confluence -Mountain Valley +Riverglide Pathway Flip -Simic Growth Chamber +Rootbound Crag -Mountain +Hinterland Harbor -Forest +Sulfur Falls -Mountain +Rejuvenating Springs -Path of Ancestry +Training Center -Rogue's Passage +Spire Garden -Ancient Ziggurat +Boseiju, Who Endures -Island
--Ramp-- Creature preferred +Birds of Paradise -Thought Vessel +Three Visits -Heraldic Banner +The Great Henge -Gilded Lotus (Also important for draw) +Farseek -Harvest Season
--Morph-- +Kadena's Silencer -Stuffy Doll +Icefeather Aven -Keep Safe (Morph flavor) +Echo Tracer -Omnath, Locus of Mana (Morph flavor) +Mistfire Weaver -Forsaken Monument (Morph flavor) +Jeering Instigator -Shaleskin Plower (Morph flavor less salt)
--Draw-- +Fathom Seer -Zendikar Resurgent +Temur Ascendancy -Tomb of the Spirit Dragon +Tishana, Voice of Thunder -Ashcloud Phoenix +Guardian Project -Tidespout Tyrant +Toski, Bearer of Secrets -Fabricate +Garruk's Uprising -Creeping Renaissance
--Offense other than Animar-- +Garruk's Horde -Forest +Artisan of Kozilek -Island +Bane of Bala Ged -Trophy Mage (Pulls 1 unneeded artifact!) +Shrieking Drake -Temur Sabertooth (Non-Infinite Ancestral Statue) +Decimator of the Provinces -Temur War Shaman
--Control-- +Beast Within -Fog
I've left out some salty card for this power level: Cyclonic Rift Ancestral Statue Craterhoof Behemoth Rhystic Study Mystic Remora Dockside Extortionist
Special mention (would need to playtest): Secret Plans (Draw) Solemn Simulacrum (Ramp & Draw) Mulldrifter (Draw) Trail of Mystery (Ramp) Rhythm of the Wild (Don't think you'll see heavy counterspell in power 5)
Could go more less if needed Theres other stuff I didn't suggest because of the morph theme, like Cloud of Faeries, Hullbreaker Horror, Fierce Empath etc.
Hopefully you find some useful ideas here.
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