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Format | Legality |
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Vanguard | Legal |
Vintage | Legal |
Cathartic Reunion
Sorcery
As an additional cost to cast this spell, discard two cards.
Draw three cards.
Coward_Token on Duskmourn
6 days ago
Alright, now that some positivity has been baited out, it's back to me whining!
Wall of Impotent Annoyance That Nobody Will Read Show
Nunu312 on Mice with knives
3 weeks ago
I think the first thing to do is lose Teleportation Circle and Nahiri's Resolve. You don't actually have any enter battlefield effects that could use them, so the only thing they can do is de-equip your artifacts, which happens when they leave the battlefield. Offspring wouldn't work with it as that happens during casting.
Also Hammer of Purphoros seems like an expensive way to get haste, and I don't know when you would want a 3/3 golem from it. Similarly Ring of Thune looks cheap and good, but realistically wont have the time to put that many counters on things (it's more suited to a +1 counter/proliferate deck). Sword of the Squeak Is in a bit of the same boat, you only have about 5 1/1 creatures... so it goes best if you are generating tokens that make it work.
There are a few staples of equipment/aura decks that you're missing, Siguarda's Aid being the big one. Quite a few of them are creatures like Reyav, Master Smith, but we're trying to stick with the mouse theme so stuff like Brass Squire can help things work and looks significantly more mousy.
Another one is the Sword of series, the big one being Sword of Feast and Famine but I feel like you've already gone through them (be sure to remember that protection from red/white will remove your own enchantments). A moderate staple is also Shadowspear just because it lets you pierce hexproof and indestructible when you need to, on top of just being good and cheap equipment. The world of equipment is very wide.
I'm not seeing a huge amount of card draw, which means you will often be sitting there playing your one card per turn and losing agency in the game because of it. Puresteel Paladin (sadly not a mouse) is one of the big equipment draw cards, but I've found 10 sources of card draw to be good, meaning you should have at least one by turn 3 (even if you don't play it until later). I'm also fond of effects like Collector's Vault and Cathartic Reunion, which may be card neutral, but are reasonably cheap and let you play the right cards instead of just the cards you have.
wallisface on Pauper Storm Update Help
3 weeks ago
For what it’s worth, if I were building this deck it’d look something very close to this:
- 4x Rite of Flame
- 4x Lotus Petal
- 4x Manamorphose
- 4x Experimental Synthesizer
- 4x Goblin Bushwhacker
- 4x Goblin Grenade
- 4x Kuldotha Rebirth
- 4x Dragon Fodder
- 4x Krenko's Command
- 4x Gitaxian Probe
- 4x Street Wraith
- 2x Cathartic Reunion
- 4x Great Furnace
- 10x Mountain
Rite of Flame and Lotus Petal both let you start your game a turn earlier, which is important when there’s otherwise soo few turn one plays.
Manamorphose, Gitaxian Probe and Street Wraith are all there to just cantrip easily, meaning you’re running effectively a 48 card deck which should make it a lot more consistent and find you the pieces you need.
Cathartic Reunion is a bit of a flex slot. I could easily see either Ichor Wellspring or maybe even Goblin Tomb Raider being a better fit here.
Nunu312 on Bealoth elfball
3 weeks ago
This deck is pretty cool, I love me some goad. It does run pretty good as well.
But I do feel it's also quite fragile, lacks card draw and has a bunch of deckbuilding traps in it. The only real way to protect your commander is Swiftfoot Boots, Tyvar's Stand Wrap in Vigor and two of those are instants that mean you need untapped mana. Given you are going to be getting him out on turn 4-5 and then pumping him up turn 5-6, he will be quite vulnerable to any form of damage or control. And given his ability, he is going to be a target for the whole table.
There are quite a few more instants that are good for protection, the standout being Heroic Intervention that will protect your whole board state. For ongoing protection Asceticism is a little expensive but it comes online at about the right time and is quite strong. I don't think you need much more but that goes hand in hand with the next thing.
Actually getting to these is going to be pretty unreliable though as you have 3ish sources of card draw. Given an average game might go 15 turns (lot of variance I know), that's 23 cards. You will be seeing about 1 source of card draw every 3 games. The deck thinning from dropping extra land helps, but I would recommend about 10 cards that have some form of drawing, meaning you should bump into one by at least turn 3 every game. These might just be things like Commander's Sphere, War Room or Collector's Vault, but red has some good ones like Cathartic Reunion. There are a lot of options here and it's just good to get up to a certain critical mass.
You might also be able to make yourself a little more resistant to control with some recursion (people are going to be killing Raised by Giants), Eternal Witness being the green standard but I'm sure you can find an elf like version.
As for the traps I mentioned... Those are things like:
Guild Artisan, Which requires you to attack with your commander, and gives you two mana. Your commander might attack 2-4 times after turn 8? It's not hard to replace, but its surprising how slow some cards that seem good can be.
Farhaven Elf is similarly pretty good, but your deck doesn't benefit from having it over Llanowar Elves, which only costs 1. The only difference is that land doesn't die easy... but unless someone is trying wipe the board or you really need a blocker, neither do the 1/1 elves.
Same for Kodama's Reach and co compared to the 2 cost versions like Three Visits. The extra land in hand is nice, but the one land in play a turn earlier is often nicer. These could speed the whole deck up by at least a turn.
Hope this helps
capwner on 5c enduring ideal
1 month ago
I like this idea a lot, I actually played against a similar Enduring Ideal strategy once years ago. Not sure how competitive it could ever be, but it's still a cool deck. My impressions on the list are, maybe the Electrodominance angle could be replaced by something else? If the only thing it does is cheat out your Lotus Bloom, that seems like a suboptimal use of slots. Also 3 Greater Auramancy seems like a lot, I'd probably keep 2 so they can shroud eachother, but it seems like a dead draw vs. lots of decks. Starfield of Nyx is another enchant that these sorts of decks run sometimes, maybe if you add a couple of these plus some sort of discard/dig effect like Cathartic Reunion or Big Score, maybe surveil land, this would give you a second method of cheating out your big enchants.
Balaam__ on Lightning Cajones
4 months ago
@BadRandolph I think if I were to replace Expressive Iteration I’d revert back to Cathartic Reunion over Consider. It’s not as simple to cast, but by the time we would want to use it, the utility is marginally better I think.
Consider isn’t bad, per se, so maybe I will end up using it after all. It’s been awhile since I played this particular build. Thanks for the suggestions, as always.
legendofa on Fuck it, late Outlaw of …
5 months ago
Coward_Token Some of the key creatures in Dredge are Narcomoeba, Prized Amalgam, and Silversmote Ghoul. Each of these has a way to jump from the graveyard to the battlefield for free--Narco by milling, Ghoul from Creeping Chill, and Amalgam whenever either of the other two does its thing. So those can all trigger Satoru, the Infiltrator, who lets you draw, which can be replaced by more dredging.
The main problem is that Dredge is already a tight decklist, and Satoru doesn't really offer anything new, just a new way to do something it's already doing. I'm not sure how well it can replace Cathartic Reunion or whatever in Modern, and it's probably way out of place in Legacy and Vintage.
Lordeh on Death by Robots (Mardu Gearhulk Reanimator)
8 months ago
Yeah the Magmatic Galleon just doesn't do enough to warrant spending a Refurbish and can't be hit by God-Pharaoh's Gift or Portal to Phyrexia. So I think if you want more removal Roast is a similar effect that is much cheaper.
Cathartic Reunion pulls double duty in the deck. It is worse that Thrill of Possibility being sorcery speed and needing to discard 2 cards as an additional cost. However the forced discard also benefits the deck. Sometimes your Cathartic Reunion gets countered and you don't get to draw cards, but you still get to fill your graveyard for later turns as the discard is required as a part of the casting cost. Sometimes you just want to fill your graveyard to reanimate, that is the power Cathartic Reunion brings.
In saying that, I do run both as both help the game plan!
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