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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Lands you control are Plains.
Nonland cards you own that aren't in play, spells you control, and nonland permanents you control are white.
You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.
Renzisherekiddo on Your Deck is Mine (unfinished, help appreciated)
5 months ago
so I've built and played this deck, ideally you want to use Chromatic Lantern like effects so when you go to cast other peoples stuff you've got any mana color you need, some of which are Chromatic Orrery, Mycosynth Lattice Celestial Dawn, Smothering Tithe, etc.
Next you want protection for sen because 9/10 times she's not going to exist on the board by the time of next turn, you want effects such as Padeem, Consul of Innovation, Lightning Greaves and Swiftfoot Boots, additionally anything that gives indestructible is helpful to protect her somewhat.
from there fill in some counterspells, whether it be expensive ones like Force of Will, Pact of Negation, etc. or some inexpensive ones like Counterspell upto you.
also might want to throw in a Torment of Hailfire in case the "use other peoples win conditions as your win condition" doesn't work out
if you want to take inspiration from mine here's the deck Our deck - sen triplets communism
CEO_of_Piss on Sen Triplets swiper no swiping
9 months ago
I've played this commander too much
Consider swapping Celestial Dawn for Chromatic Orrery
If budget allows, Sensei's Divining Top and Aetherflux Reservoir go infinite with Bolas's Citadel to give a more solid wincon. Counterbalance also plays nice with the top.
Master Transmuter has so many uses, at the very least it is always able to flicker sen triplets to dodge removal
Finally, the deck could use more mana, sen triplets cost 5, will almost certainly get killed at least once each game, and require you to spend more mana to get use out of their abilities. I use like 20 mana rocks in total
AcidicArisato on Principle of Control
1 year ago
For stealing your opponents' cards, I'd recommend Xanathar, Guild Kingpin as a back-up Sen. Celestial Dawn is also an auto-include in Sen decks.
If you want stax pieces, Drannith Magistrate, Nevermore, and Wash Away are great ways to stop your opponent from casting their commanders.
Aura of Silence is handy for taking care of pesky enchantments and can slow down their plans. Ashiok, Nightmare Weaver and Bojuka Bog are handy pieces of graveyard hate, with the latter being a free-roll in your deck.
Scheming Symmetry is HILARIOUS with Aven Mindcensor and Opposition Agent. Leonin Arbiter also goes nicely with it.
Fatespinner is nasty and can functionally lock opponents out of combat. Rhystic Study is an auto-include in these types of decks.
In terms of win-cons, you could go with the Mindcrank combo: Mindcrack + Duskmantle Guildmage. Use Ghoulcaller's Bell to start the process without damage. Syr Konrad, the Grim is also good for redundancy.
There's also any number of combos involving Laboratory Maniac, Thassa's Oracle, and Jace, Wielder of Mysteries. Use Demonic Consultation on your upkeep and name a card not in your deck to win on your draw step.
If you have a high enough density of creatures, Mortal Combat is a very simple way to win. With enough artifacts, Mechanized Production can be a free-roll. Revel in Riches is a very simple way of creating mana, with the upside of occasionally winning you the game (also pairs well with Spell Swindle.) Felidar Sovereign is also a hilarious.
If you're looking to make opponents struggle by dismantling their pieces, you should absolutely have pieces like Swords to Plowshares, Path to Exile, Vanishing Verse, and maybe even Generous Gift in addition to boardwipes like Farewell, Tragic Arrogance, Cataclysm, and Wrath of God.
Grubbernaut on Kenrith, the Omnipotent
1 year ago
With Kenny, I like sac effects because it guarantees I can reanimate the creature for value. Fleshbag Marauder, Demon's Disciple, Merciless Executioner, Plaguecrafter, etc.
Bloom Tender is great, as is Phantasmal Image. Of course, Dockside+loops. Ranger-Captain of Eos is great with recursion. Cataclysmic Gearhulk is also a good backup plan for when things go wrong, and easier to reuse because you can sac it to itself. On that note, any of the Altars or other sac outlets are great. There's Peregrine Drake loops, too, and it's also just great for value if you have a cost reducer out for Kenny.
Some cards I think would be worth considering swapping out: Esika, God of the Tree Flip, Burnished Hart, Ethersworn Adjudicator (IMO, Caustic Caterpillar is best, or Cathar Commando for artifact/enchantment hate), Ghostly Prison, Propaganda, Celestial Dawn.
You could probably justify going down on lands if you upped your dork count, which would play really well if you added Ashnod's Altar to use them for mana later. City of Brass is also a pretty budget rainbow land. Chittering Witch is a good source of removal, blockers, or fodder for sac effects. Renegade Rallier and Sun Titan can make for some explosive turns, as well. Shriekmaw is great for targeted removal that can later be reanimated. Cowardice and Willbreaker are more nice effects like Horobi. Fires of Invention can be another effect like Wilderness Reclamation, and doesn't limit Kenny's activations.
But finally, my absolute most favorite card when playing casual Kenny is Final Parting. Basically another Jarad's Orders, but adding Unburial Rites or Priest of Fell Rites makes it a tight package to reanimate a fatty, or tutor one of your enchantments if needed.
nathanielhebert on Diamond Cavalry Ultrabudget Casual
1 year ago
Just received the pieces to build the Diamond Cavalry, and even shelling out for foils, it came out to less than 20$! I didn't realize, but the Celestial Dawn foil was printed as part of a Mystery Booster this year, and looks quite crisp and otherworldly with its rainbow sheen. Also seems like a card with potential for some janky-Johnny types to "break". Cheers again!
Celestial Dawn foil set: https://ibb.co/nLbhgK8
libraryjoy on Balancing my 2 decks against …
1 year ago
I agree with Gavriel, except for one thing. The white deck could run a couple of Call to Glory to untap all creatures (also gives pseudo-vigilance and the element of surprise). The curve on the white deck is way too high, and there are too many counterspells in the blue deck. Repeatable token generation is definitely the way to go. Consider things like Populate, Growing Ranks, Sundering Growth. To interact with big threats from the blue deck, Oblivion Ring definitely could find a place. To give white a "sleep" effect, I like Blinding Light. And the Whelming Waves do seem especially cruel against the white deck. If you keep them in, you also need to give white a nasty edge to play. Celestial Dawn would wreck the blue deck entirely. You could also include things like Thalia, Guardian of Thraben, Conqueror's Flail, Grand Abolisher or Silence to give white a competitive edge against all the counterspells (and they're all pretty expensive, because they are so effective).
Rhys the Redeemed would be an awesome include for the white deck. You might also look for things that make bigger scarier tokens, like 4/4 angels Moonsilver Spear or Seraphic Greatsword. Or low to the ground anthems like Honor of the Pure. Plus a little card draw in there somehow. Not white's strong suit, but something like Mentor of the Meek might work.
zach3584 on Garth One-Eye ETB, Tap, & Blink
1 year ago
Thank you for the suggestion, Aeriosis! Celestial Dawn is a great card, but I want to keep Swiftfoot Boots in the deck mainly because the haste it provides is neat for activating Garth One-Eye a turn early. Plus, I have other mana fixing in the deck. Your feedback is always appreciated! : )
Aeriosis on Garth One-Eye ETB, Tap, & Blink
1 year ago
How about replacing Swiftfoot Boots with Celestial Dawn ?