Cephalid Coliseum

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Cephalid Coliseum

Land

: Add . Cephalid Coliseum deals 1 damage to you.

Threshold — symol:U, , Sacrifice Cephalid Coliseum: Target player draws three cards, then discards three cards. Activate only if seven or more cards are in your graveyard.

GrimVeracity on Neera Wild Mage Copy Deck

2 months ago

lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!

Low CMC Interaction

Chaos Warp, Pyroblast, Pongify, Rapid Hybridization, Reality Shift, Swan Song, Peek, Gitaxian Probe, Snap, Prismari Command

Cycling Lands

Remote Isle, Smoldering Crater, Lonely Sandbar, Forgotten Cave, Desert of the Mindful, Desert of the Fervent

Utility Lands

Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements  Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine

Virlym on Yuriko, Shadow of Fate EDH

6 months ago

"This is really fantastic discussions, appreciate it, hopefully not consuming too much of your time :)" I enjoy talking about EDH, and intricate things about it, so I don't mind the small time consumption needed for the longer replies. :)

I've been playing EDH since it was introduced (back when you had to pick an elder dragon as the general, I had a Nicol Bolas deck as my first). Having said that, my group of friends really just liked being able to do big flashy things with cards that normally didn't see much play. So the power levels generally range from 5-8, we also don't really play too much counter magic either. We tend to let people do their splashy things so they can have fun, and interact when it would end the game (counters are really just held for game ending infinite loops, hence the earlier mentions of Trickbind and Angel's Grace as those are common includes to stop combos with split second).

Yuriko, the Tiger's Shadow is also a really cool commander in that it can be built for nearly any power level. So I generally try to help people out with it, but I usually only point out potential problems as I don't want to suggest it into a power level that's not the aim (or just mention some cards to start a discussion or new line of thought). Having said that, I would HIGHLY suggest making room for Cephalid Coliseum if you are playing in a group that utilizes the Thassa's Oracle line. If they aren't running a deck designed around decking themselves and have Laboratory Maniac and Jace, Wielder of Mysteries as back-ups, you can KO them yourself if they try to win with just Thassa's Oracle (not many people will have counters for activated land abilities).

They play Thassa's Oracle, trigger on the stack, they play Demonic Consultation. With Demonic Consultation on the stack maybe there's some counter magic going on to try and stop it, but you can just sit there. The Demonic Consultation resolves and they have no library. While the Thassa's Oracle ability is still on the stack, you activate Cephalid Coliseum, making THEM draw, and lose.

Spirits on Yuriko, Shadow of Fate EDH

6 months ago

Wow thanks Virlym!!!

Agreed Thrasios, Triton Hero or a Kess, Dissident Mage way more value for Fish-Consul, was hoping for some flavor, along with the easiest win in commander today. Goal is to build a fun, rogue style deck, but that I can play in High power format games, 8+. I'll think on the fish overnight, certainly is powerful (and lots of interaction in the format to deal with it, a couple you identified). Doomsday without fish wouldn't be good either, too much work and weird cards would have to be put in without it. I defintely want a focused strategy not just play stuff for needing to play it.

Agreed Mana Vault is wrong, not on curve, going to replace that one with something. Dark Ritual I think I might need, a T1 Opposition Agent or Nashi, Moon Sage's Scion, maybe an Arcane Signet into an Unblockable with a Sensei's Divining Top lots of scenarios I can see using that {b}{b}{b} Dauthi Voidwalker that grabs me a fetchland I can use to not miss my T3 land drop, etc.

For Mox Opal I haven't done an analysis "yet", i have calculated the hypergeometric probabilities and charted them, see Kaalia Deck, but it's generally low, even lower with no Mana Vault.

The land selection supports the Thassa's Oracle + Tainted Pact, if you have any duplicate cads (including basic lands) then Tainted Pact doesn't work as a Tutor or a win enabler. I included the basic & it's snow-covered counterpart for maximum coverage there. I'm prioritizing lands that 1) Never enter tapped, 2) are T1 useable lands. Spire of Industry might not be right, similar argument to Mox Opal what is it's activation probability. Could go back to Tarnished Citadel or Ancient Tomb maybe? I dont like the colorless, or maybe just an Island like Cephalid Coliseum. I've tried finding another dual colored land that meets the criteria but can't which is why I landed on Spire of Industry. If I abandon fish-pact, can add more basics.

Satoru Umezawa I had a hard time. His CMC4 activated ability is useless, I was more evaluating on the following 1) Whenever Yuriko, the Tiger's Shadow commander ninjitsu, I get to a) Look at the top 3 cards of library, b) Choose one for my hand (a counterspell or land or something), c) was a ninja lol. Looking again, his ability isn't a "may" so he's actually going to break the sorcery speed top deck manipulators like Imperial Seal or Personal Tutor, so he's bad, needs to come out, the draw isn't worth disrupting the synergy of the deck.

Viscera Seer has goldfished ok with me so far, why i've liked him a) He is CMC 1, so could be an early swing unblocked to commander ninjitsu and doesn't cost much to recast, b) He can put Yuriko, the Tiger's Shadow back into the command zone, so that she can commander ninjitsu in "unblockable" again, dont want her stuck on the board with no way to attack, c) The top deck manipulation helps drawing what you need when you need it or getting rid of a card so that you can connect with a bigger spell. He also protects my stuff from exile effects, or effects that might turn her into an indestructible insect or a land or whatever all those things want to do! d) Can block and sac against lifelink (if that matters, probably not), not giving their footing back when I'm trying to kill with my Yuriko ability. He's not critical value, but having a way to consistently cast that unblockable, commander ninjitsu, replay the unblockable and get Yuriko back in command zone, is good isn't it? Cunning Evasion dpes this for all ninjas where Viscera Seer only works with Yuriko.

Praetor's Grasp probably wrong. Reevaluating there thanks.

I don't like that Grazilaxx, Illithid Scholar only triggers once, thought he was for each creature. Hmm. If unblocked draw a card. If blocked return to hand vs. if blocked return to hand. Grazilaxx, Illithid Scholar gives them additional incentive to block, but not much more, it's an extra card per turn, with the unblockables it should be anyway, so like a Phyrexian Arena with a second ability? Easier to remove. Cunning Evasion really just de-incentifies the block, especially if Yuriko on the field, but most stuff is unblockable or will draw a card. So point taken, is the extra card here or there worth the extra mana, and making it easier to remove, hmm. Maybe both are good?

Opposition Agent agent certainly is good stuff, but it has so many benefits a) It's a CMC3 instant speed tutor (for a land, any card, multiple lands, etc). It's going to get you something you want b) It's an essential stax piece, the higher power you get, the more value he is, essentially it stax locks down oppoents lands (too many fetches not enough basics the higher you get), finding an answer to you board (no looking for a board wipe for your ninjas (high power usually have 1 or 2 and rely on tutors to find it when needed), or even looking for an answer to Yuriko. Opponents durtle under Opposition Agent unless they have a removal "in hand" forces them to draw into a solutions, under a restricted mana base, decks playing 10-20 tutors shuts down 20% of their deck, slows them down etc. Until they ban this card that should never have been printed, or at least printed in White instead, have to play him. In Mid>High games or lower, he's far less useful as you see more basic lands, or more enters tapped, more draw effects and fewer tutors understandably.

This is really fantastic discussions, appreciate it, hopefully not consuming too much of your time :)

Thousand-Faced Shadow, I got hyper focused on his CMC4 ninjitsu for a "lack luster" ability and didn't even consider he's a CMC1 with flying evasion built in, that's also a ninja! Who cares about his dumb ability! He's going in 100%.

Mist-Syndicate Naga he's really just a 3/1 for 3 (bad), no evasion (bad), ninjitsu is CMC3 (bad, why not CMC1?). He replicates and then exponentially populates, but you can't bounce the copies to hand to protect them, and as with exponential growth, it's the T1-3 growth that kills you, the game isn't going to go long enough for him to deliver the value he could, let's say on T14 of a game, his T4 swinging. It's extra draw, but how is this guy getting through all these times to draw the cards, and why would I even Ninjitsu him lol. Can't get there on this guy.

Moon-Circuit Hacker and Ninja of the Deep Hours I keep thinking about though, their Ninjitsu costs are reasonable, but can't decide what they take the place of, a control card? a tutor card? That tutor finds me a win-con piece, a big spell for Yuriko to hit with, or a Ninja that delivers more advantage. However, if Yuriko is offline for whatever reason, they can draw into a solution themselves. In reconsidering mode on those. Thought I was close to having the list, your points have made me reconsider so many things.

The other low-cost ninjitsu are a little too situational and for like Mid>High games where board state matters more. The higher you get, the less important a board state is, and other than disrupting 1 player at sorcery speed (since Ninjitsu is on your turn, during attack, and only unblocked) it's utility is low. If the games are 5-7 power level, things tend to come out, wait around a turn before they do their thing in 7+ "usually" the thing comes out and it's already done it's thing Dockside Extortionist or a creature with haste that activates, etc. There are some exceptions like an Esper Sentinel or something, but in general Destroy/bounce are usually bad, want Exile at instant speed to have more "interaction".

Doomsday isn't really necessary, it's just an easy T1 win-con that tutors all the cards in combo. I haven't figured the stack but probably 1BBBB (5CMC T1 win), 1BB with a dark ritual. I'll build the stacks but that seems right. T2 win with lots like Lotus Petal, Chrome Mox. I'm just not 100% sold if it's needed and also means can cut Plunge into Darkness as well, although I think Night's Whisper would still stay even without Doomsday. Fish-consul is UUB T1 or Fish-pact 1UUB, so there are more efficent lines than Doomsday. There is a BBB Doomsday win-line but too many cards that don't synergize well with the commander in the deck.

Thanks so much, a bunch more modifications to the decklist coming tonight! Was extremely helpful.

Last_Laugh on [EDH] - Muldrotha - Lands landing

1 year ago

Cephalid Coliseum and Crystal Vein are both good lands here. Also consider Bear Umbra. The protection is similar to Kaya's Ghostform but the land untap pays for itself and makes it easy to advance your own gameplan while holding up mana for answers (or just a nuts 2nd main). Easily my favorite card here when I had Muldy built still.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite

Last_Laugh on Muldrotha EDH

1 year ago

Bear Umbra is worth its weight in gold here. It protects Muldrotha similar to Kaya's Ghostform but the land untap immediately pays for itself, allows for some bonkers turns, and makes it easy to hold up mana for answers.

Glen Elendra Archmage and Siren Stormtamer deserve spots for a reusable counterspell suite. Spore Frog deserves a spot for repeatable fogs too.

Command Beacon ensures you'll never pay commander tax on Muldy. Crystal Vein / Ancient Tomb are excellent pieces of ramp here. Cephalid Coliseum is a nice draw engine.

I'd also suggest more ramp that costs or less (so no Thran Dynamo). Arcane Signet , Dimir Signet , Talisman of Dominance , and the other signets/talismans. Lotus Petal is another good one here.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite

0rc on Cheapskate Talrand ver. 1.5 ($100)

1 year ago

Romanowski13, the best upgrades would include improving the mana rocks. I’d replace any that enter tapped with the following (depending on your means): Arcane Signet , Jeweled Lotus , Mox Opal , Chrome Mox , Mox Diamond and Mana Crypt .

I’d add all of the powerful counter spells: Swan Song , Flusterstorm , Force of Will , Force of Negation , Pact of Negation , Fierce Guardianship , and Mana Drain .

I’d add the following lands: Temple of the False God , Boseiju, Who Shelters All , and Cephalid Coliseum .

I’d remove some of the slower card draw and tutors for Mystical Tutor , Personal Tutor , Time Spiral , and Timetwister .

I’d add better removal spells such as Cyclonic Rift . This would probably be the first change I’d make.

Load more