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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Clan Defiance
Sorcery
Choose one or more —
- Clan Defiance deals X damage to target creature with flying
- Clan Defiance deals X damage to target creature without flying
- Clan Defiance deals X damage to target player.
RockIV on Rocks Dragon Deck
6 months ago
other card that i can change is Clan Defiance, i feel that is just too expensive to be usable the most of the times. I have to think what to put in those 3 spaces, maybe bringing back Draconic Roar
Kinz on Chishiro
1 year ago
Creature removal: Beast Within, Decimate, Kenrith's Command, Mawloc, Domri's Ambush, Ground Assault, Clan Defiance, Pit Fight, Ram Through, Inscription of Abundance, Ulvenwald Tracker, Lignify, Prizefight, Cosmic Hunger, Tail Swipe, Bite Down, Rabid Bite, Master's Rebuke, Devouring Tendrils, Warbriar Blessing, Epic Confrontation, Tandem Takedown, Chaos Warp, Vow of Lightning, Meteor Swarm, Volcanic Salvo, Arni Slays the Troll
Artifact/Enchantment removal: Migloz, Maze Crusher, Hull Breach, Kogla and Yidaro, Klauth's Will, Artifact Mutation, Cindervines, Vithian Renegades, Reclamation Sage, Tranquil Frillback, Kogla, the Titan Ape, Manglehorn, Masked Vandal, Titan of Industry, Woodfall Primus, Wickerbough Elder, Vandalblast, Abrade, Fall of the Hammer
Board wipes x3: Chain Reaction, Starstorm, Blasphemous Act, Anger of the Gods, Brotherhood's End, Chandra's Ignition, Klauth's Will, Monstrous Onslaught, Mizzium Mortars
Ramp: Goblin Anarchomancer, Incubation Druid, Springbloom Druid, Sanctum Weaver, Gyre Sage, Fertilid, Kami of Whispered Hopes, Biophagus, Wolfwillow Haven, Klothys, God of Destiny, Gift of Paradise, Font of Fertility, Dawntreader Elk, Omen of the Hunt, New Horizons, Blighted Burgeoning
We'll check these out next time.
shellshock369 on Klothys Enchantress
2 years ago
Possible Suggestions: Curse of Hospitality, Hull Breach, Clan Defiance
Possible removals: Purphoros, God of the Forge, Repercussion, Chandra, Awakened Inferno
Idoneity on Land Twins
3 years ago
Alright, let's do this.
Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.
Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.
In order aforesaid, removal:
I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.
Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.
I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.
Unto wraths:
I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.
Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.
Upon card draw.
If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.
Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.
Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.
Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.
Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.
Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.
Ramp, of course.
Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.
As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.
Returning from the grave, recursion it shall be.
This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.
Start your engines.
What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.
Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.
Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.
Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.
Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.
Conclusion.
Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.
I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.
Fare thee well.
Polaris on Do tokens go to the …
3 years ago
Kequing420 is right, I just wanted to add that "cease to exist afterward" means they disappear before anything could target them or bring them back. They're only in the graveyard long enough for something like Boggart Shenanigans to trigger—by the time the trigger actually resolves, they'll be long gone.
This is because of "state-based actions" (SBAs), which is where the game cleans up anything that should be somewhere else. SBAs are checked after most game events (spells/abilities resolving, combat damage, etc). If you kill a 2/2 creature with Clan Defiance on X = 3, for example, it gets 3 damage marked on it but stays where it is while Defiance deals damage to the player or planeswalker. As soon as Defiance finishes resolving, the game checks state-based actions and finds that the creature has lethal damage, so it's put into the graveyard.
Disappearing tokens work the same way. If you cast Wrath of God they're destroyed (which does put them into the graveyard, triggering Boggart Shenanigans); when the Wrath has finished resolving, state-based actions are checked. The game finds tokens in a place they shouldn't exist (the graveyard) and they stop existing.
Phule451 on Hydrapocalypse
4 years ago
Chandra's Ignition is a great way to end aboard stall and Archetype of Aggression will also help your hydras get through. Hull Breach and Clan Defiance will all give you a bit more removal And Evolution Sage and Hydra's Growth will both help with your counters.
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