|Commander / EDH||Legal|
Printings View all
|Magic Game Night (GNT)||Common|
|Iconic Masters (IMA)||Common|
|Duel Decks: Merfolk vs. Goblins (DDT)||Common|
|Magic Origins (ORI)||Common|
|Duel Decks: Jace vs. Vraska (DDM)||Common|
|Magic 2014 (M14)||Common|
Combos Browse all
Enchantment — Aura
When Claustrophobia enters the battlefield, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
1 month ago
There is one thing that will greatly help you up the power level of the deck, ramp. Mainly Azorius Signet , Orzhov Signet , Dimir Signet and Talisman of Dominance Talisman of Hierarchy Talisman of Progress , these are for the most part decently cheap ( at least compared to the really good mana rocks). The faster you get to your pricy spells the faster you can lock everyone down.
You also are likely a little high on land count, generally the mana rocks and adding some cantrips like Brainstorm can help smooth mana so you don't need to dedicate 40 slots to it (the london mulligan rule also helped smooth things over).
4 months ago
Hey, I like the changes. Nice job, you found several good cards in your collection.
You still need to cut two cards to make 100. My suggestions of cuts to consider are Selective Snare and Power Taint . Snare is very situational and a sorcery. Unless you're against a lot of tribal decks in your playgroup it's not worth playing. Especially since you're already playing Icy Blast which is the same mana cost, an instant and can target any amount of creatures. The 2 life drain of Taint is not worth playing in 40 life Commander. Your opponent can just ignore it or if they want to pay the 2 mana to prevent the 2 life.
Other cards to consider cutting are:
- Spellbook : you have Thought Vessel which gives you no max hand size as well as ramp, don't also need Spellbook. Another no max hand size card that also gives you mana to consider is Reliquary Tower . It doesn't take up a valuable deck spot since it's a land.
- Brine Elemental : not worth the mana cost.
- Fog Bank : a strategy is to attack with unblockable creatures, Bank can't attack and has no power.
- Claustrophobia : very lackluster removal spell since all it does is tap the creature, both Imprisoned in the Moon and Deep Freeze are the same mana cost and much better.
8 months ago
Like all of the tappy enchantments like Claustrophobia
11 months ago
It always applies.
Let's use this opportunity for a teaching moment on status. This is a two-part ability - the first part that modifies Grimgrin, Corpse-Born's status:
_110.6. A permanent’s status is its physical state. There are four status categories, each of which has two possible values: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. Each permanent always has one of these values for each of these categories. _
110.6b Permanents enter the battlefield untapped, unflipped, face up, and phased in unless a spell or ability says otherwise.
Additionally, the second part of the ability is related to the very first step of the turn - the untap step. Unless otherwise stated, all permanents that started the turn tapped become untapped during it. Grimgrin, Corpse-Born's first ability prevents that.
502 Untap Step
502.2. Second, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping.
11 months ago
I think this deck needs some more damaging creatures. You have a lot of cards that detain creatures, and you can pretty well shut down your opponent, but it won't do anything if you can't damage them while they are detained. Really you could just add any card you want that can get off plenty off damage. The other thing you could do is add two more Azor's Elocutors, and just wait out till you have enough filibuster counters. If you were to go this way, I would reccommend adding Pacifism or Claustrophobia, since the other player could play more creatures than you can handle, and this would make it much easier. Some cards that I would take out in exchange for these would be the Inaction Injunction, since it is the same thing as lyev decree, but it doesn't detain as much. Also the New Prahv Guildmage is not very useful because it is a really expensive detain, and all your creatures have flying, so it doesn't do that well. I would also switch out the Azorius Chancery for something like an Azorius Guildgate or a Glacial Fortress, since the Chancery completely limits your second turn. Besides this, I think you have the making of a really good deck, especially with how cheap it is. I think that with just a little tweaking, you can make this pretty good.
1 year ago
I've got a two-part card. One for when Jace realizes his daughter went missing, and one for when he finds her.
Scry X where X is the number of non-land permanents you control. Whenever you Scry this turn, reveal those cards to your opponent.
"I can still hear her. I don't know where she is, but I swear I will not stop until I find her again." - Jace Beleren.
Search your library for any Planeswalker card and reveal it. Put it into your hand. Planeswalker spells you cast cost less until end of turn.
Planeswalkers you control enter the battlefield with an additional loyalty counter on them until end of turn.
"You're safe now." - Jace to Shandra
(Cheesy WOTC flavor text, admittedly. But it fits so meh.)
And because I recognize the Shandra I made is quite OP, especially her +2, I've decided to make the Planeswalker deck version of her. You know, a more "common" and less OP one. Also, I'm just suuuuper bored right now.
Shandra, Mental Static
Legendary Planeswalker - Shandra
+1 Exile target creature or artifact. It gains Suspend 2.
-3 Tap or untap up to two permanents. They don't untap during their controller's next untap step.
-9 Exile all player's hands. You draw cards equal to the number of cards you exiled. You get an emblem with: "You may cast non-land cards from any player's exile zone."
And, screw it. Just because every good set needs some sort of reprint of Ice Over / Claustrophobia / Encrust / Sleep Paralysis / Eternity Snare / Bonds of Quicksilver / Containment Membrane / Unquenchable Thirst / Encase in Ice / Frozen Solid / Ice Cage / Malfunction ... well, you get the idea...
Trapped Between States
Enchantment - Aura
Enchant creature or artifact.
The next time enchanted creature or artifact would become tapped, exile it. It gains Suspend X. When it returns to the battlefield, it enters the battlefield tapped.
Cornered and fearing for her life, Shandra's mind crippled her posture in an agonizing and piercing pain. After her screams subsided, she looked up from her tears and saw her attackers merely ceased to be.
So her magic would be focused around phasing material objects in and out, sort of control over the Suspend mechanic. Using her mind to connect and erase / move objects across space but not so much across time.
Well, this is honestly like the third time we've done something like this. Before this it was The Newcomers, and now it's this whole NewWatch... so, I don't really know.
Continue their story, I suppose. Make a series of cards that explore their powers and personalities. If you want, make more than one like I did.
1 year ago
My first question in an effort to help would be:What is your budget?Because that will drastically change what cards can be included in your deck.You are knew, so you probably don't want to spend all that much...but I assume nothing.Personally I like the challenge of a dirt cheap deck and work towards a cap of$25 USD.However most people in the MTG community consider anything below $100 "budget".
My second question is what do you want the deck to "do".Some decks work off of a specific card combo or mechanic - yours does not - which is fineBut you can still be more specific than red/blue pirates
Red can involve aggressive creatures, handy buffs or burn damageBlue can work around countering, bouncing, pacifying, tapping. and those are just forms of control.
Looking at your deck, you have a large number of cards getting you treasure-mana, but not a whole lot that uses all of that mana.
3 mana is not worth having +2/+1 in my opinion. Probably don't bother with an equipment and go for an enchantment. or a buff instantthey are obviously less permanent and flexible, but they will do more damage/ give more power.
lastly I would suggest that you look for some blue instants. Because you don't have any really.Depending on what you want to do, either go for something like Claustrophobia so that you have a way of dealing with an opponent's 10/10, because your deck currently cant handle big creatures.
or go for a counter card. I know you have the siren for countering, but it can be targeted and killed. Counter-instants are a lot harder to deal with.
Keep in mind that I have a specific style of deck that I usually default toI tend to build aggressive decks.You may not want something of this style.That is something you will discover as you get more into mtg.
1 year ago
I play a casual blue black that utilizes a lot of "freeze/stall" spells as I like to call them. Creatures like Frost Lynx, Watertrap Weaver, and Fogwalker; Harbinger of the Tides. Enchantments such as Malfunction, Ice Over, and Claustrophobia. Play instants like Send to Sleep, Chilling Grasp, and Ojutai's Breath. As far as black...Deathstroke, Assassinate, Royal Assassin, Rathi Assassin, Stalking Assassin, Murderous Compulsion. Throw some nasty flyers in the mix and you're sure to piss off your friends.
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