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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Choose one —
- Destroy all creatures.
- Destroy all artifacts and enchantments.
1 month ago
Saw that you were looking for help and this commander seems pretty cool. Not sure what your budget is, but I'm going to make some suggestions at different price points.
Here's some cards I'd cut: Angel's Grace, Cleric Class, Angelic Accord, Treasure Chest, The Book of Exalted Deeds, Panharmonicon, Arcane Signet, Marble Diamond, Campfire, Mass Calcify, Brave the Elements, Cleansing Nova, Everflowing Chalice, and Gift of Estates
I can provide more explanation on why, but generally these cards are low impact, less helpful than they may seem, or off theme a bit. Some of these are life gain or ETB payoffs but they don't have many ways to trigger them.
I'm seeing a wincon through combat with the deck as is. Giada is Ramp in the command zone but only for Angels, and the starting list only has 17 Angel spells. Turn 2 Giada and hitting all your land drops means we can send out 4 CMC angels turn 3.
A lot of the Angel's are high CMC but you're running a lot of cost reducers. Due to this I think you need more lands and more Draw. Arch of Orazca, Geier Reach Sanitarium, Sea Gate Wreckage and War Room are all utility lands you can run in mono color that tap for colorless mana and help you draw.
1 month ago
This deck was an idea to use some of my old cards, and also see just how nuts I could go with Kwain, Itinerant Meddler. This deck is a spider-web of synergy and combos, multiple infinite combos, and complete bonkers level shenanigans lurking behind a friendly-looking magic rabbit. This is not a budget deck, but in a gracious nod to Lewis Carroll, it is incredibly fun to go "down the rabbit-hole".
At it's core, the deck is group hug with card-draw, card based mana-ramp, and multiple options for life-gain. I use a few card-draw creatures as well, such as Shabraz, the Skyshark for their synergy with Kwain. Alternate win conditions include Approach of the Second Sun, Jace's Archivist, Windfall, Jace, Wielder of Mysteries, Triskaidekaphile, and Test of Endurance; but the deck is also perfectly capable of beating someone to death with a giant fish - or a giant anything thanks to numerous life-gain options paired with an Archangel of Thune.
The deck has several prison elements with Moat, Silent Arbiter, and Archon of Emeria, as well as Propaganda, Ghostly Prison, and Sphere of Safety. Silent Arbiter and Crawlspace help directly reduce the deck's exposure to attack, along with Gwafa Hazid, Profiteer for any specific threats or "when attacks" triggers. Finally, since this deck does not rely on creatures or doing damage to win, and generates lots of cards in hand, Meishin, the Mind Cage is an easy way to reduce all opponents' creatures to 0 power. For direct damage and targeted attacks outside of combat, the deck includes The Wanderer and Greater Auramancy.
Card draw, treasure tokens, and unlimited hand-size combine with four different Tutors, an Urza's Saga, and a Teferi's Puzzle Box help you keep multiple options in hand, and hopefully keep Kwain hopping one or two steps ahead of your opponents (Remember to use the tutors before your Teferi's Puzzle Box hits the board). Tidal Barracuda, and Vedalken Orrery let you cast anything on anyone's turn. Walking Atlas helps get rid of lands anytime it's not tapped (another combo with Mind Over Matter), and Drumbellower and Teferi, Who Slows the Sunset make sure you're able to untap on every turn, so you can play cards anytime - including win-cons like Laboratory Maniac or Jace's Archivist on an opponent's end-step, then draw for the win.
Circling back to Sphere of Safety - the deck runs 18 enchantments natively, but also features Enchanted Evening to turn everyone's permanents into enchantments. (The deck also conveniently includes Cleansing Nova to destroy all enchantments, which is an absolutely devastating total board wipe when paired with Enchanted Evening, especially if you have Avacyn, Angel of Hope in play on your side). With Enchanted Evening on the board and Sphere of Safety, every permanent you control also counts toward your opponents' cost to attack you for each creature they target you with. Comboing Enchanted Evening, Avacyn, Angel of Hope, and Greater Auramancy means every permanent has both indestructible and shroud, and prevents your planeswalkers from being targeted (or targeted for attacks) directly.
I am only running two counterspells, Mana Drain and Force of Negation, so the deck uses Dovescape to lock down any stray non-creature spells, as well as Tidal Barracuda and ultimately Forced Fruition to further reduce any errant spellcasting. And in this deck, Dovescape not only helps creates magnitudes of tokens, but each of those tokens is potentially an enchantment when it hits the board. With Enchanted Evening in play, those tokens, or ... literally ... any ... other card you play, combos off Archon of Sun's Grace to instantly create infinite (enchantment) pegasus tokens, and become effectively a 1 card infinite combo of 2/2 flying (avoiding Moat) lifelink pegasus. Every. Single. Time. any permanent hits the board under your control after you have both in play.
The Deck includes a The Tabernacle at Pendrell Vale to help keep down on the riff-raff, (plus kill off a few billion pegasus every turn), and helps tie up opponent's mana; meshing with the prison cards we already use. For its own mana, there are some basic mana-rocks and a Smothering Tithe to help offset some of the higher casting cost spells if Braids, Conjurer Adept is not on the board.
The Smothering Tithe pairs well with sheer card-draw provided through Forced Fruition, Temple Bell, Kami of the Crescent Moon, and Kwain, Itinerant Meddler to almost guarantee several dozen treasure tokens each turn and help the deck rapidly ramp to maintain both card and board advantage towards casting an Omniscience.
More combo madness, Teferi's Puzzle Box helps spin through the deck looking for lands and combo solutions. Teferi's Puzzle Box also combos really well with Shabraz, the Skyshark and Alhammarret's Archive, effectively doubling the card-draw effect of Teferi's Puzzle Box each draw phase - and Sphinx of the Second Sun provides double the draw-phases per turn, so you're geometrically quadrupling your cards in hand each turn (and possibly playing them for free). And, for every card you draw, the shark is growing, your life is growing, and if you have the Archangel of Thune, everything else is growing too.
If you want to discard cards from your hand, to hit Triskaidekaphile for instance, or just go infinite with your commander, you can use Mind Over Matter, Omniscience, or Peace of Mind to manipulate your hand-size and either play or discard. The deck includes an Ulamog, the Infinite Gyre, Timetwister and Elixir of Immortality to shuffle your graveyard back into your hand, as well as Displacer Kitten and Angel of Finality to exile your opponents' graveyards with a quick bounce.
Kwain, Itinerant Meddler + (any of the above) == even more nuts
There's more I could write about with additional combos and card interactions, but those are the highlights. The deck is just all-out madness to play and can quietly build and recycle cards until it comes out of nowhere with an 600/600 flying shark. I enjoy it. I hope you will as well.
2 months ago
I would cut Sanguine Bond and Black Market. This is neither a sacrifice nor a lifegain deck so I wouldn't pay 5 mana for an enchantment that doesn't have any synergies with the rest of the deck. Same with Licia. She is way to expensive and doesn't really synergize with your deck at all beyond beiyng a vampire. Mathas doesnt really do much for your deck either. Indulgent Aristocrat is a really good creature and obviously there are tons from newer sets.
Kindret boon is just way to much mana to invest to protect your board. You can play an instant such as Boros Charm instead. Speakng of instants I would replace Crackling doom and go for the throat with Vindicate and Merciless Eviction. Fell the Mighty is a really weird boardclear I think you should play something like Cleansing Nova instead.
I dont think that the big lifedrain cards are good for the deck either.
2 months ago
You shouldn't be playing Outpost Siege. You're in black you can play Phyrexian Arena, Necropotence or Black Market Connections instead. They only cost 3 mana and are better. I also would play By Invitation Only. YOu have much better board clears. Maybe check out Cleansing Nova instead. Anguished Unmaking and Vindicate are great removal spells, you could consider them over Chaos Warp and Utter End.
I dont think that Kindred Charge is that great. It's only good when you have a lot of creatures which means that you're already doing very well. You generally want to avoid effects like that. I would recommend Patriarch's Bidding instead. That's just a great card in the late game, great topdeck, fantastic after a board clear. Just less situational than Kindred Charge. It's also one mana cheaper which doesn't hurt.
3 months ago
Phyrexian Arena > Smuggler's Share
Skullclamp > Inspiring Overseer
Victimize > Folk Hero
Buried Alive > Archivist of Oghma
Damnation> Mother of Runes
Wrath of God > Giver of Runes
Marauding Blight-Priest> Mikaeus, the Unhallowed
5 months ago
Solid start! I would take outCleansing Nova as you can cascade into it and screw yourself pretty hard or take out your 6 drop slivers. I'd also take out Traveler's Amulet for Wayfarer's Bauble and Sliver Construct is just a bad card
5 months ago
Some more cards to consider (as per your request): Old Gnawbone. Read the card. That's a lot of treasure when all your creatures have a ton of power. | Karrthus, Tyrant of Jund. Gives your dragons haste, untaps them, and (in the odd case you are playing a Dragon ditto), steals your opponent's dragons. Forever. | Dragon's Hoard, if you want another mana rock that works well with dragons. I also like Component Pouch, especially in a deck where your commander in all 5 colours, but that's mostly just me. | Rishkar's Expertise. Refill your hand, cast something for free. Genesis Ultimatum allows you to cheat in more stuff, but doesn't allow you to refill your hand, and it costs more to cast. | Farseek, especially if you decide to run the Tri-cycle lands (which I recommend). I'm going to avoid talking about lands, but cards like Spara's Headquarters and Raugrin Triome are really nice, especially for 5-colour decks. And, yes, Farseek can find Spara's Headquarters. Headquarters is both a plains, and an island. Rampant Growth and Nature's Lore can also fill this "2-mana sorcery that ramps" slot, depending on what you can find (if this is paper). Three Visits is just Nature's Lore, but Lore's name communicates the mechanics of the card better. | Swords to Plowshares/Path to Exile. Exile a creature, for 1 mana, at instant speed. I like Swords better for commander because I find that life is less of an advantage than an extra land. Other removal options include - and are not limited to - (and I may have mentioned some of these already, so sorry if I did) Beast Within, Generous Gift, Anguished Unmaking, Assassin's Trophy, Despark, Chaos Warp, Wear / Tear, Hide / Seek, Bedevil, Vindicate, Baleful Mastery, and Vanishing Verse. | Patriarch's Bidding, if you want some mass reanimation. | I didn't see very many board wipes. Granted, you want more pin-point removal than board wipes, but you still might want a few. I'll recommend Farewell (6 mana to get around indestructible, and nuke many different target, AND act as graveyard hate), Merciless Eviction (for planeswalkers), Cleansing Nova (cheaper than Farewll, and probably easier to find, but less flexible), Cyclonic Rift (7 mana to get all of your opponents permanents off the board, and set them back a few turns as they reset), Supreme Verdict (only hits creatures, but uncounterable, and cheap to cast) and/or Vanquish the Horde (for token decks). You do have Ruinous Ultimatum and Descent of the Dragons (or Crux of Fate, if you happen to get it), and I like to run 3-4 total, so choose the ones that most effectively clear the table in your playgroup. Although I have seen and heard some people run as low as 2.
For both the removal and board wipe sections, choose whatever quantities and options are working best at removing the threats you frequently go up against. If you are building this in paper (specially if the deck is sleeved), I'd recommend asking your playgroup if it is OK for you to print out proxy copies of cards for playtesting, then (once you have decided what options you like) buying those cards. Ask your friends first, though, I know not everyone is OK with proxies.
These are all just suggestions to get your mind thinking. You don't have to run all of these, but they are here if you need inspiration or help.
If you want, I can link some of the dragon/tribal decks I've made on tappedout, just as a reference point for what I like.
6 months ago
Last, the cuts. Fellwar Stone was replaced by a more reliable signet. Outpost Siege was just too clunky compared to similar effects. Titan Hunter and Crimson Honor Guard proved too unreliable at triggering for their mana cost. Charging Tuskodon died because my five drops needed trimming and he's too much of a glass cannon. Cleansing Nova has been replaced by more efficient options. It's modal use rarely came up compared to its clunky mana cost. Ruin Raider has proven to be much more effective at killing me than providing card advantage. Curse of Stalked Prey was fun, but often too low value compared to a signet or equipment. A shame, as I really like the card. Finally, Rite of the Raging Storm and Xantcha, Sleeper Agent weren't used well. Giving my opponents creatures does not guarantee they will use them the way I want. Better to give their existing creatures options, to make it seem like it's more their idea.