Combos Browse all Suggest
- Archaeomancer + Cloudshift
- Cloudshift + Grab the Reins
- Acidic Slime + Cloudshift
- Cloudshift + Thragtusk
- Cloudshift + Fiend Hunter
- Cloudshift + Forerunner of the Empire
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
- Flickered Akroma, angel of wrath and abrupt decay
- Will flickering a card to and from exile avoid 'sacrifice at end of turn?'
- Morph and blinking the creature
- If I use Whip of Erebos to unearth a creature and I then target them with Cloudshift, what happens?
- Can what fetches fetch avoid nukes like flickering a permanent does?
Exile target creature you control, then return that card to the battlefield under your control.
3 weeks ago
For the equipment, Bone Greatsword and Femur Machete are pretty well balanced commons, and Jawbone Hooks is a reasonable uncommon.
Spinal Whip has a lot going on. That's one that I'd like to see in action to really get a feel for, but it looks pretty good on the surface. What's the intent behind having flash?
For Skull Hammer, is it supposed to have regenerate itself, or does it grant regenerate? If it has regenerate itself, that could probably be changed to ": The next time Skull Hammer would be destroyed, instead it isn't." Or more likely, ": Skull Hammer gains indestructible until end of turn." I assume it's supposed to interact with the "Whenever a Skeleton regenerates" mechanics, but the only card that could care about a non-creature Skeleton regenerating also grants regeneration to all Skeletons. Also, for clarity, does it make opponent's discard one card or two cards?
Bone Plate has a bit too much going on. I'd almost split this into two cards, one that grants evasion and attacking benefits, and one that grants hexproof and recursion. It's a little bit "does everything" right now.
Also, technically, all of the equipment should have Tribal to get the Skeleton creature type, but that's a detail.
On to the creatures! First thought is that if you get all of them out at the same time, you get an army that's basically impossible to get rid of in about one turn. Lots of synergy between them.
I already gave my thoughts on King of Marrow. Still beautiful.
Smoldering Bones is Ball Lightning XXL. The regeneration ability could use a little cleaning--is the Pay 3 life part of the cost to regenerate, or is it part of the token creation triggered ability?
Calc is cute. Between good stats, wither, ward, and regenerate, this one's going to be very hard to kill. Honestly, it could just about be a 1/1 and still survive anything. I'd consider dropping the stats to maybe 3/3 for a touch more balance. Also, it looks like the top of his head got cropped off in the art. Nitpicky, but this guy needs to be seen in full glory.
Lord of Hallowed Graves could probably turn that in the mana cost to straight . It wouldn't affect color identity, and it would make the card a touch more balanced. This is one that's going to dominate every combat step. I'm going to suggest making it a 2/4 instead of a 4/2. This slightly reduces the value of the lifelink and regenerate, but holding back is a pretty high cost anyway. This guy just has a lot of self-synergy, and I'm wondering if it's too much.
Agamemnon looks like a lot of fun. It's close to being my new favorite, but I'm still going to poke at it. The Zombie token ability needs the word nontoken. Without it, it goes infinite with basically every sacrifice outlet, and that's just the start. The Spirit ability is too restrictive; it shouldn't need a mana payment plus discard on every spell cast to avoid the token. Either the opponent chooses which payment to make, make the token a more basic 1/1 flier, or have it trigger only on certain spells e.g. artifacts and enchantments. The Skeleton one is generally fine, but is maybe too good with also granting all your creatures undying. This is another ability I'd like to see in action.
Avatar of Living Death is almost there. The casting cost might be too flexible. Alongside Agamemnon, it gives your creatures persist and undying, making them virtually unkillable. The +1/+1 counter would be better for digital, since it would be hard to track in paper. I think Arena uses "perpetually" to track this kind of effect, and this would be a good place for it. The last ability is good in intent, but the wording has some vagueness. How many times would Blood for Bones trigger it? Would Zombify trigger it twice, once for leaving graveyard and once for returning to the battlefield? Is it supposed to interact with Cloudshift and other blink effects?
I like where you're going with these, and they have some great ideas. Have you used any of them in live play?
2 months ago
Possible suggestions from ya boi Seal of Doom, Executioner's Capsule, Bastion of Remembrance, Go for the Throat, Wayfarer's Bauble, Skullclamp, Whip of Erebos,Damn, Looks really good but keeps going up in price Sign in Blood,Infernal Grasp,Ravenous Chupacabra is better than shriekmaw since hes not restrictive. 33 lands is a little low for me imo Some protection for her wouldn't hurt i think the blink cards like Cloudshift, Eerie Interlude are really good because they can also blink any LTB or effects if need to like Sun Titan and also add a bit of protection from removals. Maybe some indestructible spells or enchantments.
3 months ago
Your mana curve is extremely high, it's going to lead to most your games being very slow/clumsy. Most decks can only normally justify running 4 cards costing 4-or-more mana. Assuming you're wanting to center the deck around Thragtusk, i'd suggest playing a playset of those, and nothing else that costs 4-or-more mana.
a lot of your cards here don't really add any synergy. For example, Crocanura isn't really doing anything to help your gameplan here. Similarly, you have a bunch of cards that only gain life... i'd be very weary about such cards, as lifegain is one of the very weakest mechanics in Magic, and unless you're getting a LOT more value than just lifegain, these cards aren't worth it (i'm referring to the likes of Rhox Faithmender, and weak payoffs like Trelasarra, Moon Dancer specifically)
3 months ago
Surprised you’re not running Radiant Solar, White Plume Adventurer, or Nadaar, Selfless Paladin to really make the dungeoneering theme work best. Also, Lae'zel's Acrobatics and Cloudshift can help the blink. And if you’ve got a bit of a budget for upgrades Displacer Kitten is an adorable and efficient way to flicker your stuff.
4 months ago
Wall of Omens will trigger during the Cloudshift resolution, but it will wait until the next time a player receives priority to go on the stack. When the active player would receive priority both the Abdel Adrian, Gorion's Ward trigger and the Wall of Omens trigger will go on the stack, and since you control both you will decide the order they go on the stack and therefore resolve.
The order won't really matter though since abilities, once triggered/activated, exist independently of their sources and you will still draw the card from Wall of Omens entering the battlefield even if it has since left.
4 months ago
Follow up question. In the scenario of my original question, if I have a Wall of Omens exiled with Abdel which will re-enter the battlefield when Abdel is hit by Cloudshift, will the ETB of Wall of Omens trigger before Cloudshift has resolved?
If not, can I stack the ETB triggers from all the entering cards as I want together with Abdels ETB? In this simple example choose to draw with Omens before Abdel exiles it again?