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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Whenever a creature you control deals combat damage to an opponent, you may draw a card.
2 days ago
So some suggestions would be:
Mystic Remora is also typically a fairly consistent source of draw for a short period of time
5 days ago
Looks like a fun deck. I see you're pretty dedicated to the faerie theme which is rad, but I think if you wanted to improve the deck power-wise you could swap out some of the high-cost creatures for evasive 1-drops like Slither Blade, Mist-Cloaked Herald, Gudul Lurker, etc. The more 1-drops you have, the higher your odds to play 1 on turn 1 and 2 on turn 2, then you will be primed to make 3 faerie tokens when Halsin drops on turn 4.
You might consider these cards too: Bident of Thassa, Edric, Spymaster of Trest, Coastal Piracy, Toski, Bearer of Secrets, Reconnaissance Mission, Ohran Frostfang, Druids' Repository, Storm the Citadel
3 weeks ago
Thoughts on these? Sakashima the Impostor, Sakashima of a Thousand Faces, Distant Melody, Ribbons of the Reikai, Bident of Thassa, Coastal Piracy, Reconnaissance Mission, Shared Animosity, Coat of Arms, Cathars' Crusade, Valor in Akros
1 month ago
Looks fun. You might like these: Bident of Thassa, Coastal Piracy, Return of the Wildspeaker, Mirror Entity, Vitalizing Wind, Charge, Ritual of Hope, Pride of Conquerors, Stampede Driver, War Screecher, Sea Gate Banneret, Cliffside Lookout, Wild Beastmaster, Pathbreaker Ibex, Encampment Keeper, Oakhame Ranger
2 months ago
I'd also add that you have great artifact and enchantment-based removal like Darksteel Mutation and Imprisoned in the Moon. I've found this super powerful in my Tuvasa enchantress deck, and prefer it to spell removal in the case of all but the most efficient cards (such as Swords to Plowshares and Path to Exile). These are especially good when you can use them at instant speed, which you can here with Leyline of Anticipation and Vedalken Orrery. One that I'd recommend that works even without these out is Stasis Snare, as you can flash it out at instant speed. I'd also add Coastal Piracy as a replacement for one of your less impactful draw spells. I'd personally replace Windfall unless you are running it to disrupt your opponents' tutoring, in which case it makes sense to keep it in. If you are just using it as a draw spell though, something like Piracy would be a good replacement.
This looks like a great deck and I look forward to hearing how you destroy your opponents with it!
2 months ago
Curiosity might be worth including since it pairs nicely with Lorehold Apprentice's effect. At worst you can put it on Kykar and get an extra card per turn for just 1 mana.
You might like these too: Spark Double, Sakashima the Impostor, Sakashima of a Thousand Faces, Coastal Piracy, Favorable Winds, Valor in Akros, Mantle of Leadership, Crown of Flames, Flickering Ward, Shimmering Wings
2 months ago
I've had fun playing my Alela, Artful Enchantress 1.0 deck.
You can get up some pretty serious defenses from No Mercy, Ghostly Prison, and Sphere of Safety while still remaining active in combat with your tokens. Most opponents won't have enough flyers and you can basically attack at will once you're set up and trigger plenty of card draw with Bident of Thassa and Coastal Piracy.
I'm sure you could improve on my list, I don't own much of a land base so that would be a good place to start upgrading.
3 months ago
I have pondered building Kumena many times, and I have some thoughts which I think will help! To begin with, when playing any weenie deck whether merfolk or otherwise, the best thing you can do is just draw boatloads of cards by attacking with small evasive creatures with Coastal Piracy, Bident of Thassa, or Reconnaissance Mission out. These cards will keep your hand flooded with cards and therefore options and you will love them. For this reason, don't sleep on small evasive merfolk like Mist-Cloaked Herald, Slither Blade, and others. Playing Tetsuko Umezawa, Fugitive will help all your weenies get through. Deeproot Waters is a must play enchantment that will give you tokens for every merfolk you cast, giving you more stuff to do with Kumena. You also want to play more ramp here, and you don't need too many artifacts other than Sol Ring because you are in green. You can add Kodama's Reach, Nature's Lore, Three Visits, Skyshroud Claim, Explosive Vegetation, etc. Dorks like Elvish Mystic are also good here since they ramp Kumena out a turn early. Altogether these can ramp you into game-winning cards like Genesis Wave and Kindred Summons, which will absolutely wreck your opponents.