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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Escalate - Discard a card. (Pay this cost for each mode beyond the first.)
Choose one or more -
-Target opponent reveals his or her hand. You choose an instant or sorcery card from it. That player discards that card.
-Target creature gets -2/-2 until end of turn.
-Target opponent loses 2 life and you gain 2 life.
4 days ago
AbyssusDraconem that sounds like a Jeskai build... Spark Trooper would be OK at 3 MV but it doesn't connect with Unearth.
This list already has enough ways to bin cards with Lightning Axe, Cathartic Reunion and Collective Brutality. If there were any room for it, Altar's Reap would be a good card to sac the Lightnings after combat for added value.
3 months ago
I really like the idea here. I’m wondering if something like Collective Brutality would be a good fit, as you would have the ability to pick and choose what ends up in the graveyard as opposed to relying on chance with self mill (while also profiting from Collective Brutality itself of course).
3 months ago
Evening, all. I've been playing around with various versions of 8-rank for a local tournament coming up and this is where I'm at right now, running an RB. I'd be interested in any thoughts or suggestions.
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Think I'll get good value out of the Dauthi Voidwalker? They should allow me to speed up the pain a bit and have a world of potential in discard decks but I don't have a lot of experience with them.
4 months ago
After reading your comment taking another look at your deck, I realized it has 70 cards. While, as I said, I don't intend to change your deckbuilding style, you should basically never go above 60 cards, unless your deck runs Yorion, Sky Nomad or Battle of Wits.
Your deckbuilding guidelines are quite interesting. Here's a few things I'd like to mention regarding them:
First, a compliment so it doesn't like I'm just criticizing everything. What you mentioned about legendary creatures is basically the correct way to play with them, in most cases. Too many can brick you and too few makes them hard to draw.
While, in some cases, it's good a backup windocondition, that does not apply to every archetype, Infect included. Because of the Infect keyword, the literally doesn't care about the opponent's life total. So, when you suddenly try to change to hit their life total with one or two creatures that don't have Infect, you're basically starting everything from scratch in the middle of a game. This goes into my next point which is your fear of hate cards.
I completely understand some cards that can shut your deck down are scary, but I feel like you're letting your fear get in the way of your deck. I'll use my deck as example. My manabase is almost completely made of nonbasic lands, yet Blood Moon doesn't scare me. Why? I have Thoughtseize and Inquisition of Kozilek. If that's not enough, then I also have Ratchet Bomb in my sideboard. Melira, Sylvok Outcast? Fatal Push, Damn, Collective Brutality and Liliana of the Veil all deal with it. My point is there multiple ways to deal with threats that don't force you into an extremely narrow path. Also, if you're playing Modern, no one will use Back to Basics because it's not legal. This also goes into my next point, which is the mana effiency.
Despite you saying you like to be mana effienct, a lot of cards here aren't. As I mentioned, some of them basically do nothing. Some actually do, but are overcoste, even in you examples. Sage's Row Denizen is very inefficient because mill decks like to turbo mill (which is something I personally don't like). This means the best mill creatures are Ruin Crab and Hedron Crab. When we come fo poisoning opponents, that's why Hand of the Praetors sees basically zero play outside of commander. Usually people just cast a Glistener Elf turn 1 and a Scale Up turn 2. Also, you're looking at the ratio, but not the usefulness of the creature. Sure, Cystbearer costs the same, manawise, as a Rot Wolf, but is incredibly worse.
If you want to follow this path of winning bast cast infect creatures with the hand on the field, then:
Ichor Rats gives one by itself, making it two with the Hand.
Blight Mamba is a two mana creature that protects itself.
If you want to add a huge bomb, Phyrexian Swarmlord is going to capitalize really easily on all the counters your opponent already has.
I understand if the above mentioned are a bit above your budget. A lot of these Infect cards haven't had a reprint yet.
I love when people go for nonstandard builds of decks. I hope you cam improve this without sacrificing too much of your own style.
4 months ago
Nice build! I’ve posted some thoughts below - not sure whether commenters above have already mentioned these (so i might be covering old ground), but anyway:
I would have expected to see a large quantity (3-4?) Collective Brutality spread across your mainboard/sideboard. I imagine burn decks will give you major grief without this card to keep them in check.
Another good option for your sideboard would be a few copies of Ensnaring Bridge. Your 1/1 fairies can still easily fly under this, but it will give you a lot of free wins versus various creature-based decks.
The two cards i’m most sceptical of in your deck are Force of Negation and Scion of Oona. Force feels dubious because you’re a sudo-control deck without any real ways to gain hand-advantage. This will mean that Force becomes quite likely to put you behind in handsize, and so let your opponent stabilise later in the game It's also worth noting Force does nothing to stop one of your biggest threats, Fury. I’m skeptical of Scion because you’ve already got a lot of 3-drops, and i’m not sure the +1 buff to your creatures is worth it (fells a bit “win more”)
4 months ago
If you’re worried about burn matchups you should be running a load of Collective Brutality in your main/sideboard. That card can single-handedly put burn a ridiculous amount behind
4 months ago
If you are still looking to improve the deck, I've also been working on this deck for a long long time (when the card came out). I've always like the voltron big swing style as it was unique to commander, but my deck is solely for 1v1 and does not work very well in multiplayer. Here is a list of cards that I would recommend that have worked wonders for me.
Tainted Strike - 2nd berserk (if you're ok with infect)
Belt of Giant Strength - after you scavenge, 2 mana equipment, free equip for another 8 power
Not of This World - my secret tech, after you make it big it's free
Veil of Summer - with this style of deck protection is very important
Jarad's Orders - the 2nd best tutor after buried alive, because there will be 2 creatures you always search for and it's on curve. you always look for Elvish Spirit Guide and Phyrexian Dreadnought. Phyrexian Dreadnought goes to graveyard and Elvish Spirit Guide goes to hand, exile, scavenge, swing with 14 power on turn 3-4.
Unmarked Grave - entomb #2
Demonic Embrace - you can entomb this and give you commander evasion and +3/+1.
Rancor - buff and trample, you need to get through
Destiny Spinner - one of the few ways green has to fight counters
Solidarity of Heroes - 2 mana double the 12/13 counters
Wild Growth - it may not be a creature, but it does get our commander out on turn 2
Elvish Spirit Guide - serves 2 purposes, the Jarad's Orders trick and making all your turn 2 plays turn 1 (like Sylvan Library), you can also end the Survival of the Fittest chain with elvish spirit guide to do the same trick
Sylvan Safekeeper - free protection that they must always respect, it's very good
Collective Brutality - I value discard highly in 1v1. It also allows you to ditch your scavenge target from your hand to the graveyard while seeing the coast is clear. But in multiplayer, less useful.
Lightning Greaves - haste and protection, yes plz
Dismember - takes care of many of the early problematic targets
Hatred - 1 card win with commander
Necropotence - sculpt your hand for next turn kill
Cards that I would recommend reconsidering/taking out
Harmonize - a bit too slow imo
Arbor Elf - the amount of targets you actually have isn't enough to make it consistent