Commence the Endgame
This spell can't be countered.
Draw two cards, then amass X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. If you don't control one, create a 0/0 black Zombie Army creature token first.)
|Have (2)||Morpho-peleides , Obsolete|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Commence the Endgame Discussion
3 months ago
Hi. I love UB control archetype so I would like to give my 2 cents. So I'll hope that this helps/gives new ideas ^_^
I think your deck at the moment has unnecessary tap lands. Halimar Depths Vivid Marsh and Polluted Mire and Lonely Sandbar. I would recommend trying Mystic Sanctuary, Sunken Ruins, Field of Ruin, Fabled Passage or Castle Vantress. Karakas is also viable option even though it acts like colorless land in UB.
I also need to recommend Search for Azcanta Flip because it can win control mirrors almost by itself. Shark Typhoon and Omen of the Sea are my personal additions usually because both of them are 2 for 1 effects.
For sorcerys I have not been impressed with Yahenni's Expertise and I have played Shadows' Verdict and/or Dead of Winter instead of it. Also Bloodchief's Thirst and Baleful Mastery are cards that I can't stop recommending because they are just that good, the ability to get rid of an creature or planeswalker while being cheap removal if needed is just so good.
For creatures I will recommand Murderous Rider it is another hero's downfall with 2 for 1 thanks to adventure, I have never been impressed by Teferi, Mage of Zhalfir because he usually doesn't do enough for 5 mana. For planeswalkers if your meta has decks that have creatures Ashiok, Nightmare Weaver is surprisingly effective and talking about Ashiok Ashiok, Nightmare Muse is a real game closer because both +1 and -3 are extremely good and an army of 2/3 will win the game at some point.
For instants I will just write recommendations because there are so many: Archmage's Charm just does everything you would want, Commence the Endgame uncounterable threath + card draw and is especially good mirror breaker, Cryptic Command it also does everything, Disallow the stiffle can save games sometimes (like countering planeswalker "ultimate"), Erebos's Intervention I personally like this card very much because it can buy so much time against aggro decks, Hieroglyphic Illumination works as early game can trip and mid/late game divination, Spell Snare on draw this is amazing and usually the best cards are 2-3 costed so this usually hits something important and last but not least Force of Negation because it is another force. I would recommend little bit more targeted removal because edict effects are worse against decks that play mana elfs or other low impact 1 drops.
I personally wouldn't play your artifact package but because I haven't played with artifact package I won't say anything about that because I don't know how good it is.
These are just my recommendations and these aren't absolutes. Here is also list if you would like to compare different building choices
I hope that you found this helpful ^_^
1 year ago
I think you forgot about Commence the Endgame when talking about amass. The card draw is nice but both elements are required in order to really round out the card nicely. Personally, I think it's an underused and under-appreciated card that really had potential in standard, especially considering the dominance of bant ramp/midrange decks in recent months.
1 year ago
LunchBox1211 You have to upgrade your account, and then learn CSS and stuff, I can send you a link to some primers once you have the time.
Also yes, they are legal! That card is pretty good in testing too, as well as Commence the Endgame, use them!
1 year ago
The best end game wincons so far: Angel's Grace/Ad Nauseam, Field of the Dead or Valakut, the Molten Pinnacle with Scapeshift or on their own. Dark Depths/Thespian Stage also is amazing in the format. Remember to use manlands, like Creeping Tar Pit or whatever you find fun. I know I'll look at Mutavault heavily for the format. Tokens can also do well, Commence the Endgame seems great!
Engines outside of it that can grind games are Mystic Sanctuary and Cryptic Command/Tragic Lesson/Daze/Gush, Life from the Loam and Horizon Canopy/Tranquil Thicket (Or any other cycling lands, but honestly Lftl works amazing on it's own).
What cards are really good to know about? Unsummon and effects like it should really be good, as all non-land permanents are tokens. Sinkhole and land destruction must be realized to be a very powerful effect, and Thoughtseize style discard is great!
Remember that Negate is just a cheaper Cancel and Miscast is a cheaper Mana Leak. Additionally Muddle the Mixture can both be a Counterspell or a Life from the Loam, and can be returned with Mystic Sanctuary.
Veil of Summer, Lightning Bolt, Silence, Stifle, Miscast, Flusterstorm, Dovin's Veto, Surgical Extraction & Cling to Dust (Amazing against Loam decks and some Sanctuary decks, as well as shutting off backup combos from recursive loops)
Currently Noxious Revival, Echoing Truth, Divert/Misdirection (against discard and burn), most discard, burn, Merchant Scroll, Entreat the Angels (Works well with Brainstorm, Mystic Sanctuary, etc.), and more are all strong.
Overall, it seems like a format where blue dominated, with green engines and tutors like Crop Rotation or Sylvan Scrying can set up the easy combos. Entomb for Life from the Loam, maybe Mission Briefing can do well too.
The best decks seem to be Bant Control, Simic Scapshift (sultai?), Sultai Loam Depths, Golgari Depths (Hymn to Tourach style list), Azorius Control (Entreat Sanctuary style) and Dimir+ Control (No idea the wincon, but a 2-4 color list, aimed at Miscast, Cling to Dust, and Thoughtseize as a base). A ramp build for field outside of Scapeshift, perhaps running it as only a backup, or perhaps a Sultai Loam Field Ramp list could work.
Sadly if you memorize the 6ish real wincons, the 4 bases, and understand the few counterplays the format is solved
1 year ago
I would suggest adding the following cards.
I made a deck for my friend who played it competitivly a few rotations ago, I constantly tweaked it through playtesting and ended up with this:Books Kill
It was a very strong home run type deck that worked more often than not. It is not "budget", but with some tweaks you could make it a bit cheaper.
1 year ago
@Azielle This one started as RB but once I was made aware of blues ability in terms of amass and couldn't pass it up. I always love trying to find those obscure decks that others dismiss and seeing if they can work.
@Yarok It has definitely evolved since it's original incarnation. Thank you again for your suggestions.
I have recently been trying Commence the Endgame and Enter the God-Eternals. I have found Commence the Endgame very useful in some games, the instant speed and the fact that it cant be countered really do allow you to do just as the card name says.
Enter the God-Eternals isnt amazing all the time but as Chino90 stated it can be a good card if you are behind (not if the opponent has gone wide). If you just need to remove that one attacker to buy a turn, this card does that (given that creature has 4 or less toughness), gains you some life, mills anything your opponent may have setup, and gives you a 4/4 body that will probably get bigger immediately.
I have started to consider Yorion, Sky Nomad to allow more control into the deck in the way of counter spells and removal.
Thanks again to everyone for the help on this one.
1 year ago
I do like Commence the Endgame maybe in the sideboard for control matchups where it can't be countered, but I think the current payoffs are way better, but I will keep it on my radar. I disagree however about your graveyard cards. Relic isn't legal in pioneer as far as I know, and Tormod's crypt is not repeatable and RIP is amost strictly better, especially since RIP is fine with our curve.