Artifact Creature — Construct
Whenever you activate an ability of an artifact or creature that isn't a mana ability, Crackdown Construct gets +1/+1 until end of turn.
Combos Browse all Suggest
- Crackdown Construct + Shuko
- Basalt Monolith + Crackdown Construct
- Crackdown Construct + Puresteel Paladin
- Brash Taunter + Crackdown Construct + Nomads en-Kor
- Crackdown Construct + Nomads en-Kor
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Crackdown Construct Discussion
2 weeks ago
As a fellow aggro EDH player, I feel you on this. Technically speaking, aggro is at a disadvantage in commander because you have to deal 120 damage and most cards are printed to be efficient in a, you have to deal 20 damage, game. It makes aggro for the sake of aggro very difficult, and especially so if the politics are against you. Honestly, I think this is a misplay by your opponents, but again, I love aggro, so I'm a tid bias : ) But it is the case, a lot of the times, that decks that are the most impacted by aggro are also the ones who are killers in the late game, so by three players ganging up on you, they are actually just all helping the one of them who has the best late game. I can see why your creatures attacking makes you seem like a threat, but at the same time, players have to respect that you are the one who is keeping other decks in check, and by targeting you they are actually playing to whoever has the best late game deck.
But I digress. Aggro players just get a bad rap, you know? A lot of the time I feel like it eventually leads to there being no aggro players in a group, and then turtling strategies just run wild.
As far as the deck though, I would suggest to maybe play into combo in the late game. Having pressure early can be great, but you will always struggle to hit enough damage, and sometimes having a back up win with something like Crackdown Construct and Shuko can be great. Especially with cards like Leonin Shikari and Lightning Greaves and Rogue's Passage to give haste, pump at instant speed, and get through. I think that's how I would go honestly, something like equipment combo for the end game. That way you can use things like Mask of Memory and Quietus Spike in the early game to gain advantage, and artifacts and equipments can be easy to tutor in your colors.
Also, with all the lifegain you have (and extort which is always awesome) you could definitely run Necropotence for card advantage and maybe Lolth, Spider Queen for advantage and also to ult if anyone boardwipes you. Aggro decks in general can run planeswalkers with a little more versatility, just because you should be the one with blockers.
So, I don't know. Your deck looks great to me, and I do think that getting ganged up on is a bit unfair. Anyone who plays an aggro deck will tell you that it's always a matter of running up hill as it is. I just think that your group might be surprised if they changed up their playstyle for a few games, to get a perspective on who is winning games where they politic against you, and compare it to when they don't.
5 months ago
Unbeliebette :) I'm still just thinking about it right now. I'll probably go through a few ideas before I figure out what I'm actually doing, because that's how it always goes. Right now, it's just a pile or random cards :) But your artifact section especially gave me a lot of ideas and Mystic Forge is one I didn't know, and it looks like an absolute must include.
Glad that leonin seems like a fit. It's a really cool card and such a unique effect. There's also a pretty convoluted combo with Lightning Greaves or other 0 equip costs like Shuko Paradise Mantle Puresteel Paladin and Crackdown Construct It becomes a 4 mana infinite creature and being able to do it at instant speed with leonin shikari is pretty good. It can be really hard to get the pieces, but because it's an all artifact combo something like Oswald Fiddlebender can get it together.
I also wonder if things like Mother of Runes or Giver of Runes might be good to let your equipped creatures attack without any worry of blocks. I haven't played this type of deck yet, so not really sure what is good or not, just something that came to mind. You probably have a much better idea of what works :)
Anyways, again, such an excellent deck! Have a good one today!
2 years ago
Happy to hear that!
The thing that makes Banehound so powerful in this deck is its combination of lifelink and haste. The first works really well with Crackdown Construct and Wall of Blood, while the latter is even more important because it allows us to immediately attack the turn Lazav comes into play. This means that he doesn’t need to survive a whole rotation at the table before he can swing.
As regards deathtouch, it’s not that useful for us. We are not willing to block with our commander, as our primary goal is to keep attacking.
2 years ago
Wandering Fumarole + Crackdown Construct Pay 4 to turn wandering Fumerole into a creature, then pay 0 to switch its power and toughness as many times as you want. Crackdown Construct sees this and gains infinite power and toughness.
2 years ago
It's ok to be a little confused because those interactions are quite tricky, but you actually got them right.
At any time during combat, as long as you have priority, you can transform Lazav into Wall of Blood. You will do this after the declare attackers step once you have already attacked with the base 1/3 Lazav, because walls cannot attack. After the declare blockers step, you can activate the Wall's ability as many times as you like by paying life (generally, 20 is enough as Banehound is a 1 power creature). It's important to note that this +20/+20 buff will last until the end of turn, as Wall's rules text states. This means that you are then free to shift form as many times as you like without loosing your investment. Holding priority, you pay to turn Lazav into the Banehound. At the end of the day, you will have a 21/21 Lazav/Banehound with lifelink ready to deal lethal amount of damage during the combat damage step. This is just the base scenario, with Lazav not affected by summoning sickness and the opponent not having any blockers. If you have any specific need (e.g. you need to give Lazav haste or evasion), you can work with your commander's ability accordingly. If you need haste, pay to turn Lazav into the Banehound before the beginning of combat step, then do the rest (pay and 20 life for the Wall, then again for the Hound). If you need evasion, pay for Invisible Stalker before the declare blockers step, and so on and so forth.
The Construct + Ornithopter combo works exactly the same way, the only thing is that we have way more triggers to put on the stack (but it doesn't matter, as they are free in terms of mana). Pay to turn Lazav into Crackdown Construct. Then, pay to turn him into the Ornithopter. The Construct's ability will trigger, giving Lazav +1/+1 until the end of turn. In response, pay again for the Ornithopter and keep doing this as many times as you like. Once you have finished, Lazav will eventually become a 0/2 Ornithopter with flying but retaining all the buffs from its previous form until the end of turn.
This is a little convoluted because it requires some knowledge of how the combat phase works and how to use the stack, but I've tried my best to explain it in a -hopefully- comprehensive way.
2 years ago
Hello there! The deck looks great and with a lot of tricks to master to be effective at the table, which is something I really like.
That said I'm a bit confused about some of the interactions tho: for example when you talk about the Wall of Blood + Banehound tech to get your life back with Lifelink how do you do it exactly? Because in my mind when you transform into the Wall in the damage step put on the stack 21 Wall triggers and then, on top of that, the ability to change into Banehound so you become a 22/22 Lazav/Banehound, but I don't know if I got it right.
2 years ago
You have a few options. You can go with the less powerful Phage the Untouchable, Eater of Days or Phyrexian Obliterator. Another alternative could also be Virtus the Veiled or Ebonblade Reaper, which would be my preferred pick. However, even if you want to cut Crackdown Construct, please keep Ornithopter in because of its great utility regardless of the combo.
2 years ago
Good morning, and thank you for the love that you gave the deck. I'm working on some more points for the accordion as we speak and you gave me a few more ideas for addition.
So, the area and venue I play in has a lot of hate toward my deck, and as such focuses me down a lot of the time. This has made the deck be more of a reactivate and adaptive style of deck. With this variant of Lazav I've found that I can wipe an opponent out turn 2 and I can grind out longer games by being reactive to the flow of the game.
- Diabolic Intent - I actually have a copy and had this in the deck for a long time. I cut it (reluctantly) because I found I had too few creatures on the field when it was in hand, for Scheming Symmetry . If budget allows you could also just run Imperial Seal . I plan on getting a copy for Christmas. Intent may be a card I would put back in later honestly though.
- Necropotence - I base a lot of the playstyle of my deck on Discard, Draw strategies and Necropotence is a BIG turn off for me. It is a powerhouse of a card, but I want my graveyard to be filled from my deck, hand, and field and I don't want to have to adjust a major style of play when this card is out.
- Mystic Remora - I'm going to just come out and say it. I'm a vain person that is very picky what cards I put in the deck, and I don't like the old-styled backgrounds. I didn't get Rhystic Study until the Judge Promo came out. I know, I know. So this comment will go for Necromancy as well. However I have never been a fan of the cumulative upkeep. I understand it's function as an early game deterrent , however when I choose an enchantment or artifact I think of the longevity of it all. How long will it be on the field. I don't want to put an age counter, pay the cost, then draw in to gas. Feels bad.
- Necromancy - So the reasoning you put for this card just seems like a trick to keep the card from getting exiled. My question to you is, why not just add another counterspell?
- Echo of Eons - I believe this is a card for a different style of deck. Niv-Mizzet, Parun possibly. If it was instant speed, I could definitely use it as a trick.
- Devastation Tide - So, the thing about D Tide is, you ALWAYS, ALWAYS want to know three things. 1. What's on the board, that's targeting you, your permanents, or your style of play. 2. How quickly your opponents can rebuild and. 3. How quickly you can rebuild. This was a card added early on to deal with my opponent's boards that were just, smashing me or turning my deck off completely. Either by Rest in Peace , Silent Gravestone or just beating my face in with creatures. With the aforementioned enchantments, the only thing the colors UB has is bounce and counter to deal with them. We're not in green or white to destroy or exile them. With the go wide or tall strategy of creatures it's easier to make them set up again. However you can combo D Tide with any Windfall esque effect and just get rid of it. Setting up the Miracle is fairly easy as well when we have Mystical Tutor , Vampiric Tutor and Scheming Symmetry .
- Key to the City - Key adds a lot of versatility. It throws a card in my hand like Phyrexian Dreadnought or Kefnet the Mindful that are otherwise useless to me if I have to cast them. If for some reason, you need it to you can have an opposing creature that's swinging at another opponent be unblockable. This is a major swing in our favor. Key also sets up the non-Lazav combo like Crackdown Construct and Basalt Monolith to get in unblocked. It also helps Lazav get in that extra swing when we don't have Invisible Stalker . These alone are good enough for the inclusion, let alone when it is untapped you may pay 2 and draw a card. Winning.
- Diabolic Intent - Putting in the Maybe section as it may find it's way back in the deck.