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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Cyclonic Rift
Instant
Return target nonland permanent you don't control to its owner's hand.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")







![Goro-Goro and Satoru feature for Neon Light Speed [Primer]](http://static.tappedout.net/mtg-cards-2/march-of-the-machine-commander/goro-goro-and-satoru/femme-fatale-goro-goro-and-satoru-moc-16769534280.png)
MortisAngelus on
Atraxa's Counter Top
2 weeks ago
Thank you for the suggestions! Yavimaya could maybe be a possibility, but at this price, I probably should focus on fetches instead. Urborg will remain a wet dream just like Rhystic study and such priced cards.
It was supposed to be more or less somewhat budget friendly, which is evident from the land base. Things like Cyclonic Rift were purchased during their og releases back in the day (good times). Atraxa herself was a bit heftier, but I have always spent a bit more on the commander of my decks. Plus it is Atraxa
However, I went a bit crazy this week and ordered the Danny and Galadriel, along with Arwen and Seymour and his servant. Usually I do not sploosh 10 eur per card, but hey... Danny is too good not to have. And Galadriel... Well.. she's just gorgeous (and my backup plan for fusing this Atraxa deck and my Voja deck; the Voja deck might be too OP for my playgroup.)
But otherwise I am a max 2-3 bucks per card kinda guy.
Any other (relatively budget, sub 5 bucks) improvements you would suggest? I want this deck to be more mid tier, as I have Xenagos, Voja and Miirym for beating the living shit out of people with.
Balaam__ on
It’s just Merfolk and Turtles
2 months ago
Blue is undisputed king of countermagic. There are too many spells to list here, but you’ll find has everything from bounce, tempo and traditional Counterspell to combinations of those effects like Cyclonic Rift or Memory Lapse. The vast majority of these types of spells are EDH legal as well I believe, and not all are expensive—there are plenty of budget friendly alternatives. You’re sure to find whatever you specifically need.
shadownovaa896 on
Niko Blink (feedback welcome)
2 months ago
I appreciate the suggestions, I'll take a look at what all I should cut. As for the swifties, I put them in mostly as a way to protect a few of the bigger enders I was looking at putting in that me using Niko on wouldn't really help out like Soulherder or Mondrak, keeping some of those cards, and doing it for free is just helpful, but I'll definitely look into seeing if Swifties work better. As for the Game Changers, I was thinking between Rhystic Study, Smothering Tithe, Cyclonic Rift, Panoptic Mirror, and Gifts Ungiven.
Voodoo_Gremlin on
Niko Blink (feedback welcome)
3 months ago
I say this with not much experience with blink decks. The Lightning Greaves does give protection and the equip cost is only 0 but, it blocks almost all the blink spells in the deck. You may want to replace it with Swiftfoot Boots. If you just want to slap it on Niko and just have them protected from spells great. If you'd like to try and make more shards by blinking them you may want to consider the change I'm suggesting.
Also, do you have any thoughts on what you're game changers will be? Not sure what your budget would be but I'd recommend Cyclonic Rift, Mystical Tutor and Rhystic Study. I'd suggest pulling and Acrobatic Maneuver, Decanter of Endless Water, Legion Loyalty (good in the deck but so expensive to cast)
VladMarkov on
First
3 months ago
I reckon, what the deck really needs, is lots of cheap spells that can be cast on every player's turn, to get the most value out of the flurry
mechanic. The game plan should be to cast Shiko and Narset, Unified on turn 4, prepare the board beforehand, and then spam small, damage-dealing spells that can easily be brought back with tricks like Underworld Breach, Lier, Disciple of the Drowned, or by recasting copies with Narset, Enlightened Exile.
You could then replace draw-discard effects with more "pure" card draw options like Treasure Cruise (if you have a lot of cards in your graveyard), Quick Study or flexible draw like Flame of Anor.
The main gameplay should revolve around cheap, repeatable spells, but there can also be some utility from the Magecraft
mechanic. Most importantly, the deck should keep continuous pressure on opponents by dealing large amounts of damage through copying small spells.
Must have: Path to Exile, Cyclonic Rift
Useful: Cori Mountain Stalwart, Devoted Duelist, Monk of the Open Hand, Ashling, Flame Dancer, Jori En, Ruin Diver, Ledger Shredder, Smoldering Egg Flip, Burst Lightning, Electrolyze, Virtue of Courage, Fire / Ice, Galvanic Blast, Heartflame Duelist, Ionize, Lightning Bolt, Lightning Helix, Lightning Strike, Magma Jet, Parch, Play with Fire, Punishing Fire, Risk Factor, Sacred Fire, Searing Spear, Shock, Skullcrack, Thunderbolt, Wild Slash
Possible: Taigam, Master Opportunist, Breeches, the Blastmaker, Gale, Waterdeep Prodigy, Rammas Echor, Ancient Shield, Storm of Saruman, Turn / Burn, Price of Progress, Finale of Promise, Increasing Vengeance, Frolicking Familiar, Molten Influence, Slaying Fire, Wizard's Lightning,
TypicalTimmy on Card creation challenge
5 months ago
Enemy of my Enemy
Enchantment
As Enemy of my Enemy enters the battlefield, choose two target opponents.
Those opponents can only attack each other.
Going to dox myself a little bit here.
I live in Illinois.
We are on a sever tornado watch for like half of the state right now.
Make me a legendary tornado elemental that isn't just Cyclonic Rift on a stick
Argy on Game Changers & Brackets
5 months ago
I don’t think you understand what is meant by “game changer”.
It sounds as though you think it means “game winner”.
A Cyclonic Rift changes the game on the spot. That may not mean that the person who playe it instantly wins.
However it does mean that the board state instantly changes.
This idea constantly gets put about in Magic that everything is fine, because everything can be countered.
StuBi and I were talking this morning about our exoerience as new Commander players.
Once people found out that he had counterspells in his deck, they pressured him to counter every spell THEY didn’t like, saying it would make him win.
Not everybody abouid be forced to play
players shouldn’t be pressured to use their counterspells for the whole table. That is remarkably unfair to them.
Mortlocke on
Commander Sliver Deck
5 months ago
Okay Twinships, lets start with the most important thing you must know about Slivers - and repeat after me: "Slivers are a sometimes food.". While they are amazing, and the more show up the more ridiculous the boardstate - you don't need all of them. There are times when you absolutely need room for other things like interaction, engines, you know...an actual deck. First things first - Who is your commander? To designate a Commander for the list on TappedOut you need to tag the card with CMDR when editing your deck list. Depending on the Commander, choices and recommendations will vary.
As of now, your deck has no engines, interaction, or resiliency - all of which are needed as you seem to be suffering from the classic Sliver problem of poor table politics. So, lets start looking at some card recommendations:
- Lurking Predators: You need an engine, and this is as good as any. It also plays into table politics as it disincentivizes other decks from popping off at best, at worst it gets your opponents focusing on it instead of your creatures.
-
Intruder Alarm: You need an engine, this one in particular is one of the usual suspects for slivers that help close out games. When Heart Sliver (or any other haste enabler) and Manaweft Sliver (or any other dork) are on the field you can at worst play your whole hand, and at best play your whole deck and close the game on the same turn. Just make sure you only play this when you can effectively end the game as it is an effect that benefits your opponents as well.
-
Worldly Tutor: You need tutors.
- Sylvan Tutor: You need tutors.
- Demonic Tutor: You need tutors.
- Grim Tutor: You need tutors.
- Guardian Project: You need card draw.
- Dormant Sliver: This is an optional card draw suggestion as you need a reliable sac outlet to remove the Defender ability from your Sliver
- Counterspell: You need interaction.
- Mana Drain: You need interaction.
- Strix Serenade: You need interaction.
- Swan Song: You need interaction.
- Kindred Dominance: You need mass removal to slow down faster players.
- Blasphemous Act: You need mass removal to slow down faster players. This also combos very well with Spiteful Sliver as well.
- Cyclonic Rift: You need mass removal to slow down faster players and have answers.
- Consider the Talisman cycle: Talisman of Curiosity, Talisman of Dominance etc. You need more rocks and means of fixing your manabase.
- Kodama's Reach: The Sister to Cultivate - you need as many options as possible to fix your manabase in this deck as you are running all 5 colors. 5 Color decks tend to run slow and inefficient if you don't invest heavily in the manabase and/or in many different options for color fixing. On that same note, consider Skyshroud Claim as it is also very similar in nature as long as you have lands with multiple subtypes e.g. Stomping Ground
or Breeding Pool
which are both Forests but also are other land types. Also on that note - get shocklands. All of them. If you can also afford it get the Kahns of Tarkir/Onslaught/Zendikar Fetchlands as well. An okay cheaper substitute for the previously mentioned would be the Mirage Fetchlands - but they're an incomplete cycle. Sorry for the tangent here.
Now, these are just a start to some suggestions and ideas for your deck. But we can't get started until you designate your commander. Then we can start cutting to make room. Are there any pet cards or ideas you have? Please share.
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