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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Rules Q&A
Dawn's Reflection
Enchantment — Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colours.
trippy_mcfly on
Cumly Cube
5 months ago
Introducing Cumly Cube 1.4.2! 4 months ago, Cumly Cube 1.4.1 was released. This was the first minor update. As promised, minor tweaks would continue, both to fix any remaining imbalances and keep the card pool fresh. The following 36 swaps were made to remove two strategies that never found a home in Cumly Cube -- enchantments matter and Centaurs. Instead of trying to make them work, it was easier to remove them. On the other end of the spectrum, a few problematic cards were removed for being too powerful or annoying to play against. Some new cards bolster tribal synergies, while others search for specific planeswalkers, providing an interesting dynamic to look out for while drafting.
Here are the changes, provided with brief justifications:
REMOVED:
- Aether Vial: too powerful
- Ajani's Chosen: enchantment matters cards are no longer part of Cumly Cube
- Baral's Expertise: too powerful
- Captivating Unicorn: enchantment matters cards are no longer part of Cumly Cube
- Centaur Battlemaster: Centaurs are no longer part of Cumly Cube
- Centaur Rootcaster: Centaurs are no longer part of Cumly Cube
- Chronicler of Heroes: Centaurs are no longer part of Cumly Cube
- Conclave Cavalier: Centaurs are no longer part of Cumly Cube
- Conclave Mentor: Centaurs are no longer part of Cumly Cube
- Dawn's Reflection: too much general utility
- Dawnhart Geist: enchantment matters cards are no longer part of Cumly Cube
- Duergar Hedge-Mage: too obvious a choice of Cumly
- Eidolon of Blossoms: enchantment matters cards are no longer part of Cumly Cube
- Garruk, Apex Predator: cut to make room for another planeswalker
- Gwenna, Eyes of Gaea: too powerful
- Hedonist's Trove: too weak
- Herald of the Pantheon: enchantment matters cards are no longer part of Cumly Cube
- Humble Naturalist: too obvious a choice of Cumly
- Imi Statue: too weak
- Kataki, War's Wage: too strong against artifact decks
- Kindred Discovery: too weak (in the event where it fits a deck very well, you run a high risk of decking yourself)
- Lagonna-Band Trailblazer: Centaurs are no longer part of Cumly Cube
- Many Partings: too much general utility
- Marwyn, the Nurturer: elves are too commonly known for making mana, but they serve other roles in Cumly Cube!
- Mayhem Devil: too powerful
- Moldervine Reclamation: too weak
- Nikya of the Old Ways: Centaurs are no longer part of Cumly Cube
- Pheres-Band Raiders: Centaurs are no longer part of Cumly Cube
- Recoil: too powerful
- Serra's Sanctum: enchantment matters cards are no longer part of Cumly Cube
- Sludge Monster: received complaints about unfun gameplay patterns
- Teferi, Master of Time: cut to make room for another planeswalker
- Tireless Provisioner: too powerful
- Trace of Abundance: too much general utility
- Tuvasa the Sunlit
: enchantment matters cards are no longer part of Cumly Cube - Verdant Haven: too much general utility
ADDED:
- Basri's Aegis: searches for a specific planeswalker
- Batterhorn: supports the Beast creature type
- Brightmare: supports the Unicorn creature type
- Changeling Wayfinder: supports tribal synergies
- Dance with Devils: supports the Devil creature type
- Dissension in the Ranks: a fun and unique red card
- Domri's Nodorog: supports the Beast creature type
- Dovin's Dismissal: searches for a specific planeswalker
- Eldrazi Obligator: supports the Eldrazi creature type
- Emberwilde Captain: supports the Pirate creature type and is another monarch card
- Flock Impostor: supports tribal synergies
- Footlight Fiend: supports the Devil creature type
- Frondland Felidar: supports the Beast creature type
- Gathering Stone: supports tribal synergies
- Ghor-Clan Rampager: supports the Beast creature type
- Grasping Current: searches for a specific planeswalker
- Havoc Jester: supports the Devil creature type
- Huatli, Dinosaur Knight: supports the Dinosaur creature type and is searchable by a specific card added to Cumly Cube 1.4.2
- Infernal Captor: supports the Devil creature type
- Jace's Ruse: searches for a specific planeswalker
- Krosan Warchief: supports the Beast creature type
- Leaf-Crowned Visionary: supports the Elf creature type
- Liberating Combustion: searches for a specific planeswalker
- Living Lightning: supports the Elemental creature type and instant/sorcery synergies
- Medicine Runner: supports the Elf creature type
- Niambi, Faithful Healer: searches for a specific planeswalker and supports the Human creature type
- Oko's Hospitality: searches for a specific planeswalker
- Pulse of the Tangle: supports the Beast creature type
- Selesnya Evangel: supports the Elf creature type and the Saproling creature type
- Splendor Mare: supports the Unicorn creature type
- Sun-Blessed Mount: supports the Dinosaur creature type
- Teferi, Timeless Voyager: is searchable by a specific card added to Cumly Cube 1.4.2
- Teferi's Wavecaster: searches for a specific planeswalker and supports the Merfolk creature type
- Triassic Egg: a slow but powerful artifact to be used in reanimator decks or other strategies
- Unknown Shores: offers colorless mana for Eldrazi cards and bad mana fixing for decks that need help
- Yanling's Harbinger: searches for a specific planeswalker and supports the Bird creature type
xram666 on
Arcades EDH
9 months ago
Some suggestions for cuts:
- Ring of Three Wishes way to slow
- Disenchant to many redundant effects
- Canopy Claws better play a removal spell like Path to Exile
- Shackles see above
- Robe of Mirrors replace with board protection instant (see abve comment)
- Dawn's Reflection see comment to Kodama's Reach
- Journey to Nowhere, Oblivion Ring, Pacifism focus more on own strategy that disruption the emeny one. And spot removal should always be an instant
- Angelic Chorus not needed
- Wall of Resistance for maybe Stoic Ephemera
- Gatecreeper Vine for a wall that really ramps you (see comment above).
Hope that helps.
king-saproling on
The Progenitus Project.
1 year ago
I really dig your intention to focus on Progenitus as the win-con. Personally I would swap out some of the "goodstuff" and tune the list more toward getting Prog out early. If you play a dork T1, a 3-cmc rock that can generate 2 mana on later turns e.g. Coalition Relic/Component Pouch/the "__ of Ramos" rocks on T2, and follow those up with a couple more ramp pieces that create 2+ mana, you can consistently get Prog out on turn 5. Then T6 could be dedicated to giving him double strike/double power and +1 to his power so you can start taking out opponents. You also wouldn't need removal with a strategy like this since you can just remove the player that controls the worst threats.
Personally I would make these swaps:
Pyrohemia -> Utopia Sprawl (you'd ideally run fetch lands so that this will always have a target, e.g. Marsh Flats into Temple Garden)
Squall line -> Deathrite Shaman (also wants fetches to be effective)
Greenseeker -> Avacyn's Pilgrim
Vraska, Relic Seeker -> Elves of Deep Shadow
Sylvan Ranger -> Sakura-Tribe Scout
Curse of the Swine -> Skyshroud Ranger
Hull Breach -> Hunting Wilds (can find nonbasic forests like Stomping Ground)
Magus of the Mirror -> Skyshroud Claim
Pongify -> Dawn's Reflection
Rapid Hybridization -> Berserkers' Onslaught
Chaos Warp -> Firemind Vessel
Generous Gift -> Relic of Sauron
Path to Exile -> Prismatic Geoscope
Blasphemous Edict -> Timeless Lotus
RoarMaster on
Jodah, the Enchantress (Shrine Tribal)
3 years ago
I must admit that when Jodah came out I immediately considered switching out Sissay for him as my Shrines deck commander(Im not the biggest fan of Go-Shi). Haven't gotten around to trying it out yet, but I can definitely see the potential. My only worry about doing so might make the deck simply win accidently through the legendary creatures who are in it. Jodah makes 'em buff mighty quick, and I didnt want them to overshadow the Shrines. Im not sure if that matters to you, but if it does, I might consider running a lower number of legendary permanents other than shrines in the deck in order to both retain a high chance of cascading into a Shrine, and to stop beefy creatures from becoming your default wincon.
I would suggest a little more ramp/fixing in the deck. Cultivate And Kodama's Reach are easy on the budget and make for pretty reliable T4 Jodahs. I'd take out Kestia and Arasta/Alela. Most of your enchantment creatures are your tech, which you generally dont want to risk often by attacking with them, so Kestia may not get much in the way of triggers. Arasta is super situational and will usually just be a feel bad moment when you cascade into her. Alela is making you a couple lil magic bugs a turn which is sorta meh, and the deathtouch on her is arguable as relevant as her token making ability.
If you are going to go balls-to-the-walls enchantments though, Id suggest getting rid of almost all of your artifact ramp and replacing it with enchantment equivalents. Wild Growth, Overgrowth, Fertile Ground, Market Festival, and Dawn's Reflection. That way your Estrid might be sort of useful, otherwise she could probably get cut. Her totem armor is nice, but it is the only thing she is really bringing to the table right now.
If you do go with the green source ramp, you will probably have to tweak your landbase a more to the green side. "Mono-Green Five-Colour" is a trope for a reason ;)
As an aside, you could drop a few of the card draw enchantresses with the double mana pips and In Bolas's Clutches and you could run Jegantha as a companion, which would almost guarantee you to get your colours for Jodah. Just a thought. Not sure if you want to remove the draw for it, but Jodah provides a lot of card advantage as is and you may not need it all.
If you dont care about winning through non-shrine means, cards like Steel of the Godhead, Nylea's Colossus, Ancestral Mask, and maybe True Conviction would be good adds.
As I am a purist I would also remove the instant and sorcery removal and replace it with enchantment alternatives, but I understand the loss of instant speed removal can hurt a deck a lot, haha :P
Flavuss on
feeling cute , might sunburst later
3 years ago
mjbiffi Thank you for your comment. I was considering Engineered Explosives and Utopia Sprawl as a faster and more expensive Dawn's Reflection
what do you think about Golos, Tireless Pilgrim?
xram666 on
Prossh's Pit - EDH
4 years ago
For Ramp I would cut:
and add:
- Vastwood Surge (Ramp and Pump in one spell)
- Circuitous Route
Scytec on
Tiamat
4 years ago
beside tiamat in your edit page, put CMDR in asterisks, that will denote it as your commander.
As for cards, i would start with Farseek, Explosive Vegetation, Rampant Growth, Kodama's Reach, Coldsteel Heart, Mind's Eye, Rhystic Study, Mystic Remora, Fertile Ground, Dawn's Reflection, Sphere of the Suns, Mask of Memory, Swords to Plowshares, Path to Exile, Counterspell, Vanquish the Horde, Wrath of God, Semester's End, Pongify, Beast Within, Chaos Warp, Vandalblast, Merciless Eviction, you need some answers, consitent ramp, and tons of draw. These are a few of the cards/effects i would consider or search for if i were you to start with. Hopefully they give you more ideas as well. You're gonna want to run 37-39 lands in my opinion. I'd probably start with 37-38 if i were you i think. Let me know if you think of anything else you want to know about. I tried to keep these mostly budget. A few are kinda expensive, but most are $5 or less. Silence is another fun one to consider.
Caerwyn on Win Con for Gruul Enchantress?
5 years ago
First, I am not sure you commander is all that great for an Enchantress deck. She's effectively a Llanowar Elves in the Command Zone since her attack trigger is going to be largely irrelevant for many enchantment types.
You are also going to have a fair number of problems due to the lack of White. White gives you access to a number of powerful payoffs, including a large number of enchantresses, strong enchantment finishers like Sigil of the Empty Throne and Ethereal Armor , and removal in the form of Darksteel Mutation and exile enchantments.
Red in particular suffers from a lack of great Enchantment synergies--as a color, it is designed to be rather uninteractive with Enchantments. So, outside of combat shenanigans (which you said you did not want to do), you are in a bit of a bind.
The only real enchantment-related wincon I can think of that has synergy with your commander is Helix Pinnacle . That at least provides you something you can do with mana from attacking. But that is still a minimum amount of counters per turn--you would want to increase that amount substantially. Cards like Doubling Season and Vorinclex, Monstrous Raider help with this some.
You could use various Green enchantments that stick on lands and increase their output-- Dawn's Reflection , Utopia Sprawl , etc.--but those leave you quite susceptible to common land removal like Strip Mine . You would then want some sort of big finishers that are mana intensive (such as hydras with Doubling Season, large X spells, Helix Pinnacle, etc.) you can sink the mana into.









