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Declaration of Naught
As Declaration of Naught enters the battlefield, name a card.
(Blue): Counter target spell with the chosen name.
Declaration of Naught Discussion
2 weeks ago
Played a few more games with this deck and noticed that while there are come powerful combo decks containing red, the red cards themselves aren't the big threats, this may be due to not having seen kiki-jiki/Splinter Twin in well over a year, or just the play style of the people at my LGS. Either way, as fun as that one game with it stuck on a scepter was, Hydroblast is out, dead card in more than 50% of games.
The card I'm going to put in is a card I kept dismissing because I felt in commander it would be a bit too mean, then I remembered the entire point of this deck and accepted that Declaration of Naught naming a combo-enabling commander is exactly what this deck is looking for.
I have this habit of buying piles of inexpensive but interesting cards every month or so, in doing this there's a lot of not unwelcome redundancy to cards in existing decks that presents itself. A couple other cards that I haven't put in but am considering are: Tale's End and Repudiate / Replicate . I'm holding off for now since there are plenty of ways to counter abilities in the deck that don't seem like they should be cut for the new options. I really like the versatility of the split card but since it doesn't scepter...
2 months ago
Grateful Apparition , Anafenza, Kin-Tree Spirit , Mausoleum Wanderer , Metallic Mimic , Supreme Phantom - it's essential to have a solid 1CMC creature to play T1, and good too keep all but the most essential spells to 2CMC or less.
Glacial Fortress / Temple of Enlightenment would both be helpful if you can afford them. Other potentially useful lands: Cavern of Souls , Unclaimed Territory , Scavenger Grounds , Field of Ruin , Ghost Quarter
Swap Vapor Snag in for Unsummon.
Deny Existence keeps too much of your mana reserved. I suggest more dynamic means of dealing with threats instead of reactionary counter-spells. Permanents are easy to deal with - Journey to Nowhere , Oblivion Ring , Path to Exile , Cast Out , Blessed Alliance , Celestial Flare , Pongify , Generous Gift , Reprobation , Imprisoned in the Moon , Oppressive Rays . There are, of course other spells - these are just possibilities off the top of my head.
Sideboard ideas: Declaration of Naught , Nevermore , Hurkyl's Recall , Revoke Existence , Disenchant , Teyo, the Shieldmage , Leyline of Sanctity , Shalai, Voice of Plenty , Witchbane Orb , Sanctimony , Ratchet Bomb , Elixir of Immortality , Pithing Needle
2 months ago
I usually see a lot of Fog spells paired with Approach. Riot Control is one of my favorite Fogs because it's one of very few that prevents burn and it gains you life, too. Pay No Heed is another spell to prevent burn. Ethereal Haze and Holy Day are also options.
I could be wrong, but I seriously doubt Growth Spiral at Instant speed is worth the multicolor CMC - Explore would be fine at Sorcery speed. That said I don't think either is particularly good. You'd get more mana-mileage out of Fertile Ground .
I consider Negate one of the best counterspells in the game. You can use removal for everything it doesn't work on. ( Celestial Flare , Blessed Alliance , Beast Within , Generous Gift , Imprisoned in the Moon , Pongify , Ratchet Bomb ) Declaration of Naught might be useful to get your devotion up.
I hope some of this has been helpful!!
2 months ago
I actually thought of the idea of your deck becoming mono blue devotion and running Nykthos, Shrine to Nyx . I have been rocking BW devotion for some time now and do put up results with it. Blue is a colour that has tons of blue enchantments and creatures that are amazing. you already run azcanta so you have one of the best. as an example you could experiment with Declaration of Naught . you would be able to do a prison style deck that has threats that must be answered. The main thing with your threats is that it is better to have a top end threat instead of three.
enchantments I would consider if you went with the devotion idea are Declaration of Naught , Sea's Claim , Convincing Mirage , Quest for Ula's Temple and Telepathy . all fit the deck well and fit what you are aiming for. if you also wanted to be funny you could run Quicksilver Fountain and Vedalken Shackles .
I am just trying to give you ideas, I am terrible with blue and feel kind of limited with my suggestions.
5 months ago
The first things I would consider cutting from the list at the moment:
1) Declaration of Naught , as an EDH player I love this card, but I think it's a tad bit too cute for a combo deck like this where all of you counterspells can be used to protect Jace. Also I think it will be dead if not played on turns 1-2.
2) Sunder , I'm a HUGE fan of MASS LAND DESTRUCTION (even though everybody else just sits there and bitches about it, lol), but as I was play testing your list it felt as though the deck was trying to win within turns 3-5 where I don't think Sunder will be greatly beneficial, but more of a bad draw the majority of the time.
3) Dream Fracture , it just feels a bit clunky for this deck imo, how has it been for you?
5 months ago
I added in Simic Ascendancy & Winding Constrictor . Instead of Forgotten Ancient , I found another big card that works well with Moat : Archetype of Imagination . Also, with your idea to use exaltation for Atraxa I added in Ancestral Mask to pump her up.
I've been playing 1 v 1 with my wife a lot and she plays a Lord Windgrace lands deck. My hope is to get this deck tuned enough to win against her consistently.
Thanks for your help!!!
5 months ago
Back to Basics is going to kill you more than the opponent you have only 8 basic land.
Simic Ascendancy would be really powerfull in this deck ! win condition + enchantment + counter
Atraxa is your only big creature so i will replace card like Mikaeus, the Lunarch , Anafenza, Kin-Tree Spirit with card like Forgotten Ancient and Evolutionary Escalation to give a lot of counter to atraxa.
Could be fun to play some exltation things to kill you oponent with atraxa. Rafiq of the Many can be really fun withatraxa x).
Good luck with your deck ^^
5 months ago
I love to min-max my deck building.
_However, I feel like the consistent card-draw stapled to her would make the deck too powerful and consistent. _
Estrid, the Masked is too good. There, I said it.
having a tutor in the command zone tends to make the games too consistent and predictable;
The second stipulation is that the deck is tuned for Primal Surge . With only 6 instant and sorceries in the deck including the surge itself, you should (approximately) get about 20 cards off of each Primal Surge. Since 1-card wincons are incredibly uninteresting as far as I'm concerned, I don't think the deck will reach a point where Primal Surge is the only instant or sorcery.
Probably the best card draw in the deck. Perhaps too good.
The amount of mana this card can produce for one mana can become unfair. Perhaps this should only be in cEDH.
I refuse to build 0 instant/sorcery Primal Surge . The idea of making it a 1-card wincon is uneventful to me. I'd much rather have the drama and variance of not knowing how many cards (or which cards) I am going to hit.
I don't think min-maxing means what you think it means. Intentionally not using cards because they are good or not building your deck a certain way because its too reliable for winning is the exact opposite of min-maxing. I will never understand the aversion of new players to winning, but I will review your deck in good faith nonetheless.
First, your land usage is definitely not optimal. You correctly identified the usefulness of fetches and duals for 4 color decks, but you chose not to run them (they are $$$ in real life dollars, so understandable). Regardless, you should prioritize lands that 1. Enter untapped and 2. Give access to the colors you need. A large number of your lands fail this metric.
Second, you run a number of cards that are 1. Expensive to cast and 2. Don't do much for the mana cost. Specifically, I am looking at Sandwurm Convergence Mind's Dilation , and all the Hondens. Sandwurm convergence is an underwhelming effect for a whopping 8 mana, stopping flyers is negligible because most EDH decks are built to win by combo. The 5/5 at your end step is nice, but the two effects combined are not worth the investment of 8 mana. Mind's Dilation is similarly heavy to cast at 7, but is even less worthwhile because it requires your opponents to do something before it does anything for you. You also aren't guaranteed to get value from it, because opponents can hit lands, they can hit spells you can't use (counterspells and removal come to mind). The hondens are bad because they require a heavy investment of mana and cards to start producing anything worthwhile. They also rob you of 4 deck slots that could go towards something more productive for winning. You are never going to get all 4 of the Hondens onto the board in a timely manner because your ramp cards are so low quality and you have almost no card tutors, plus slow and passive draws. Also no, 4 Hondens on turn 10 is not good.
Your interaction is. . . bad. Sunken Field will only work on bad players. Comboing it with untap effects would be interesting, but right now its just a very very very weak and predictable counterspell. You know how you are singing the praises of Telepathy ? You are giving your opponents the same information about your disruption while gaining no extra benefits from having it be in that form. Its also costs you 3 mana to use it the first time (2 to cast, and 1 more from tapping the land it enchants), meanwhile there are a whole host of 2 and 3 mana counterspells that are guaranteed to work. (even Cancel is better) Lilting Refrain is also very bad for very similar reasons. On top of telegraphing your play, it also can't counter a spell until a turn after you play it. It most likely won't be able to counter a spell until two or three turns after you play it. If you ran some recursion effects or proliferate effects, it might be salvageable, but currently its just really bad. Declaration of Naught is pretty bad too, its reusable against commanders, but its also costing you to counter one spell. Your only hand peek is Telepathy , and you run no blink effects to reset Declaration to abuse it.
I'm very confused by your Primal Surge choices. Designing your deck around Primal Surge working to not its full potential is just astonishing. Why even include it at all? Especially since you can actually lose from casting it, due to the nature of many enchantress effects that do not specify the word may for those draws. Casting a 10 mana spell should guarantee you are going to win, but it doesn't in this deck.
I feel similarly about Hive Mind . The potential for this card blowing up in your face is so high. Ideally, you pair this card with instants and sorceries that your opponents wouldn't want to cast at all. I understand you run a small instant/sorcery count, but that once again means you're relying on an opponent to help you get to your own win, otherwise you just wasted 6 mana on a card that does nothing with the other 98 cards you put in the deck. This card is never going to benefit you when you are ahead, it just means any piece of removal played becomes 3 pieces of removal against your board state.
Any cards you run with the words "gain life" on them should go. Also, how does this deck even win? Creature swings? Honden of Infinite Rage and the other Hondens then take 30 turns? Sandwurm Convergence then take 10 turns? Cast Primal Surge for half your deck then pass?
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