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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- If I give Demonic Pact to my opponent, do they get all 4 options again?
- Demonic Pact - multiples and recasting
- Can I Strionic Resonator last mode of Demonic Pact?
- Does Liliana, Defiant Necromancer's emblem bring back enchantments effected by Starfield of Nyx?
- Can you not lose the game from demonic pact with angel's grace ?
At the beginning of your upkeep, choose one that hasn't been chosen —
- Demonic Pact deals 4 damage to target creature, player or planeswalker and you gain 4 life.
- Target opponent discards two cards.
- Draw two cards.
- You lose the game.
9 months ago
There are a couple of cards that have similar effects, like Demonic Pact, but of course those have the options on the card itself. Really, it's not too much more difficult to track than a Dungeon, you just need a sheet of paper or something. The shuffle clause is meant to prevent blink shenanigans so that it's a bit easier to track and less easy to abuse.
And technically it does have the chimera subtype, since it's all creature types ;)
11 months ago
Hello everyone, I want your opinion on EDH decks based on commanders that are focused on giving "bad gifts" to your opponents. I think the most rapresentative of this category are (and maybe the only ones? I don't know for sure, wouldn't like to be missing someone): Blim, Comedic Genius, Lynde, Cheerful Tormentor and, of course, Zedruu the Greathearted.
I own a Blim deck and i must say that building around him was really complex because it's pretty clear you can't go easy on gifts since are the only weapon of the deck basically but, at the same time, once you start spreading your fantastic gifts, your opponents will start targeting you like crazy.
Since you can't restart the board every other turn (probably you could, but i don't think i could afford loosing my commander so often and there aren't enough asymmetrical boardwipes) and the deck can't be 50% removal (then again, technically it could be but the point of the deck is trying to win according to a specific strategy and not to just survive) other kind of precautions have to be made.
The first one that came into my mind are pillowfort cards like Crawlspace and Marchesa's Decree. They look good on paper, but after you have given an opponent an end stage Demonic Pact or "simply" an Aggressive Mining they are more then willingly to be paying 1 life for each attacking creature (and yes, sometimes the numerical restriction of Crawlspace isn't a factor either when an opponent can swing with huge creatures).
Another "solution" is using token generators like Kazuul, Tyrant of the Cliffs since they give us the resource to block some creatures.
The last strategy to survive that came to my mind is filling the deck with "goad effects": this way our opponents' creatures can stay alive and are forced to attack the other players embracing the group slug theme i actually had in mind when building the deck.
Long story short, the deck has to be a delicate balance of all these strategies to be funcioning as it should and, at the same time, letting us survive till the endgame.
This is all in theory. In the actual games what's your experience when piloting/facing theese kind of decks? And what seem to be the most efficient tacticts?
1 year ago
1 year ago
- Ichor Wellspring, great rate for drawing but you have plenty of draw spells + commander.
- Gravecrawler, Nether Traitor, Bloodghast, Endless Cockroaches since you are adding a level of recursion into the deck, these guys are obsolete, since we would rather have cards that have ETB or dies triggers. We can re-evaluate if you are having problems finding creatures to sac.
- Darkness, hopefully with your lifegain this card would be dead.
- Dauthi Voidwalker, while an awesome card it doesn't really fit the mold, and we need to make cuts.
- Swiftfoot Boots, I would find out how often your commander gets hated off the board before deciding if you need this.
- Demonic Pact, I love the fact that you can get around the negative of this card, but it is slow and we need to cut cards.
- Weatherlight Compleated, slow.
- Black Market Connections, draw, ramp, and fodder all in one.
- Yahenni, Undying Partisan, one of the best sac outlet ever.
- Great Unclean One, both drain and fodder. I think he would be better than Sengir Autocrat
- Phyrexian Tower, sac outlet and ramp.
Edit= - Bolas's Citadel can also be considered card draw.
1 year ago
They did get played, but only in combinations with colors that could get rid of them, like a Disperse on your own Demonic Pact or more recently, sacrificing your Treacherous Blessing to your own Doom Foretold.
1 year ago
"The majority, but not all, of the cards that can sticker or care about stickers are eternal playable (usable in Commander, Legacy, and Vintage)."
Also you randomly pick three out of ten "sticker sheets" before each game. So uh I guess all those Vintage tournaments will have people shufling sticker sheets just to not give anything away eh?
Magar seems pretty fun. Could have easily been izzet but hey rakdos spellslinger. Gogo double strike (or just extra combat spell cards).
1 year ago
I'm trying to ease mana requirements without fetches (they're expensive for a reason), and my take on the 1 mana cantrip rule was reducing the number of Swamps (the shocks are mostly Black-centered) and adding 2x Mana Confluence instead of Crumbling Necropolis. I know it's not optimal, but I had these at hand, so they will do for now. Regarding cards, I removed the Lightning Bolt's due to mana issues - I couldn't cast it reliably on turn 1 along with Serum Visions and Duress, then I had to make the cut and push removal to other turns. So, to add to the control package, and keep the curve before T4 Demonic Pact, Terminate got back to the board and I added 2 more Radiant Flames.
1 year ago
Thank you for the detailed feedback! Some thoughts:
I'm in a budget, although I use shocklands - that's due to the fact that those lands were leftovers of dismantled decks. So, I'll have to deal with Crumbling Necropolis :P
Yes, I'm light regarding that. Will consider increasing, but in mock tests it was hard to cast Counterspell in the 2nd turn, or sometimes in higher turns. 3 colors without fetches is tough. To improve the control package, I'm removing some tutors and Terminate in favor of 4 Unholy Heat and 4 Drown in the Loch.
Tutors and Dig
Expressive Iteration is awesome, but in the decklists that I've seen it works better with lower, aggro-like curves, the ones that will cast it in turn 3+ and will always have something cheap to cast along. So, I'll keep Anticipate for the 3 card dig and draw, not to mention instant-speed. But there were too much tutors/dig (12 total), so I'll cut them for Control cards. Painful Truths is really slow and has a clunky cost, but it curves into T4 Demonic Pact, also it costs a lot of life in multiples. So, I'm cutting 2 for 2 Memory Deluge.