Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Exile target permanent with converted mana cost/mana value 4 or greater.
2 weeks ago
Mana Drain is nice, but I am usually not a fan of it in a deck with 4 or more colors
With this being 5 color, I am trying to debate the best early game package
5 counterspells (from below)
4-5 board wipes
7 2 drop ramps (need all)
4 spot removal
3 weeks ago
Despark is hardly what I'd consider a cut-throat card. Sometimes the restrictions on some spells can be helpful. It cut's back on the decision-making overload sometimes. I'm with TypicalTimmy; Despark is decent removal.
3 weeks ago
Brightwrath Great question about removal sources. 9 Sources might be considered low, but we also play Demonic Tutor, Vampiric Tutor, and Enlightened Tutor which can get Grave Pact or The Meathook Massacre to deal with creatures. So technically, if we need to deal with a game-ending permanent, we have 12 sources to do so. However, tailoring your removal to your meta is pretty important. My meta ranges from mid to high powered casual in which combo kills are somewhat uncommon, but fast ramp, high powered threats, and control are rampant. This means I've tailored this list to favor recovering from boardwipes and outspeed my opponents rather than rely on a more controlling plan. That being said, if you find yourself dying to specific permanent threats like Ashnod's Altar, Hermit Druid, or Stasis, playing more single target removal could help. Despark, Rite of Oblivion, Path to Exile, Generous Gift, and Disenchant are all strong options depending on what you need. Personally, I haven't felt lacking in that department since I have tutors, can grab Grave Pact if I need to continuously control creatures, and my meta plays artifact/enchantment decks uncommonly.
You can definitely go without running the off-color fetches. While it will make your mana less consistent, I'd run more basics than sometimes-tapped duals. A land entering tapped can be game-losing, but you'll still probably have enough multicolored mana to not get color screwed. Additionally, if you cut those fetches, you should consider not playing Brought Back since it gets a lot of its value from them. It might be a good cut for another removal spell.
Thanks for your kind words and I'm glad you like the list!
3 weeks ago
TypicalTimmy, not every deck needs to be competitive to a cut-throat degree; some people actually play the game for the enjoyment of doing so, not because they wish to dominate other players and be the best player.
3 weeks ago
You're not, generally, going to have both unconditional as well as low MV. If you do find something like that, it'll be a +$30 card because everybody will want one.
Sometimes you'll simply need to bite the bullet and accept a 2-mv spell that doesn't target 100% of the time, or a 3-4mv spell that generally hits anything but is harder on curve or multiple spells per turn. For example, Murder is a good alternative to Go for the Throat if you want less restrictive targets. However objectively ask yourself, do you REALLY see Artifact Creatures with such frequency that GftT becomes worthless? I am willing to bet the answer is no. And if you think the answer is yes, randomly select 100 decks on this very website and let me know how many artifact creatures exist within them, in total. I'm guessing it's a handful.
And as for Despark, sure it hits only MV 4 or higher, but you know what, most of the problem cards fit into that. Sure Thassa's Oracle and Dockside Extortionist do not, but then you must ask yourself this: "Am I playing exclusively within a cEDH meta?"
If your answer is no, than the chances of you CONSTANTLY playing against cards such as these is significantly lower, and thus Despark becomes more and more viable. If nothing else, it rids the board of most Commanders. Since many decks require their Commander to function at optimized levels of play, you essentially shut down their engine instantly (pun intended).
There is a saying: "Beggers can't be choosers."
So if you are not constantly playing cEDH levels of competitive play, a low costed, albeit restrictive, removal spell is fine.
Especially with your numerous threads as of late about tutors. If you require that many tutors, then simply tutor the removal spell that is sufficient for that particular situation.
3 weeks ago
DemonDragonJ in reply to you Utter End, Anguished Unmaking and Assassin's Trophy, there is also Despark as well as Go for the Throat. Not to mention your Path to Exile, Swords to Plowshares, Darksteel Mutation, Song of the Dryads, Polymorph, Beast Within, that one blue destroy spell that makes it into a 3/3 green Ape...
Like, probably a dozen low-mv kill spells in these four colors.
1 month ago
Thinking of going back to using Despark instead of Assassin's Trophy. The casting cost on the trophy is appealing, and it is nice that it isn't limited by mana costs, so can be my go to removal spell. Spark may be limited by mana costs, but doesn't give my opponent a land when I use it. Not sure how I feel about my main removal spell giving my opponent a land, but also not sure how I feel about my main removal spells being limited by mana cost, or wasting an uncounterable Abrupt Decay on something because Despark couldn't target it, even though I might need the uncounterable part later on. But, it's still starting to seem better than giving them an extra land as soon as turn 3 with Assassin's Trophy. Quite the conundrum!
1 month ago
Cryptolith Rite, Nature's Will, Druids' Repository, and [Bear Umbra] will give repeatable combats. Nature's Will is a bit expensive, so keep Song of Freyalise instead. You can remove Battle for Bretagard, Goblin War Drums, and Mask of Avacyn to use the other three enchantments if repeatable combats is your goal. Otherwise, here are some other great additions:
Cathars' Crusade will make HUGE creatures very quickly. Brave the Sands gives the vigilance needed to take advantage of Cryptolith Rite or have blockers. Impact Tremors will cause lots of pain over time. Raiders' Spoils card draw on steroids. Something you are SORELY lacking.
Kaya, Geist Hunter a great addition that will mostly be used for her -2 ability. Rhythm of the Wild is a good card to be replaced since most of your creatures will be tokens, anyways. If you don't go with Kaya, Cathars' Crusade would probably be a better replacement for Rhythm of the Wild.
Trollbred Guardian and Hamza, Guardian of Arashin requires +1/+1 counters but you don't have very many +1/+1 counters in the deck to take advantage of this. You can remove them and instead use Mindblade Render and Oakhame Adversary for card draw. You need card draw.
Usher of the Fallen and Imperious Perfect are fairly underwhelming. Imperious Perfect is a little better, but I'd at least replace Usher of the Fallen with Rhys the Redeemed. Honestly, I'd use Ogre Battledriver over Imperious Perfect.
Tuya Bearclaw and Hamletback Goliath get big, but they can be chumped VERY easily. Lovisa Coldeyes will buff all your tokens that are harder to chump. You could maybe keep the Hamletback Giant, but Zurgo Helmsmasher or Samut, Voice of Dissent is a good choice in your deck if you decide not to.
Blaring Captain and Blaring Recruiter are also very underwhelming. Chief of the Edge can easily replace the captain, and the recruit can be replaced be literally anything (my vote would be for Impact Tremors if you haven't added it already).
You have A LOT of mana ramp in your deck, but your lacking card draw and removal. I'd maybe remove the Diamonds and add two or three mana rocks that tap for one of any color. That'll give your deck 10-11 forms of mana ramp. If you add three, that'll give room for two forms of card draw. Reconnaissance Mission, Bident of Thassa, Skullclamp, and Vanquisher's Banner are great options.
Be aware that you're sitting at only 30 lands. If you find your have a mana-base problem, I'd take out Radha, Heir to Keld, Duskwatch Recruiter Flip, or ANY of the previously discussed cards and add 3-5 lands. Out of the lands you should also add, I recommend Savage Lands, Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Nomad Outpost, Mystic Monastery, Path of Ancestry, and Unclaimed Territory.