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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 |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Dispel
Instant
Counter target instant spell.
9-lives on
2 months ago
Thanks again, RiotRunner789! You have been the biggest help to me! I would use these cards, but I feel their instrumental nature is somewhat difficult to use. Ertai's Meddling is a very, very weird card to me. It doesn't seem as good as a tying-up-mana card. I'd rather use the rest of the opponent's mana when they cast something, which my other players in the commander game would enjoy and reward. I don't know why resolving it at a later turn would be better. Dispel is great, but I don't know if I can always draw it with instants resolving; surely they would use instants, it's just that I'm not completely certain of the outcomes in a game. Same goes for Confound and Intervene and Turn Aside. Negate is great; I could definitely use that. Forbid is also something I am considering.
I plan on drawing a petrifying amount of cards, haha. I have a bunch of creatures in slipspace for that to happen. I'd just have to complete myself by drawing a card that keeps my hand size from being limited. This is a huge problem for me. If you can help with this, I'd be doubly grateful!
RiotRunner789 on
2 months ago
Thinking of counter spells (especially budget),
Ertai's Meddling: Technically exiles, so gets around Dovin's Veto. Best used against other counters.
Dispel is just solid.
Confound and Intervene if you need your creatures or Turn Aside for any permanent.
Negate isn't in your deck but assuming it's for a reason.
Forbid and Dispersal Shield are both great but more synergy dependant. Do you draw a dumb amount of cards or have semi high cmc cards? I will say, Forbid is a straight upgrade from Cancel even if buyback is almost never.
Kiyomei on The Lost Cat 迷い猫
4 months ago
Self Note ordered.
In 13 ______________
Outo 13 ______________
ThassaUpYo@ssa on Kros
5 months ago
For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.
Here are some suggestions by color that you might want to consider adding to your mainboard:
:
Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.
:
Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.
:
Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.
I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).
For your land base, I'd work the following lands in to help with your color wheel:
Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath
Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion
Pathways Lands: Barkchannel Pathway Flip, Branchloft Pathway Flip, Hengegate Pathway Flip
Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden
Tri-Cycle Land: Spara's Headquarters
True Duals: Savannah, Tropical Island, Tundra
For mana rocks, I prefer the talismans over the signets:
Talisman of Curiosity, Talisman of Progress, Talisman of Unity
I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.
DreadKhan on Sisay- CEDH Build
5 months ago
I'm not sure if you should be running that many guild Signets, why not just run more Green ramp that is better at fixing your mana? Artifacts do better in cEDH than more casual games, but you'll be feeding Dockside. I'd even run Talismans over Signets if you feel desperate for 2 mana rocks, Talisman of Indulgence is a more useful card in most situations than Rakdos Signet. Also Fellwar Stone exists fwiw.
Similarly, I'm not sure if you should run ETB tapped Fetches in a cEDH deck, but I will admit the fixing is nice. Stuff like Rocky Tar Pit belong in more casual games, at least in my experience.
I can see you have tons of combos in here, but I can't help but mention Selvala, Heart of the Wilds, she synergizes incredibly well with Sisay, Emiel and a Haste source (like Samut), usually netting you infinite mana and as many cards as you want (by flickering your Sisay, who should be the strongest creature). I only mention it because I think you've got everything Selvala needs to work, and she's a Legendary mana dork that can make any colours of mana.
If you're hoping to play cEDH I would recommend you run at least a couple Counters, some relatively affordable ones (that still hit relevant stuff reliably) are Swan Song, An Offer You Can't Refuse, and maybe Pact of Negation or even Flusterstorm. If these are too pricey you can also try Arcane Denial or Dispel. I would definitely run Dispel over Lightning Greaves in a deck like this, people don't run Sorcery speed answers very often in cEDH, so they'll just wait until you're going to equip the Greaves and then Swords you.
Do you have a plan for Opposition Agent? I feel like if people resolve one you're going to be having a very bad time, unless I'm missing a bunch of removal, and people love Oppo in cEDH. You might consider some of the more versatile removal options, stuff like Generous Gift, Stroke of Midnight, and Beast Within can hit pretty near anything you need gone.
K4nkato on Tinkerbell says “No”
10 months ago
People are talking me into Force Spike & Dispel. Idk where I’ll find room for them, but if vans bring something promising then I can focus on that :)
wallisface on Don't
11 months ago
goblin4god the changes/reductions you’ve made so far have all looked great, so I definitely think you’re on the right track!
For specifically getting down to 60 cards, i’d suggest ditching the following 7:
-
remove the 2 Talrand, Sky Summoner. You have waay stronger threats already in your deck and this card sits in a weird position of neither posing a massive threat, nor ramping/controlling the boardstate.
-
remove the 1 Eldrazi Conscription. It’s overkill when all your big threats easily end the game by themselves.
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remove the 4 Tyvar's Stand. You have enough redundancy you can easily afford to lose a creature or two. And you should have enough control over the lategame to keep your big threat alive without needing this.
After that, here’s some other options worth considering for card swaps - i’ve tried to keep budget in mind.
-
Mana Leak is better than Negate - opponents will almost never have the mana to pay the cost, and it hits a much wider breadth of cards.
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Wash Away is clumsy, and expensive to play the cleave cost. I’d be running Witness Protection instead so you can ruin any of your opponents threats that get into play.
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Dispel is very situational, i’d probably swap it for 2 copies of Spell Pierce and 2 copies of Spell Snare - both cards which have a bit more universal use.
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Shark Typhoon is super strong for both offering you early game card draw, and late game free-win-condition. If you have the $$$ i’d be running 3 total (swapping out 2 of your other big-threat cards).
-
if you want stronger card draw, Preordain will probably offer more overall value than Opt.
Good luck with the brew! :)
DreadKhan on Tempered Steel/Starlight Spectacular
1 year ago
In my experience if you use this for multiplayer their is one key difference between Humiliator and Diminish; Diminish lasts an entire turn cycle (each player gets a turn with that player have 1/1s), while Humiliator only helps you. If you target someone with Mass Diminish (and you get 2 casts per copy due to Flashback) you will probably eliminate them due to everyone piling on the easy target, Humiliator is a much smaller effect, including letting the opponent attack on their own turn (instead of them still having 1/1s). If you're looking for something you could pull, I think Myr Sire might be your weakest link atm, especially with so few lands. Knight of the Kitchen Sink A is relatively hard to cast, needing WW could be awkward, but Knight is a more useful card than Sire. Another card that I think that's on the weak side is Servo Exhibition, hopefully this gives you some food for thought!
That seems reasonable enough, I must have misunderstood your previous post about Protection. If you're worried about Enchantments being targeted it's a bit harder to solve, there is Devoted Caretaker and Greater Auramancy, I'm not sure either would be worth it. Enchantments are much harder to protect than creatures because it's really easy to kill creatures, do you find your enchantments get targeted? My only other idea worth mentioning is Dispel, but you'd probably be better served by Thoughtcast and Thought Monitor to just draw into replacements for your Enchantments.
Have (4) | reikitavi , abritt , ajmcnulty , Azdranax |
Want (1) | ZBrannigan |