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Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal



Draw two cards.

wallisface on

4 months ago

Some thoughts:

  • 80 cards is waay too many cards, you should always be aiming to play a deck of 60. Anything above this number just leads to massive consistency issues. Try to get rid of a bunch of cards to get back to this 60 number.

  • Your land count needs revisiting. Scaling this to a 60 card deck, you're only running 20.25 lands, which is very, very low (Burn decks run 19 lands and only play cards costing 1-2 mana). When you reduce your deck to 60 cards, I think you still need to ensure you have a land count of 23ish lands.

  • Your mana curve is waay too high. Modern decks typically can't justify running more than 3-4 cards at 4-mana, you've got a whopping 10 cards costing this much. Look to lower your mana curve.

  • You're running a bunch of really poor card choices. For example, you've got a bunch of really average/poor countermagic (Render Silent, Ionize, Essence Backlash, Absorb) when you could be running some obviously-better cards (i.e. Counterspell). Other bad options include Ugin's Conjurant, which is just a strictly worse Endless One, and The Wanderer, which is just really niche (only really affects really-slow-red decks).

  • Some of your cards are nonbos with each other. For example, you have some high mana sorcery cards (Clear the Mind, Divination) which when cast will prevent you using any meaningful countermagic. Control decks typically want to keep their defenses/options up during the opponents turn.

I think currently your list feels really disjointed - it's lacking focus. I would suggest trying to get down to 60 cards, upgrade the bad card choices, and try to apply more focus to what you're trying to do - currently it feels like there are too many cards that don't forward your gameplan.

kimosabe on Izzet Instants and Sorceries

6 months ago

Hello. I'm Considering ways to fill your graveyard up faster since you run Enigma Drake and Crackling Drake.

Instead of Opt replace with Consider

Instead of Divination consider Hieroglyphic Illumination

Instead of Chart a Course consider Curate

Unexplained Disappearance and Sweltering Suns are both interesting as well.

FireHawk828 on Affinity for Artifacts

8 months ago

I'm currently working on updating my Affinity deck atm. I would suggest exchanging Divination with Thought Monitor as you can draw 2 cards for 1 blue and have a 2/2 flyer which is a very useful blocker or attacker with Cranial Plating. I would also recommend Exchanging the Basic Lands for there artifact Variants, should give a nice boost to the artifact count. a Mox Opal would also be a very useful 0 mana drop even if its just to add to the artifact count to start with. Tolarian Academy is also nice but it can be a bit Pricy and might not be legal in the format you play (me and my freinds play EDH or 60 cards vintage restriction).

SaberTech on Yikes! Humans!

10 months ago

Mind's Eye is a bit outclassed these days but it was a staple of the format for a long while for a reason. It's useable until you can get your hands on something better.

Greater Good probably isn't the best fit for the deck unless you put in a bunch of ways to pump your creatures up significantly, like Beastmaster Ascension. The power of most of your creatures just aren't high enough for it to be worth sacrificing them since you'll end up discarding more than you draw.

Skullclamp could be a good addition though, yeah. Skullclamp + Sigarda is like turning every card in your graveyard into a Divination. The issue would be that if you go heavier on +1/+1 synergies and anthem effects to boost your token creatures then you will loose a lot of Skullclamp's effectiveness since the creatures won't die as soon as you equip. Your deck doesn't have ways to sacrifice creatures so you would be relying on trading the equipped creature in combat or baiting removal to draw cards.

jakeyuki12 on Hardcore Rasta

1 year ago


The very large issue I see is that your deck is slow and will run out of gas veeeery fast.

1) Let's talk about speed first. The YouTube channel known as the command zone ran a study on hundreds of commander games to find some stats. One of the stats they found if the average length of a game: around 10 turns, with a 3 turn standard deviation. So around turn 7 for quick games and turn 13 for long games. Another stat they found is that most players only play on average 1-2 7+ mana value cards in a game, no time for any more. Thus, we start to see the issue of speed in your deck. Your deck is glacially slow with sooooo many cards at 5, 6, or 7 mana. This could be circumvented if you had more ways to cheat mana cost, but you don't.

2) The other big issue I see is that your deck will run out of resources fast. Because EDH is a multiplayer game, every deck needs to have ways to generate more resources than your one land drop per turn and your one card drawn for turn, otherwise you won't be able to keep up with 3 opponents. Thus, it's pretty standard to play around 10-12 ways to ramp (have more mana available than just 1 land drop per turn, think Sol Ring) and around 10 ways to generate card advantage (have access to more cards than just your one draw per turn, think Divination).

It's totally reasonable to want to run a deck with really big creatures, you just have to build the deck a certain way so that it doesn't lose to itself. You'll want to run even more ramp than the standard 10-12 if you want to play more big things. Alternatively, you could find a way to cheat the big things into play. Stuff like reanimation effects (Late to Dinner, Emeria Shepherd), effects like Sneak Attack, effects like Transmogrify, etc.

cheffireball on Braids budget

1 year ago

Braids is always fun! Considering that braids empties your hand pretty quick, consider adding a bit more draw effects than a normal deck might have. Blue Sun's Zenith is a good way to make use of a lot of mana, or creatures with draw effects like Mulldrifter . You can put mulldrifter into play with braids, but also have the flexibility to play it as a Divination .

cheffireball on Dimir Control - 2021

1 year ago

Why Tragic Lesson over Divination ? I feel like bouncing a land can sometimes be good, but usually it seems worse.

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