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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- If steel overseer's ability is on the stack and it is destroyed does the ability remain on the stack if it still having legal targets?
- Can a dreadbore kill a Fiendslayer Paladin?
- Karn liberated rulings.
- What happens if i counter s spell that was copied.
- How does the stack work for recalls at instant speed?
Destroy target creature or planeswalker.
2 days ago
Wasn't there a fix already proposed? The "French" Mulligan, I believe it was called? Where you draw 7 and, when you decide you'd rather not keep a hand of 6 lands and 1 mana rock, you take those seven cards and throw them at the bottom in a random order. You draw the next seven and decide if you'd like to keep. If you do, you choose 1 of the 7 and that too goes to the bottom.
If you do not keep, all 7 go to the bottom and you draw the next seven. If you keep that, you choose 2 cards and those go to the bottom.
- (They may all get shuffled in, I'm not sure.)
Either way, the best way to end poor draws and needless mulligans is to just adhere to proper deck building techniques, such as land ratios and mana curves. That won't guarantee you 100% of the time that a hand is usable, but it will significantly improve your odds.
Although the BEST method is to implement redundancy. For example, having a "midrange" deck with only 5 removal spells is entirely pointless. You'd want probably 12 removal spells, so you constantly draw back into something new, to keep the midrange game going. Hell, you may want something like 12 instant / sorcery removal spells, a few kill-ability spells such as Steel Hellkite and Meteor Golem, probably like three solid wraths to reset the boardstate, and maybe even a Planeswalker or two that can kill creatures just to have some added and repeatable utility thrown into the mix.
Redundancy. Now when you take a hand, as long as your mana curve is tight and your mana base is fluid, you'll be able to be more flexible in your plays.
We, in Commander, don't get the benefit of running playsets of the best spells in the game. We don't get 4x Counterspell and 4x Lightning Bolt and 4x Mutagenic Growth. So we have to make due with a Dreadbore and a Terminate and a Murder and a Go for the Throat and a Walk the Plank and a Fatal Push. Because now, if you draw a theoretical hand of say, 3 lands, some enchantment, an expensive creature and two of anything listed above, you're probably going to be good. Because you can get your lands out and hold your removal against someone's Commander to buy you time - as is how you'd want Midrange to play. As an example.
But, seeing as this is a General forum, the idea still remains. Redundancy. Run 2x, 3x and 4x of the very best cards. Now, your hand is far more predictable and solid, all the time.
Redundancy is how you win games.
1 week ago
Methodology: You were on the play in every game. Sideboarding was not included in any game as it usually would help your opponent more than you (and i was lazy).
Murktide: 0-7 Despite Murktide having the disadvantage of multiple dead cards in their deck against you, these games weren't even remotely close. You almost never got to resolve and keep anything of note. Your method of dealing with small threats was to 2-for-1 yourself with shards. Your early game was entirely non existent meaning they usually got 4 turns to try and kill you before you even started playing.
Crashing Footfalls: 2-5 Your first win was because i forced them to keep a once land hand to see what it would take for you to win. even with them missing land drops on turn 2 and 3 and your your turn 4 mishra they actually almost beat you. the second win was because by turn 12 they had managed to not draw a single cascade card, and despite that had you on the ropes most of the game.
Rakdos AggroL 1-6 Your win was when the opponent decided to take the damage option on combustion because they were at 18. turns out flipping a combined 21 works just as well here as it does in black jack. to be fair you actually had a decent board state that game. not certain if you would have won, but it was the only game you weren't out right destroyed in.
Overall: Your inability to fight in the early game is debilitating. You don't necessarily need to drop super big threats, but at least have a plan to prevent your opponent from killing you by turn 4. those Lightning Bolts in the sideboard would be a good start. Also now that i have read jaxis, they are not a good card for you. they are a win more card of sorts. they only do something useful if you don't really need them. Bone Shards's costs are actually a bit steep. Terminate is a really solid removal spell. Fatal Push is great if you want to keep to 1 mana. Dreadbore would be good to keep the planeswalker removal option of shards but i believe you are trying to keep the deck budget. you could get proactive and use cards like Inquisition of Kozilek to remove threats before they can actually bother you. Void Maw much like jaxis is a card that only even works in theory if you are already in a position where you should win. i don't know what creatures you'd want on the lower end. maybe something like Sin Prodder would be your type of fun but probably not the best card. something that produces tokens to block with would be nice but i'm not really sure what the options are for that as thats not really what RB is about.
3 weeks ago
Also, sorry to be a little salty here but that Dreadbore guy is tecnically not bald. You can clearly see the edges of his hardcore-undercut on the left side of his head as well as on the top.
1 month ago
Some pretty straight forward 1 for 1 swaps with better cards. Trying to add a little more interaction into the deck with cards such as Curse of the Cabal, Lethal Vapors, Neheb and Crypt Rats. Ob Nixilis looks interesting and is in there to test as well.
1 month ago
Never Return is alright but I think you have better options and it would compete with vindicate for space imo. Also, 2 black mana might be hard considering your mana base. Three other options I can think of are Terminate, Dreadbore, and Prismatic Ending.
1 month ago
What's your plan for protecting Maralen of the Mornsong? It's a strong card if you can effectively protect it, but there isn't a whole lot stopping your opponent from just tutoring removal for it at the moment. I might suggest Soul of New Phyrexia to be a board presence both on and off the battlefield, and give you a way to protect your permanents at effective cost. It's also a colorless artifact creature that can synergize with your other effects.
Also, I know that it doesn't come with cool art, but Terminate is a better Dreadbore for the most part. It can't destroy planeswalkers but it can be played at instant speed and is therefore a bit more of a tool.
3 months ago
Rain of Gore is good, but it does not stop Lifelink, while Tainted Remedy does. Bedevil is just Dreadbore at instant speed for one more , but it can also destroy artifacts. Brash Taunter's tap ability (in my opinion) is way better than Stuffy Doll's. Plus, it can deal damage to any player, not just the one target.
If you would like more inspiration on how to play in the punisher style, I cordially invite you to the Rakdos Festival of Fire! You should find some more inspiration on group slug synergy within this decklist. Hope this helps!