Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.
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|Commander / EDH||Legal|
Latest Decks as Commander
Eerie Interlude Discussion
1 week ago
I decided to pitch the combo for now and just go for some powerhouse creatures for this deck. As a Mel the one thing I don't like about the combo is that Altar is a dead card without Samurai or Rest in Peace . Plus there is a lot of value without this combo, and my opponents will appreciate less of it.
Took the deck for its first couple of runs tonight, unfortunately only 1v1 since only one member of my playgroup was available. I was up against Lathril, Blade of the Elves , and he had a lot of life, tons of tokens, and had knocked me down pretty low during the first game until I played Doomskar and saved and blinked all of my non-token creatures with Eerie Interlude . Prior to this I had done some damage and recovered some life with Sephara, Sky's Blade , and while he was successfully able to remove her, I was able to wipe him out pretty quick with my army. In the second game I resolved Coastal Piracy early and was able to draw cards like nobody's business. As a result, the game wasn't particularly close, and I was able to flash out Dictate of Heliod on his end step, and then lock down his many tokens with Lavinia of the Tenth to finish him off with my pumped army.
I really do like the relaxed, controlling pace of this deck. I had plenty of answers to various threats and didn't need to be stingy with them, which was nice. I'm definitely a fan, and don't feel like I need the splashy combos for now, though I will probably add Coat of Arms soon as a wincon and target for Whir of Invention .
3 months ago
just gonna go through some hard stats real quick cards that give you card advantage ie gets a card from your library into play or into your hand: 7 cards that ramp you ie gets lands into play, produces mana, makes creatures cheaper: 17 cards that can destroy your opponents creatures/artifacts/etc :5 of those 5 cards they only deal with creatures and most need to be dealt damage first. so an opponent plays a proaganda/ghostly prison you cant attack your deck is useless. green, red, white have some of the best removal for almost any permanent. problematic artifacts and enchantments get the Wilt , Nature's Claim , Return to Nature , Krosan Grip , Crush Contraband to name a few. opponent has a magus of the moat or another problematic creature? Path to Exile , Swords to Plowshares , Abrade , Lightning Bolt , any number of efficient fight spells like Domri, Anarch of Bolas , Prey Upon , Inscription of Abundance , Primal Might . opponents threatening to cast a board wipe? Eerie Interlude , Cosmic Intervention , Unbreakable Formation .
In short, a bit less ramp, a bit more card draw, and you really really need interaction. You can't expect to make a dino army and not have anyone try to interact with that. I know dino smash but dino can be smart too, dino can be clever girl.
3 months ago
Cool deck. I’m thinking about building 4c Omnath and looking for inspiration.
Eerie Interlude is another great flicker/protection spell to loop with E.Witness and Greenwarden.
3 months ago
Mono-White does 3 things well in Commander:
- Alternate wincons, it has two lifegain wincons that are extremely easy to hit and one spell-based.
- Pillow fort with angel or other flying beaters. Protect yourself, then hope the board has picked apart itself enough you can win with those big fliers.
- Equipment. Currently white and red are kind of tied for best equipment based decks, but white does it slightly better.
What it doesn't do well in commander, ironically, is its token go-wide strategy that works in Modern and Standard decks usually. That's because the board is getting wrathed by red/black/and white itself constantly. If you're generating tokens in white commander you are for sure putting protection or indestructible on them through equipment or enchants or you're losing.
There is also one other thing that white does better in all formats than any other color, and that's flickering/blink. Yes blue has some of it and thus if you combine them into Azorius colorings you get access to all the blink tech but white just has way more. With Flickerwisp and Eldrazi Displacer for 3 mana you can disrupt so many people's combos and plans. That's not even including Restoration Angel , Cloudshift , Eerie Interlude , Otherworldly Journey , Sun Titan , Felidar Guardian , et cetera.
Block, blink. They don't have trample? Tough time for them. Especially tough if what you're blinking has a powerful ETB effect. If it does have trample? Just blink the offending creature instead of your own. With wisp you can blink lands and artifacts and enchantments and have them come into play untapped. There's a ton of stuff you can mess with using that tech. It's just unfortunate that even though white has the best blink tech out there, they don't print too much of it any more. Possibly because of how powerful ETB effects have become in the latest few sets... especially when you combine it with red.
3 months ago
This deck seems tailor-made for Essence Flux . It could replace or play alongside Cloudshift . As for other flicker effects, I've had moderate success with Eerie Interlude as a Ghostway that lets you keep what you need on the board. Focusing more on spirits, there's Supreme Phantom as another lord or Forbidding Spirit , Geist-Honored Monk , Anafenza, Kin-Tree Spirit , and Hanged Executioner as cards that might synergize with the exile theme. Less budget-friendly but still powerful includes are Spell Queller and Skyclave Apparition .
3 months ago
I've found the strongest allies can be is if you can repeat their ETB effects. Blink and cloning are the best ways to go about that. Graveyard retrieval is another option as well.
I've got tons of effects to make my allies recur over and over in my allies version. It's way more expensive (I originally built it as budget and had cracked most of the cards from packs at the time) but there are still some great budget finds in there:
My big suggestions for at least some protection/recursion from removal and some tricks (you don't have to go with the whole recurring flicker gimmick to get use out of some strategically done recursion... such as snagging more tutors out of Tazri) would be Eerie Interlude , Momentary Blink , Planar Guide , Rescue from the Underworld , March from the Tomb could replace your All Suns' Dawn since it puts them right back on the field. If you don't like the blinking idea Tazri, Beacon of Unity from your maybeboard can help repetitively dig for allies better than a one time tutor ETB from General Tazri will.
Also not budget, and it will make you do a lot of math since all the copies ETB and see each other at the same time, but Rite of Replication is one of the strongest cards allies decks can use, as well as Panharmonicon .