Elixir of Immortality
, : You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.
|Want (4)||Mondragoonest , evallard13 , uhore , TrevStar7|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Elixir of Immortality Discussion
4 days ago
Thanks for the comments!
Wow. After looking at that burn deck I understand what sergiodelrio was getting at. I think I was being a naïve. That other mono-red hollow deck looks pretty interesting though and probably more our level/slightly above.
The deck below is a rough outline of what I can remember for a white deck I put together. I think its fun because I plays differently in a lot of situations. The amounts aren't exact. There is some other stuff in there I can't remember like a life boost (I think a creature or two that gives life upon sacrifice). For deck building we generally build with what we already have (I have bought specific cards before to be really annoying such as Armageddon). So I typically don't have enough cards to reliably power combo, though its likely I'm not clever enough yet to recognize the potential with what I have. To compete against this he usually whips out a blue deck with tons of counters, clones, and stealing. They are roughly even. A red deck in the theme of burn has also been used (mana vaults, sol rings, fireballs and goblin gernades etc).
Land Drifting Meadow x 4 and Misc.
Side board -- all available cards.
1 week ago
You may want to consider the Timmy route and go for massive X-spells, such as:
Also Anger of the Gods is underrated and can prove useful against certain archetypes. Now while it is true that you are hitting your own Werewolves in this process, you can always cast more, hold back on them, or find ways to get them from your graveyard. For example, Feldon's Cane, Renewing Touch, Piper's Melody, Cranial Archive and Elixir of Immortality.
Have land tutors and land ramp spells and the rest as Werewolves. Now you can ramp out Werewolves to apply pressure, wrath the board and get your puppies back. The goal of the deck would be to wear thin your opponent's resources with a continual assault across the board at all times.
As an added bonus, his reverse side wants to have tons of mana anyway, so focusing on X-cost spells is perfect.
1 week ago
TL;DR: I want to make Turbo Fog better, but I'm not sure how.
I like the philosophy of Turbo Fog, and I've had some success with it in FNMs and casual tournaments. I'm trying to push it up into at least low-tier competitive, but I think it's gotten left pretty far behind. It hasn't really gotten any new toys recently to get it above casual tables.
Basically, Turbo Fog is a control deck that tries to avoid taking any damage by neutralizing the opponent's attacking creatures and avoiding or removing harmful spells. It's a similar line of thought to Lantern Control or prison decks.
Starting with the Fog part, there are a few ways to go. Spore Frog and Kami of False Hope are cheap creatures that are easily searched and recycled, but there aren't many other creature options. The old-school method is instants like Darkness and Ethereal Haze, but while they have more options, they don't have as many ways to search or recur them, with Isochron Scepter and Snapcaster Mage probably being the best. Finally, there are the enchantments and artifacts. Leyline of Sanctity takes care of a lot of the non-damaging effects, Ghostly Prison is good but offers a workaround, and Ensnaring Bridge needs a little too much dedicated support, in my experience. Turbo Fog isn't big on emptying its hand.
Next up is the Turbo. The traditional draw engines are Howling Mine and Phyrexian Arena, and Stormfist Crusader is a mixture of those two. The Royal Scions and Jace Beleren provide some Planeswalker support. Teferi, Hero of Dominaria does pretty much everything a Turbo Fog deck wants.
For removal, I generally look at all-purpose stuff, like Abrupt Decay, Assassin's Trophy, and Counterspell. The Fog effects provide pseudo-removal against attackers, so it's the utility creatures and other effects that pose problems. All the same, a good Supreme Verdict is always welcome. Engineered Explosives and Nevinyrral's Disk are other mass removal options.
Finally, and most importantly, the win condition. The three main approaches I've seen and/or tried are draw damage, semi-passive mill, and simply attacking with a big creature. For the draw damage, there's cards like Fevered Visions, Runeflare Trap, Fate Unraveler, basically anything that might see use in a Wheels EDH deck. Semi-passive mill comes from symmetrical drawing, while recycling cards through Blessed Respite or Elixir of Immortality. For big creatures, my headliners are Kefnet the Mindful and Sigarda, Host of Herons--5 power, evasive, and hard to kill. Honorable mention goes to Nexus of Fate, just to completely lock out the opponent.
I've poked through a lot of cards and tried a lot of variations, but I'm still not sure I'm not overlooking something. It's very color-heavy, but every color offers a unique option that's hard to replace in at least one category. I'm currently leaning toward or . Of course, it may just be unable to compete at a higher level with the tools it has now. What does Turbo Fog need to get into the competitive boards?
2 weeks ago
Most people are familiar with the classic Isochron Scepter + Dramatic Reversal infinite mana combo, however I have been wondering about running Nivix Guildmage as a backup to this in my Kenrith, the Returned King deck (King me! King me!). The main reason for this is that the deck has a very heavy reliance on Kenrith once it has assembled infinite mana to either draw to a win condition or pump creatures and turn sideways. In fact, every combo based win condition has to go through Kenrith.
This is fine for the most part, as having him as my commander means that I should have access to him most of the time (especially with infinite mana available). however, the thought of including Nivix Guildmage was two fold - the first was that he acts as an infinite mana combo piece with Dramatic Reversal, but also becomes an infinite mana sink to either copy any other spells in hand as well as loot the entire deck (which with infinite mana and Elixir of Immortality can form other win conditions).
The question is, is it worth making a slot for Nivix Guildmage, or are the odds of not having access to Kenrith low enough that it's not needed?
3 weeks ago
1 month ago
Poly_raptor yeah I didn't mean what to cut for the urborg since that can just be a land shuffle.
Elixir of Immortality is a bit of a pet card of mine tbh. I just find it a nice cheap include that helps me handle mill strategies as well as keep me from decking myself in protracted games. I will consider cutting it for sure though! Any other cards stand out?
Thanks for the feedback
1 month ago
Hmmm I guess for Urborg you could simply swap it for one of your snow-covered swamps.
Is there any particular reason you’re running Elixir of Immortality ? I think that could be cut
1 month ago
bradtheimpaler13 you can change the looks of cards on tapped out by getting altar codes. Just look up altars in search and you will find it I do believe. I forget how to change it every time and have to look it up again lol. Thanks for the comment.
I do have Elixir of Immortality that lets the deck reshuffle “infinitely” so I could get it back anytime… however I have been looking to get rid of Urborg, Tomb of Yawgmoth so maybe I’ll switch it and do some play testing. Thanks for the suggestion.