Combos Browse all Suggest
|Commander / EDH
|Commander: Rule 0
Engulf the Shore
Return to their owner's hands all creatures with toughness less than or equal to the number of Islands you control.
10 months ago
I'm always a fan of big, expensive, heavy-hitting creature tribes and this is no exception! Depending on your local meta, however, you might need more board wipes than just Scourge and Wave. A fun one that is very on-theme is Crush of Tentacles, but that might leave you struggling to replay your own expensive creatures. Other possibilities are Engulf the Shore (dependent on how many islands you control, may or may not bounce your own stuff) and Spectral Deluge (basically a foretell-able Engulf that ignores your creatures).
1 year ago
2 years ago
Hey, well done for a first deck. You have good card sense on a budget and you've even included Rimewood for Farseek, nice. Sol Ring and Arcane Signet are staple budget mana rocks in Commander to consider adding.
I see Retreat to Coralhelm, but I don't see the missing piece to the Retreat landfall combo. Budget Llanowar Scout or Scaled Herbalist tap to put a land from your hand onto the battlefield thus you can untap one of them with Retreat and repeat. These creatures let you put a land from your hand onto the battlefield at instant speed to trigger Aesi on opponent's turn. The last piece of the combo is Simic Growth Chamber or Guildless Commons. The land can bounce itself back to your hand and repeat.
I see Kodama of the East Tree; if you add Meloku the Clouded Mirror then you have another landfall combo. Any basic land can be repeatedly bounced and played to create infinite 1/1 Spirits. Tap a basic land to make one mana, use that mana to pay for Meloku and bounce the basic land you just tapped. This creates a 1/1 Spirit which triggers Kodama, put the same basic land from your hand and repeat.
There's a secondary sea monster theme here which Ominous Seas would expand on. Seas has interaction with Aesi since you put a counter on it each time you draw a card including your first draw each of your turns. Combine Seas with Retreat combo to make infinite 8/8 Krakens. Whelming Wave can be a blowout since Aesi is a Serpent. Bounce all opponents creatures leaving just Aesi and any other sea monsters still on the battlefield. Wave is nice Fierce Empath to bounce it to then cast it again to tutor again.
Teferi's Ageless Insight lets you draw an additional card whenever you draw a card. For each card drawn means that if you have an effect that draws more than one card such as Brainstorm you instead draw six cards. Yavimaya Coast, Bant Panorama, Blighted Woodland are some budget land upgrades to consider.
Some cards to consider cutting:
- Llanowar Tribe: too difficult of a casting cost when playing so many Islands.
- Engulf the Shore: too many Forests.
- Arbor Elf: too many Islands.
- Sphinx of Uthuun: not needed and too much CMC for what it does.
- Verdant Sun's Avatar: not needed, have life gaining from other cards that are less CMC.
- Khalni Heart Expedition: subpar source for ramp/landfall.
- Explosive Vegetation: the other two four drop land ramp spells are better.
- Beast Whisperer: a good card, but you can get repeatable draw from other sources that don't require you to cast a creature since the majority of the creatures here are high CMC.
Good luck with your deck.
2 years ago
It also makes them more consistent.
Lack of consistency is an issue for this deck. It just can't always get the right pieces in hand, when it needs to.
Part of the issue is the amount of counter spells. You need more removal, to deal with cards that slip through, and get cast. Something like Murderous Rider and/or Heartless Act (although Hero's Downfall can be better than Murderous Rider with Dig Through Time ).
Fatal Push on its own can't deal with larger Creatures, or Planeswalkers.
I would swap the lone Swamp for Urborg, Tomb of Yawgmoth as it is strictly better, and helps with colour fixing. Although you might then need to add another basic Swamp, so that Fabled Passage can find it.
At the moment Fabled Passage is fairly useless as you often have lots of Islands, and you only have one Swamp that you can find in your deck.
In my play testing Engulf the Shore wasn't great. I had a creature with Haste, and two equipment on the field. I just played that creature again on my turn, reattached the equipment, and hit as normal.
I see that you removed Negate which I consider one of the best counter spells in Pioneer. What was bad about it, for you?
Have you played this deck competitively? I would be interested to read some match reports to see whether or not I've been playing it wrong.
Hope that helps.
2 years ago
Great stuff. Perhaps this exceeds the cost of your target cost per card, but Engulf the Shore seems perfect in this deck to remove lots of creatures at once and enable you to use your wizards etb triggers again
3 years ago
Totally forgot about Castle Vantress, I'll add it as a one of so I don't reduce the effectiveness of Engulf the Shore too much. As for Midnight Clock, I'll playtest this a bit, but I don't think it's going to be more effective than Day's Undoing at the same CMC and requiring fewer resources. Thanks for the suggestions.
3 years ago
Hi KrenkoSobBoss. Many thanks for your compliments. I feel very honored and am happy to see that someone is taking note of my deck and is inspired by it. Feel free to upload your deck to tappedout and I will take my time and comment on it if you so wish. I strongly believe that it is a fuck deck to play and worth investing money in :)
First off, you have a very keen eye and, indeed, I discarded Isochron Scepter and put it back in just recently along with Temporal Manipulation, which by the way is the reason for that. I will update the primer in due time (probably in a week or so when I have my vacations). For now I'll give you the short answers to your questions.
Targets for Isochron Scepter:
With these cards you can go infinite with Temporal Manipulation, except with Mystical Tutor. With Narset's Reversal and Mystical Tutor you can go infinite with Nexus of Fate. Outside the combo I would put in any counterspell as you can bounce Isochron Scepter later on to put any of the above mentioned cards in to combo off. As for Time Stretch, I wouldn't play it. Too high CMC. That's also why I cut Enter the Infinite.
What were the latest changes....