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Latest Decks as Commander

Entomb Discussion

multimedia on Rolling in the Deep

15 hours ago

Hey, thanks for the upvote at my Krothuss deck :)

How are you liking the heavy sea monster theme? Heartless Summoning is really neat tech. I started with this kind of theme, but switched quickly because I found that Spawning, Hullbreaker, Winder and Yawning are far away better than all other 6 CMC plus sea monsters. Playing others felt not needed compared to lots of other cards I could be playing, essentially more support.

Since you're playing lots of high CMC creatures consider expanding on enablers for reanimation?

Obsessive Stitcher is first a looter then it can reanimate at instant speed which is important to be able to attack with the creature you reanimate for attacking Krothuss to copy. Stitcher and Entomber both survive Heartless. Vile Entomber is a creature who Krothuss can copy. It's deathtouch lets it basically freely attack and having a repeatable Entomb effect is very good for reanimation and Wonder. The first time it attacks to be copied simply get Wonder while in combat.

Now that there's Hullbreaker combo I don't think Kederekt Leviathan is needed since it wrecks you too. Bouncing Krothuss and all tokens seems counter productive when there's many other effects to tap down or bounce permanents that only affect opponents.

Obsessive Stitcher can do more for Runo as well as Krothuss then Nadir Kraken. Nadir is fine because it's a Kraken, but do you really need it's effects? Creating 1/1 Tentacle tokens doesn't seem that good and has negative interaction with Heartless. If Tentacles triggered Spawning then that's a reason to play Nadir, but they don't. I also don't like that any counters that are on Nadir aren't copied when Krothuss makes token copies of Nadir.

Good luck with your deck.

Daedalus19876 on BtheChemist

3 days ago

You kind of caught me at a bad time, haha. Over the last few days I've been moving over to Moxfield.

In the future I'll mostly be active on that site. My Araumi lists -- budget and full power, both updated -- exist over there as well, so if you want to ask future questions I'd do it there: https://www.moxfield.com/decks/Cx0f3NJkDU203YLF6K3kqQ and https://www.moxfield.com/decks/bW0uHT957kORx7N5V1uCPA

But before I go, I can answer your questions real quickly :)

Araumi is honestly my trickiest deck to pilot. Have you read the primer in my full-power version? It helps a bit.

In the early game you want to prioritize dumping cards into graveyard -- either by self-mill, looting, or Entomb effects.

IF you can get Araumi to survive on the battlefield, everything is great: nearly all the creatures in the deck have overwhelming effects when encored. Nearly all of our "spells" (removal, ramp, etc) are on creature ETBs.

If you can't get Araumi to survive, that's fine -- in that case, you want to prioritize finding reanimation spells in hand, then assembling a combo from the cards you've milled into graveyard. This is the part where the primer is very helpful. Some common combos are Mesmeric Orb + Aphetto Alchemist, or Scholar of the Ages + any reanimation spell + Sacrifice, or Glasspool Mimic  Flip + Cavalier of Night + any sac outlet.

In response to your other question, about improving your own decks... The guiding rules that I live under are:

  1. I want to ramp as fast as I can, so I run almost zero tapped lands, and I like mana rocks which cost 2 and produce 1 and come in untapped. Similarly, draw is good, particularly repeatable effects which say "Whenever X, draw a card".
  2. Any spell which you're paying 4+ mana for should threaten to win the game very quickly, if not answered. Something like Force of Will would count as zero mana for this sort of rule, by the way.
  3. Play lots of removal, but mostly at 2 mana or less. You don't usually want to hold up huge amounts of mana for removal / interaction, because you waste those resources if you don't have a good opportunity to use the "trick" you're holding up.
  4. It's very tricky to win non-casual games via combat damage. This is because most cards are balanced for "I need to deal 20 damage to an opponent", and in Commander you have to do 120 damage instead. TLDR, combat is weak in Commander, though certain commanders can make it work.
  5. Combos and tutors are great, and help win games without paying attention to life total (thus, dodging the problem above). However, I would not run ANY card which is bad outside of a single combo. If you're building with combos, I'd try to find redundancy where you can, multiple cards which can all fill different roles and replace each other. That way, you're less vulnerable to a single point of failure!

I hope all that helps!

multimedia on Runo stormkirk duel wielding sea monsters

1 week ago

Hey, good first draft. I'm having a lot of fun with Krothuss; Runo is just along for the ride.

Your deck doesn't have a Commander. In the deck editor after Runo Stromkirk text add CMDR.

1x Runo Stromkirk (DBL) *CMDR*

When you save and return to the deck Runo will be the official Commander with it's own category and card image.

Consider cutting a few lands: Temple of the False God and some basic lands, for some more cards to help setup Runo to transform?

Hullbreaker Horror is a new Kraken who has great interaction with Krothuss. Hullbreaker + Sol Ring + Mana Crypt is infinite colorless mana by bounce/cast each of these mana rocks. Hullbreaker + Sol Ring + Mox Amber is infinite colorless mana as well as blue/black mana if you control Runo or Krothuss. If you control token copies of Hullbreaker then these combos can bounce all your opponents nonland permanents and keep doing this on your turn to lock your opponents out of having nonland permanents as well as clear the battlefield of blockers to attack.

Wonder is powerful for Kraken who don't have evasion such as Hullbreaker, Spawning Kraken, 9/9 Kraken tokens, etc. An effect to give all creatures you control flying is needed with Stormtide Leviathan. Buried Alive can get Wonder as well as two other creatures you want to reanimate or help to transform Runo.

Vile Entomber has Entomb which can be helpful with Krothuss. Vile can first support to setup Runo then when Krothuss/Vile attack make a token copy of it to get Wonder while in combat. Baleful Strix is a good Dimir creature and can be repeatable draw with Krothuss. Mutate Strix with Sea-Dasher Octopus on top for a draw engine with Krothuss.

Some upgrades to consider:

Good luck with your deck.

pleH on Traumatide

1 week ago

mlequesne, hey, fair warning, big ol' blurb incoming. I really appreciated you getting my thought train going again since it's lead to a really fun night of brainstorming ways of getting the Isochron Scepter combo into the list and I wanted to talk about it a bit.

Initially I was skeptical about the combo since Dramatic Reversal didn't target anything or provide too much on it's own. That said, I still don't think it's the perfect new addition, but it's definitely not useless. In playtesting it usually ends up being used as a minor ritual to net 1 mana. On the other hand, Isochron Scepter is an AMAZING new addition. Like, I didn't realize how many solid targets I already had in the deck for it! In the realm of infinites, for 7 mana both Path to Exile and Tithe loop with Emeria Shepherd and Repository Skaab as long as any Plains remain in the deck, and I can replace Reanimate with Shallow Grave to loop Repository Skaab since it sacrificing itself gets around SG's EoT exile. For just solid value being able to cast Lim-Dul's Vault every turn for Axis of Mortality seems nice, being able to fill the graveyard with Entomb is a decent option as well, and of course there's always Swan Song. On the rare occasion that I do get Dramatic Reversal on the scepter, Cephalid Illusionist can actually mill the whole deck and win like that, Verity Circle can tap everything forever, Vilis, Broker of Blood gets silly, Magus of the Bazaar and Mirror-Mad Phantasm mill as much as needed... honestly the options are crazy.

Anyways just wanted to say thanks again for getting me back in the groove. I've already ordered in the new additions and can't wait to get them sleeved up.

MattN7498 on Ur-Dragon's Multiverse Onslaught | *PRIMER*

2 weeks ago

Zmanz710 Flavor and I think it's more reliable. Sure Drakuseth has more upside of swinging and sticking around multiple turns but Atarka has the guaranteed damage when it ETBs and doesn't require any swinging. Obviously with wanting haste in the deck, Drakuseth would also be better but it's not something you can always rely on having. And yes that's another good point with Teneb and Scion of the Ur-Dragon. Basically an Entomb for whichever Dragon you want and then can reanimate back.

multimedia on Olivia’s League of Demon Himbos

1 month ago

Hey, well done, you have good card sense on a budget. Nice Master of Cruelties and interesting Demon theme.

Board wipes are very popular in multiplayer Commander and a single board wipe really wrecks you unless you can protect a legendary Vampire from being removed. Consider some budget cards to give Olivia or another legendary Vampire indestructible?

  • Gift of Doom: cast it as a morph for three mana and then morph it even at instant speed for no mana cost just sacing a creature.
  • Tyrite Sanctum: land that can be a repeatable way to put a +1/+1 counter on any legendary creature you control and after doing so you can sac it at instant speed to give that creature indestructible.
  • Daring Fiendbonder: discard it and then exile it from your graveyard for two mana.
  • Professor's Warning: instant for one mana until end of turn.

Some other cards to consider adding:

Many of these suggestions to consider are sac outlets that way you can take advantage of sacing and then reanimating the same creatures with Olivia especially Master of Cruelties.

If interested I offer more advice including cuts to consider. Good luck with your deck.

Azeworai on Bring out your dead!

1 month ago

Just a note: Given the inclusion of Field of the Dead, it bids that the deck includes a variety of land names. As such, I would split the basics into both Snow-Covered and normal basics.

Moreover, I have my own suggestions beyond the intrinsic. Unfulfilled Desires is a splendid card that every Dimir deck should have within its grandeur.

Buried Alive and Entomb each find the best card in the deck, being Gravecrawler. To bin and back.

Best of luck brewing! If you care to peer upon it, I have my own macabre menagerie here: Consigned to the Graves

Fare thee well.

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