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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
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Duel Commander | Legal |
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Highlander | Legal |
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Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Expropriate
Sorcery
Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile this.







![Mishra, Lost to Phyrexia feature for Davros, the Dastardly Dalek [Group Slug EDH]](http://static.tappedout.net/mtg-cards-2/the-brothers-war/mishra-lost-to-phyrexia/femme_fatale-mishra-lost-to-phyrexia-bro-16657306070.png)
NV_1980 on
Inalla - A New Foe Has appeared
3 weeks ago
Hi,
So I play-tested this a few times. What stood out most to me is that the deck lacks a bit in win-conditions. In terms of dealing damage to the opposing side, your best bet is currently summoning wizards and their copies with Inalla and then using cards like Impact Tremors and Purphoros, God of the Forge. The other win-conditions are powerful, one-use sorceries like Exsanguinate and Torment of Hailfire. I'm not seeing much else you can do to swing games in your favor, but please correct me if I'm wrong.
I would advise to add some more avenues in here that will help you win. Make combat with your wizards more feasible by adding Marchesa, the Black Rose. As long as your wizards harass the opponent with the most life, they'll return to the field even if they die during combat (which allows you to benefit from their ETB's again). Cyclone Summoner and/or Galecaster Colossus can be used to put your opponents on a massive disadvantage in terms of battlefield presence. How about using Beguiler of Wills or Havengul Lich to steal whatever you fancy on the opposing side? The deck might also benefit from a few more powerful spells (especially since you already feature several means to retrieve them, copy them, etc. Clone Legion? Expropriate? Rite of Replication?
Icbrgr on Easter Eggs in MTG Art
3 months ago
Expropriate.... zoom in you see a silhouette of True-Name Nemesis (they share the same artist) and others fun stuff in the art.
DreadKhan on Which is More Important: Total …
4 months ago
In my limited experience, most decks want it's 'key pieces' to be as low to the ground as possible, this is why Night's Whisper is a very good card, it works in hands where you are short of key resources (but not so short that you couldn't risk the hand), and it's still completely worth playing if you draw it fairly late in the game; drawing 2 cards is almost universally a good thing, and only paying 1B to do it means you can either play it early or play it late and follow it up with something you drew. In contrast a card like Tower of Fortunes is a trap in almost every list because you need to input a grand total of 12 mana to draw ANY cards, meaning it's a dead card until you can generate 8 mana in one turn. That makes the card a lot worse in practice, since every game has early turns and only some games go long enough for Tower to really shine.
The same is true about ramping, something like Utopia Sprawl (or Crop Rotation might fit better lol) is incredibly efficient, it can be played turn 1 in many games and if it's drawn late it's literally mana neutral, making it a 'free roll' in decks that can count on having a Forest early. In contrast Explosive Vegetation is unplayable turn 1 in almost any situation, ditto for turn 2, and you will need to have ramped to play it by turn 3. This means that if you're stuck on 2 lands something like Farseek could find you a key land but Explosive Veggies will just sit there making you feel stupid. This makes Explosive Veggies a relatively unimpressive card, and that's why you don't see as much ramp that costs more than 3 (and many Spikey players hate paying more than 2 for ramp), it plays a lot worse in hands that would otherwise be keeps, and they can actually cost you games.
In contrast though there are 'value cards' (usually MV 4-6), these aren't necessarily going to win the game by themselves but these are important in metas that don't expect anyone to win too early. These types of cards can cost more mana because they're doing a lot, but most deck builders quickly realize you can only include so many of this type of card, specifically because they WILL clog your early hands. These types of cards drive up your average MV, most people like something in the 2.5-3.5 range (most prefer lower fwiw). It's worth noting that spells that cost 7-10 mana are often WAY more powerful, but most of these aren't necessary to win games, and due to their sky high MV these are even worse about clogging your hand. People are generally fine with Expropriate from a power level perspective, even if many find it boring, but I think a plurality of decks that are power level 7 and up eschew big mana stuff because they don't need it, if you can win with Rite of the Raging Storm then you don't need Expropriate. In cEDH people actually skew even lower on MVs, especially Ad Nauseam lists, and it turns out it's very possible to win games using almost nothing but MV 2 and under stuff, and unsurprisingly these incredibly fast and low to the ground win cons are the most powerful.
Ultimately the less resources you need to put into an effect the better that effect. It's equally true that all things being equal doing the exact same thing a turn earlier is MUCH better, and it keeps getting better each turn sooner (in an exponential manner). The complication for me is that cards aren't very equal, and it's actually possible to build decks that assiduously ignore all of the conventions I mentioned here (my Pavel Maliki deck has 17 5 drops and an average MV of 4.20, while my Sunastian Falconer deck has a gobsmacking MV of 5.35, both are functional decks IMHO) if you simply run better cards that have relatively high MVs, and run enough of them that you will consistently have one or more to choose from. The Pavel deck happily runs some stuff like Omen of Fire that can be completely dead because the deck can usually afford to have dead cards and still be a threat, and the Sunastian deck runs some pretty derpy 'big' creatures, many aren't even cost effective, it just doesn't matter because if you have enough huge creatures it doesn't matter if you paid extra for them, they're still huge creatures that will stomp the opponent into gravy! In effect both decks win the games they win via scale, Pavel tends to have a lot of cards that trade for multiple cards, and Sunastian's effects are often so bulky that they just go right over other decks.
Even in 1v1 some of my weird Legacy decks sneak in some pretty high MV cards, and often these cards can steal games when I'm in topdeck mode (in Legacy anything over MV 2 is considered 'really high' fwiw), even if they cost me a few when I draw terribly and have 5 3 drops in my first 9 cards and I scoop. Ball Lightning is a really bad card by many metrics, but if you playtest a Burn deck in throw one or two in they WILL steal the odd game due to card efficiency (Burn's biggest problem has always been running out of Bolts).
DeinoStinkus on Help me Fix a Broken …
9 months ago
Hello.
As happens often, I was brewing a custom card late at night for my Legacy Horizons 2 set and accidentally created a monstrosity.
In case you can't tell what the issue is, think Faithless Looting into Enter the Infinite or Expropriate. Loop ad infinitum.
I. Uh. Am normally decent at fixing broken cards I've made, but I'm at a bit of a loss for this one. How could I change this card to make it better?
I want it to stay in the same design space as Animate Artifact, Animate Wall, and Animate Dead, as well as this other card I made.
NV_1980 on
U/B/R Pirates
1 year ago
Some ideas to add to the theme/tribalism of your deck :)
- Blatant Thievery/Bribery/Expropriate/Insurrection: Take what you can, give nothing back!
- Breeches, Brazen Plunderer: is awesome at helping you steal your opponents' stuff.
- Coastal Piracy: lots of potential draw and very much in theme.
- Coercive Recruiter: another awesome card for stealing stuff, this time for opposing creatures already on the battlefield.
- Fathom Fleet Captain: yay, a pirate-generator!
- Kukemssa Pirates: now we're stealing artifacts too!
- Ruthless Knave: sacrifice the creature you just stole and create some treasure tokens instead.
- Zephyr Singer: wait, what?! FLYING pirates?
kpres on Commander Deckbuilding Advice - A …
1 year ago
I have some deckbuilding advice. I'll make it concise:
The Three Problems
Your goal is to play a winning combination of cards before your opponent can do the same. To do this, you need to draw the right cards, be able to cast them, and do this faster than your opponent despite their efforts to stop you. These are the Three Problems your deck is trying to solve. It is tempting to fill your deck with only cards that work towards a build-around commander, but if you do, you'll have 4 or 5 mana available on turn 6, you won't be able to stop your opponent's threats, and you won't be drawing the cards you need. Follow the quantity recommendations below to deal with the Three Problems and still get to play your strategy.
Include 28 lands, plus 2 for each color, plus the average mana cost of your deck. So for a typical 3 color deck, you're looking at 39-ish lands.
Include 10 cards that let you deal with threats at instant speed. Every opponent uses artifacts, enchantments, and creatures, and you often need to disrupt a combo that's about to go off when it's not your turn.
Include 10 cards that net you more cards. With a high density of card draw spells, you are more likely to draw into your next draw spell and never run out of things to do.
Include 10 cards with low mana cost (3 or less) that give you more mana. Generally for every 2 mana rocks above this number that cost 0 to 2, you can cut one land.
Include up to 5 "win-more" cards, not more. These are cards like Doubling Season that are only good when your deck is already doing what it's supposed to do.
Include 1-2 spells that serve as a big finisher that works even when you're losing. Examples: Rise of the Dark Realms, Insurrection, Expropriate, Primal Surge, or Overwhelming Splendor.
Include 1 card that hurts decks that use the graveyard, such as Tormod's Crypt.
Include 1 card that recycles your graveyard, especially if it can be played from the graveyard or activates when milled. Gaea's Blessing is a good one. Feldon's Cane is especially good if you are using your graveyard and you would rather have your graveyard be in your library than exiled by someone's Bojuka Bog.
Include 1 board wipe, but it must fit the theme of your deck and break parity. For example, All is Dust when you're playing colorless, Living Death when you're playing reanimator, Hour of Reckoning when you're playing tokens, Cyclonic Rift in blue, etc. The more one-sided, the better.
Include 20 creatures, at least 10 of which can be played by turn 3. Some of these cards can double as your removal, ramp, or draw, or strategy cards. Having creatures prevents you from taking opportunistic early combat damage, and helps you recover quickly after a board wipe. Creatures with ETB effects are more valuable when you can blink or reanimate them.
Include 20-30 cards that work with your deck's strategy. It seems like not enough, but when you include more than this, you're cutting removal, draw, or ramp, which are all necessary for dealing with the Three Problems. Also don't forget that when you have enough card draw, you'll have access to most of these strategy cards.
griffstick on top cards of each color
2 years ago
iRidetheTvan on
Thassa Blink
2 years ago
Show and Tell or Flood of Tears serve as extra ways to cheat big things in. I also run Jin-Gitaxias, Progress Tyrant because two copies of Expropriate or extra turns is better than one.
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