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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- Sacing a mirrorpool to copy a fatal push: when is revolt checked on fatal push
- Improvise and Fatal Push
- If I have a Phantasmal Image that is a copy of a selfless spirit and it get's targeted by a fatal push, can I sacrifice it in response to the phantasmal image static ability (to sacrifice it)?
- Fatal push with dimir Aqueduct
- Veilstone Amulet timing
Destroy target creature if it has converted mana cost 2 or less.
Revolt — Destroy that creature if it has converted mana cost 4 or less instead if a permanent you controlled left the battlefield this turn.
3 days ago
Cards i’m not a fan of here
Quest for the Nihil Stone feels like it will be a terrible draw mid-late game, and has a super-small window of usefulness.
Outside of that, i’m worried you don’t have enough ways to deal with creatures on-board. I think there’s too high-odds the opponent can just beat you down with creatures faster than you can rack-them. Some Fatal Push could help you a lot here.
4 days ago
Love the deck idea, a few things I noticed.
Most decks I’ve seen that play 3 or more colors only run 1-2 “triome” lands. They are great, but having 4 of Xander's Lounge could slow you down late game when you don’t wanna draw a tapped land.
I’ve seen Memory Deluge used in most UW control decks and it has worked out great for them when it comes to card selection.
Lastly, Collective Brutality may seem rough but its flexibility is what makes it a great sideboard card. Maybe reducing the number of them and placing it in the sideboard will help show their potential.
Hope this helps out! Love the deck idea and hope to see other control decks get some traction.
1 week ago
Wasn't there a fix already proposed? The "French" Mulligan, I believe it was called? Where you draw 7 and, when you decide you'd rather not keep a hand of 6 lands and 1 mana rock, you take those seven cards and throw them at the bottom in a random order. You draw the next seven and decide if you'd like to keep. If you do, you choose 1 of the 7 and that too goes to the bottom.
If you do not keep, all 7 go to the bottom and you draw the next seven. If you keep that, you choose 2 cards and those go to the bottom.
- (They may all get shuffled in, I'm not sure.)
Either way, the best way to end poor draws and needless mulligans is to just adhere to proper deck building techniques, such as land ratios and mana curves. That won't guarantee you 100% of the time that a hand is usable, but it will significantly improve your odds.
Although the BEST method is to implement redundancy. For example, having a "midrange" deck with only 5 removal spells is entirely pointless. You'd want probably 12 removal spells, so you constantly draw back into something new, to keep the midrange game going. Hell, you may want something like 12 instant / sorcery removal spells, a few kill-ability spells such as Steel Hellkite and Meteor Golem, probably like three solid wraths to reset the boardstate, and maybe even a Planeswalker or two that can kill creatures just to have some added and repeatable utility thrown into the mix.
Redundancy. Now when you take a hand, as long as your mana curve is tight and your mana base is fluid, you'll be able to be more flexible in your plays.
We, in Commander, don't get the benefit of running playsets of the best spells in the game. We don't get 4x Counterspell and 4x Lightning Bolt and 4x Mutagenic Growth. So we have to make due with a Dreadbore and a Terminate and a Murder and a Go for the Throat and a Walk the Plank and a Fatal Push. Because now, if you draw a theoretical hand of say, 3 lands, some enchantment, an expensive creature and two of anything listed above, you're probably going to be good. Because you can get your lands out and hold your removal against someone's Commander to buy you time - as is how you'd want Midrange to play. As an example.
But, seeing as this is a General forum, the idea still remains. Redundancy. Run 2x, 3x and 4x of the very best cards. Now, your hand is far more predictable and solid, all the time.
Redundancy is how you win games.
1 week ago
Check out my decklist. Its pretty much what most tournament-winning mill decks run. The only exception is I believe in the power of Mesmeric Orb more than others, but I think the constant value outweighs moving those 3 slots into other cards. The ultimate tip a mill player can embrace is to always focus on milling and not get distracted by too many other game elements.
Im experimenting with Founding the Third Path however it works well with Mesmeric Orb's self-milling, hitting copies of Tasha's Hideous Laughter or Fractured Sanity that hit your graveyard. At worst, you hit a Fatal Push, Drown in the Loch or Visions of Beyond
1 week ago
Demilich, as much as I like the card is a trap, something like Bedlam Reveler or Kroxa, Titan of Death's Hunger might serve you better... Without Demilich you could essentially be a BR deck which will be easier on your mana. Mystic Sanctuary and Witch's Cottage potential to be tapped lands makes them bad, while lands like Den of the Bugbear and Hive of the Eye Tyrant are more suited to a low to the ground deck lick this. Cut Down should probably be Fatal Push or Bloodchief's Thirst leaning more to the latter as an answer for planeswalkers as well as creatures... Shrieking Affliction could be something you want, if you are wanting to go down the discard route.
2 weeks ago
They will not be able to do this. The sacrifice text on Diabolic Intent is an additional cost, to be paid during the casting of the spell itself.
No player gains priority while someone is in the middle of casting a spell--"priority" being the official term for "the ability to cast a spell". You will pay all costs before Diabolic Intent is put on the stack--including the cost of sacrificing a creature--and it will not be until Diabolic Intent is fully cast that your opponent can respond. By that time, you will have already paid the cost of sacrificing the creature, which means that creature will already have been removed from the battlefield and no longer can be a target for Fatal Push. This also means they cannot use Fatal Push to disrupt your casting of Diabolic Intent.
2 weeks ago
2 weeks ago
aholder7, thanks for play testing it again! The results are a little disheartening, but pretty much what I expected. Like I said before though, this is meant more as a casual deck for me to play against my group of friends who also just play casual, and as it is I think this deck already has more removal than they like. I like how this deck feels right now in terms of my play group's power level so unless it ends up getting absolutely demolished by my friends, I think I'll keep it as is for now.
However, I was tinkering around with the deck a little more to address the weaknesses you stated, and I think I've made a deck list that could possibly hold its ground better against a lot of the decks you play tested mine against. Here's the decklist if you wanna see:
4x Fatal Push
3x Mind Stone
I actually really like Call the Bloodline in here because it can be a fairly early game way to generate lifelink chump blockers while also doubling as a cheap discard outlet, but there's probably still better options out there.