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Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Brawl | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Pre-release | Legal |
Standard | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Fateful Absence
Instant
Destroy target creature or planeswalker. Its controller investigates. (They create a colourless Clue artifact token with ", Sacrifice this artifact: Draw a card.")
DreadKhan on
Ajani W/G/R - My First Deck - Legacy i think
1 day ago
If you want to run only 18 lands, you might want to look at some more ramp. An old staple for budget play is Rampant Growth, but Harrow might also be worth a look, since it can fix your mana effectively. There are also options like Farhaven Elf to consider if you really want the body, or Springbloom Druid, in a pinch you could try Silverglade Pathfinder, but it's very slow in Legacy.
Not sure if it's out of your budget, but some White removal might be good in here, the best option is Swords to Plowshares or Path to Exile, but Generous Gift is versatile (and you shouldn't be too worried about a 3/3 compared to what you blew up), but there is also Fateful Absence if people run Planeswalkers. If you want really cheap cards, you might try Oblivion Ring, though that isn't always a permanent solution, it is cheap and versatile.
It's definitely on the pricey side, but Toski, Bearer of Secrets is probably a lot better than Rigo, who won't work with your 1 power creatures after they get a +1 counter on them, Toski pays you for each creature that hits. Ohran Frostfang is arguably even better, but it's more mana and easier to remove, Toski is Indestructible. If you use Toski, you could run x1 of him and use 1 or 2 Time of Need to help find him more consistently. It can also find Djeru, or any other Legendary creature.
A card I like on a budget is Blossoming Bogbeast, the +2/+2 and trample buff is pretty big, and if you've got some other way to gain life before you attack, you can make the bonus much bigger. Trample often ends games much quicker. It's clunky, but it's a pretty cheap repeating Anthem effect.
Another good staple to look at might be Once Upon a Time, which is amazing in the opening hand usually, and reduces how many hands you have to mulligan compared to just running a land or creature in my experience. Like Gitaxian Probe, it got banned in other formats but it's used in Legacy sometimes.
I hope you can have some good games with your new deck!
Symph0nyS0ldier on
Esper Control
3 months ago
I think for now I'll just make that extra land a copy of Otawara, Soaring City partly for that same reason. It doesn't have the same temp advantage but it doesn't take up a real card. And the ??? I'll put back a third Path to Exile since I completely pulled the Fateful Absence out of the deck and the life I give them off of Solitude isn't really a big benefit since I'm not aggro.
wallisface on
Feline Feelings
3 months ago
lhetrick13 If you are running ramp, i’d suggest just using mana dorks like Noble Hierarch (yes, I know it’s not a cat - but i’m not sure how much you want to burden yourself by your own theme?). Personally though, for this brew, i’d be suggesting to drop the mana curve drastically, instead of adding ramp.
On the topic of Selesnya Sanctuary, the card isn’t a ramp card at all without the help of Amulet of Vigor - and at that point you’re building an entirely different deck. Without Amulet, the land is more likely to trip you up on pivotal turns than help you, and importantly it doesn’t actually speed up your mana generation at all.
For interaction, I think you just want to be running more Path to Exile effects. I can suggest Fateful Absence and March of Otherworldly Light in addition to Path. I’d ditch Reciprocate as its too easy for your opponent to play-around.
I’d personally be moving Heroic Intervention to the sideboard (there’s too many matchups where its not good), and dropping your creature count to around 16-18. If you’re able to grind out the game through interaction, this will buy you more time to play your bigger cats (and most of them add enough value that they’re worth stalling/grinding for). Lots of interaction lets you run a slightly higher mana-curve also (as control decks do), so this lets you keep more of your bigger cards in the deck.
Guerric on
No Pain No Lifegain
3 months ago
Hi again! I might also add a bit more removal to the deck, since it is something that white does so well and will allow you to keep your opponents under control. While you have path and swords, Generous Gift is a premium white removal spell that can take out anything, including problematic lands like Cabal Coffers and the like. Oblation is sorcery speed, but can take out any non-land permanent, and I've found it to be really good. Winds of Abandon is also a good card because it can be either targeted removal or a boardwipe with the overload mode. You do have to be careful with the latter since you can potentially ramp your opponents a lot, but oftentimes you just need to remove blockers to win, and this is basically white cyclonic rift in that particular moment. Fateful Absence is a great new removal card from the new Innistrad sets, and good old Disenchant can efficiently remove artifacts and enchantments. Darksteel Mutation is sorcery speed, but an efficient way to sideline annoying commanders.
DeVerbalen on
Esper Control
3 months ago
Nice deck! I do think that running both Fateful Absence and Path to Exile might be a little bit to beneficial for your oponent. You could consider swapping out Path to Exile for Fatal Push, having 8 fetch lands in your deck it shouldn't be to hard to remove creatures up to cmc 4. Or you could replace Fateful Absence with something like Murderous Rider hits both creatures and planeswalker and afterwards its a good blocker and it gets you back the 2HP.
You obviously don't have to exchange all coppies by a counterpart, I think even adding 2 pushes in exchange for 2 path's might be very good. It also gives you a little bit more versatility by having a varied graveyard to acces with snapcaster.
Consider might be a neat pick-up. You cycle through the deck a little bit quicker and when you would draw an instant or sorcery you do not need atm you can always acces it with snapcaster.
KL185 on UW Control to stomp the …
4 months ago
Portable Hole.. I never remember it exists. You're also very right about how many boardwipes I have, 4 seems a bit much if I'm not always going to see very creature based decks. I'm going to cut my Fateful Absence in favor of that since I don't even really see creatures over 3 mana anyways. I've just been thinking idealistically out of spite, but I really freakin' hope I can get back in the game at least. Thanks for taking the time out to respond
Grubbernaut on UW Control to stomp the …
4 months ago
Between the budget and insistence on playing pet cards, you're probably not going to be crushing meta decks, my man.
Fateful Absence is pretty bad in a world of 1cmc threats; you could consider Portable Hole. Doomskar isn't very good, but Terminus could be "okay" if you definitely want maindeck sweepers. 6 walkers is also a lot, you might cut that some.
Some general cards to consider: manabase, Fire / Ice splashing red, Shark Typhoon, Castle Vantress
Overall, control feels like it's in a fairly rough spot in the current meta.
DawnsRayofLight on
Target Acquired
4 months ago
One, maybe it would be funny to call the list Hinata-Kun XD
Control
Render Silent, Counterflux, Disallow for a bit more counter magic
Hullbreaker Horror: I have been really loving this card lately, it is expensive (CMC) but helps to keep control of the board
Opposition: works with Willbreaker and other cards I will suggest
Reality Shift, Fateful Absence, Generous Gift : spot removal
Malevolent Hermit Flip: counterspell and protection
Teferi, Time Raveler, Teferi, Mage of Zhalfir, and Grand Abolisher protect your shennaigans
Drannith Magistrate: stop you oppnenets from casting their commanders
You could run Orbs with Urza and Opposition
Supreme Verdict, Winds of Abandon, Wrath of God: Wipes
Blinkers
Thassa, Deep-Dwelling: slow, but consistent
Blink Targets
Spellseeker: search your X spells
Cyberdrive Awakener: if you want to win off your rocks and treasure tokens
Draw
Sea Gate Restoration Flip: may as well if you're playing blue
Shorikai, Genesis Engine: fun card, can be a win con between being an 8/8 beater and some combos involving Intruder Alarm
X spells
Disorder in the Court: this can help for draw, protection, and "Blinking"
Smoke Spirits' Aid: I don't know if it fits, but could be spicy
Combos
Deadeye Navigator/Eldrazi Displacer + Peregrine Drake = Infinite mana
Elsha, the Infinite/The Reality Chip + Sensei's Divining Top + Thassa's Oracle/AetherFlux
Hullbreaker Horror + Mana Crypt, Sol Ring, Mana Vault: Infinite bounce only need 2 rocks
Dockside Extortionist + Deadeye Navigator: can generate infinite mana
Grand Architect + Pili-Pala: Infinite color mana, only need a Blue to initiate, I would have at least 2 infinite mana combos with all the X spells
Synod Artificer (I wish Hinata worked for abilities + Swift Reconfiguration + Gilded Lotus = infinite mana
win cons (Outside of combos)
Metallurgic Summonings: you make big tokens and gives recursion.
Guttersnipe: ouch
Monastery Mentor: tokens
Shark Typhoon: tokens
Jin-Gitaxias, Progress Tyrant is made for this list
Urza, Lord High Artificer: can make use of a lot of artifact tokens that can be created in this list and can be an outlet for infinite mana to cast your deck
Elesh Norn, Grand Cenobite: probably good if you run a lot of token producing cards like Saheeli, Sublime Artificer, Monastery Mentor, Shark Typhoon, Metallurgic Summonings, Manaform Hellkite, Talrand, Sky Summoner, Kykar, Wind's Fury
Other
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