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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Finale of Promise
You may cast up to one target instant card and/or up to one target sorcery card from you graveyard each with converted mana cost X or less without paying their mana costs. If a card cast this way would be put into your graveyard this turn, exile it instead. If X is 10 or more, copy each of those spells twice. You may choose new targets for the copies.
2 months ago
Invoke Calamity and/or Finale of Promise while a bit expensive MV wise I think it could prove useful. Not entirely sure but perhaps you could copy Ancestral Anger to gain additonal pluses once the OG is in the yard?. Thought Vessel if you feel you need a second relequary tower. Fall of the Hammer can help clear the road of blockers.
Unfortunately removing things is not my forte, so I can only make suggestions for additions. Hopefully something piques your interest.
3 months ago
Lands is always a magnificent archetype, and it is one to which I may offer some insights.
The second deck I have ever constructed, remaining my favourite to this day is Hazezon Tamar lands matter. After six years of tinkering, I can say with confidence that I know the strategy quite well.
As for The Boundless Sky, she opens up some splendid possibilities.
Given Green's affinity for finding specific lands, you have the ability to run combos with specific cards and lands.
Let us begin with the creative cards.
Lifeline looks to be terrifying with Kura, for she will return to play at end of turn if she dies. If you have a sacrifice effect at instant speed, or even just an untapped High Market, this can make a monstrosity whenever it pleases.
Due to Field of the Dead, you should split your basic to be both snow and nonsnow. This will offer more names for the idoneous progenitor of zombies.
For ramp, Nature's Lore, Three Visits, Rampant Growth, Cultivate, Kodama's Reach, Sakura-Tribe Elder, and Skyshroud Claim are some of the best cards of acceleration in the format, thereat being on-theme as averse to Basalt Monolith.
As much as it may not seem, interaction is rather important. Beast Within hits everything and Primal Command is lovely utility. Scavenger Grounds is a helpful piece of hate to find in dire circumstances.
Bounce lands can make for disturbing lines of play, such as tutoring with Crop Rotation for a Boros Garrison, thereupon returning a Gaea's Cradle to hand, playing it and tapping it for even more mana. For your strategy, I recommend Guildless Commons.
Thence is all I have time to type, but Kura looks a scourge in the command zone.
If you care to peer upon my own masterpiece in the lands archetype, you may find it here:
May all of fortune betide!
8 months ago
Awesome deck! I really like spellslinger decks, and playing this seems really fun.
However, considering how many instants and sorceries you have and the wheel theme, i'm surprised you don't have any graveyard recursion or synergy.
some cards that you could consider are: Bond of Insight, Call to Mind, Flood of Recollection, Mystic Retrieval, Pull from the Deep, Relearn, Shreds of Sanity, Backdraft Hellkite, Past in Flames, Volcanic Vision and The Mirari Conjecture
some of those exile themselves and since you have so much draw power that might actually be a downside. If i were to cut something for those I would maybe one of those shuffle effects.
mnemonic deluge and diluvian primordial are pretty funny, though kinda expensive. Imagine casting a wheel and then "going shopping" for spells, i highly recommend it. though these exile, so if you loop your deck you can't cast the spell you coped again.
i don't know how often you would be able to kill or do something significant with Spiraling Embers, but i thought it would be a fun inclusion.
here's a few cards for copying instants and sorceries:
Bonus Round, Insidious Will, Reverberate, Thousand-Year Storm, Swarm Intelligence and Twincast. twincast, reverberate and insidious will double as interaction, and you could also consider Narset's Reversal
sorry for the wall of text, just got excited about brewing so i wanted to suggest a bunch of cards. I hope that this at least gave you some ideas.
9 months ago
the problem i can foresee with this list is your not flipping eryo until turn 4 at earliest and that's to slow for modern. the deck needs some mana neutral cantrips of some powerfully and cheap recastable spells
cards the come to mind are Manamorphose,
Finale of Promise. with cantrips
1 year ago
Nice to see more Locust Gods there! :D
Love to see other people ideas on this peculiar commander.nI also play him since Hour of Devastation, very fun and powerful! (Here's my deck: "FOCUS THE LOCUST", hope it help you!).
Things I recommend you, drawn from my own experience:
Jeska's Will will give you explosive turns pretty fast, specially if you have the Locust God in play.
Mana Geyser usually wins games indirectly, it wil give you enough mana to play enough cards to draw lots of cards, do an explosive big spell, or jsut assemble a combo.
Underworld Breach , Past in Flames and Finale of Promise (also Mizzix's Mastery , I don't personally play it but can also do the job) those spells will abuse of all the sorceries and instants you put in your graveyard through dicard / wheel / play to do very destructive plays.
Goblin Bombardment is a key card in this deck: It will help you to use your Locusts to shoot at key enemy creatures, to burn players protected by cards like Ghostly Prison , Propaganda or just repetitive fogs ( Spore Frog , Constant Mists , or it just can save your Locust God from being mind controlled, or disabled by some kind of enchantment. It can also be used as a punishment to enemy boardwipes, sacrificing all your board to do damage before the mass removal.
Trinket Mage may look out of place but it will tutor you for key cards like Skullclamp, Sol ring, etc.
1 year ago
Ziabo Of course! It’s always nice to see a fellow Storm player. It’s nice to see someone who puts a lot of care into the things they do.
That definitely makes sense. I’ve been toying with the idea of playing Finale of Promise , but I do see the downsides to it. It’s fairly mana intensive. I’ll keep that in mind going forward. Thanks for the advice!
1 year ago
CBaldy Thank you for the kind words. Kess is the fist commander I ever built so I put time into her.
Finale of Promise in my mind is a worse version of Past in Flames with your deck having such a low cmc you should still be able to storm off 3 or 4 cards where the Finale only gets you two unless you put 10 into the X to get 4 casts for 12 mana.
1 year ago
I know the primer is old, but it looks like you’ve had experience playing Finale of Promise . What do you think? Why did you cut it from the deck - unless I’m blind and just couldn’t find it in the main deck?