You may put a creature card from your hand into play. If you do, sacrifice it unless you pay its mana cost reduced by up to (2).
|Have (3)||rockleemyhero , metalmagic ,|
|Want (2)||Ender666666 , Voidia|
Printings View all
|Masters 25 (A25)||None|
|Classic Sixth Edition (6ED)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Flash occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
5 days ago
This deck is my favorite, so I love answering questions about it!
Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.
What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.
How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.
So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:
The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.
The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.
The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.
Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.
Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.
With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!
1 week ago
Don't try to split it into 2 formats, that's not a viable solution.
Wrong or no communication is the problem, because of that some people think cEDH-players are just rich assholes who are liking to stomp other players.
For me it would be no problem to unban cards like Biorhythm, Iona, Shield of Emeria, Emrakul, the Aeons Torn & Paradox Engine. Commander-Ninjutsu/Derevi kinda effects, Eminence- and Partner-commanders are a bigger problem in my opinion.
2 weeks ago
Klaive Evasive Action sees all the land types of duals as well. Which means turn 2 with only 1 dual in play it's usually a bad Mana Leak (but I won't typically have up the Mana to cast it anyway), then turn 3 on I usually have another dual and it becomes better Mana leak. Spell Snare is hugely impactful in the current meta, hitting everyone's favorite wincons of Flash and Thassa's Oracle. It also hits a huge amount of Counterspells and a large number of common draw engines, as well as several tutors as well. I have continued to be impressed by it. We are on a fast enough combo that I feel I benefit from having caverns in my opener where it functions as a better Mox Diamond. It doesn't feel great to draw midgame though (though sometimes mox diamond is even more dead midgame) and that is something to consider.
3 weeks ago
There are some very obvious upgrades and some very confusing includes here. If this is a paper list you own, might be good to include that so you don't get a comment exactly like this one.
Notably, your mana base is not optimized. You should definitely include the ABU Dual lands.
Next, why are you building Najeela as heavy stax? 30 slots devoted to slowing the game and practically no interaction. I understand the basic premise that longer games create more combat steps which helps Najeela, but that is taking too much of a value approach to the format. While you're busy jamming slow down pieces, someone is free to land their Oracle + Consult combo. You're giving up further tutors and speed and resilience and layering in Flash Hulk + Consult lines in order to guarantee more combat steps, a strategy that isn't going to work when you face off against the highest caliber decks currently available.
Let's investigate. Blood Moon in a 5 color deck is not a good choice. Even fetching into basics and using mana dorks, your deck is a very small amount red and a very small amount artifact. Anyone with the foresight to include artifact mana in their decks is going to breeze past you after you play this, especially if they can hit a Pyroclasm against all your elf mana. Similar reasoning for Contamination and Magus of the Moon. You're giving up the active ability of the card you literally always have access to, the ability that gives you extra combats and extra tokens and extra damage, in order to slow the game to get more combat and more tokens and more damage.
Next, you're lacking some very obvious tutor choices and slotting some inefficient ones. Gamble and Imperial Seal should have slots on this list, and your 4 CMC creature based tutors that require an attack or an activation (read: a turn after you cast them) are much slower. Yes both of them are negative card advantage and Gamble does have a risk, but they are both much faster than Sisay or Zur for finding the card you need, and less restricted in what they can search. Even Imperial Recruiter is going to perform better than Sisay or Zur for additional tutoring.
Your lack of removal and counterspells is going to cause a lot of problems for you. Running an entirely preventative game with stax means as soon as something slips through, your opponent gains more traction and can set up to either win or to remove your stax pieces. 3 pieces of removal in a 99 card deck doesn't cut it. 0 counterspells in competitive for a deck that includes blue doesn't cut it. Your entire game plan for the 3 other opponents is "I go fast or I play perfect stax and lock them out". That is not a good plan for competitive games, where you can expect opponents to interact with you either on the stack or on the board, and opponent's also have access to speedy mana and extremely low casting curves. Many of your combos with stax you could just ignore and instead get Najeela into play to win. Look at Derevi + Hokori. Why waste time casting Hokori when you can get Najeela into play and then win? Same with Winter Orb. These slots could easily be counterspells to force your own combo through, or to stop someone else's Flash.
Yes I understand Najeela accrues advantage in longer games. I also understand there are 3 different cards that combo with the commander for winning. Instead of slowing the game down, pick your pace up. Najeela is one of the best decks for racing, because your winning lines are so efficient and you just need to find 1 card in the deck. This is also why many Najeela lists can layer their wins with Flash Hulk and Oracle Consult. If Najeela is locked down, pivot to assembling one of the two different 2 card combos that wins without a combat step.
3 weeks ago
That is in an extreme case of competitiveness. Turn 2 wins. With the cards that are Flash and Protean Hulk. Grafdigger's cage will definitely slow it if not just completely stop it from doing anything. For at least a turn or two. And while I'm at it, may want to keep Mistcaller as maybe option as well. Tatyova winning a cedh event not too long ago, they'll be worried about those infinite combos. Keep your head on a swivel.
3 weeks ago
Here is the Unified Hulk Discord.This will have all the info you want.
My suggestion for you would be to try hulkweaver piles or dnv(definitely not varolz). Also there is always fish hulk, which is objectively the best deck in the format (good enough to warrant a Flash ban).
3 weeks ago
If you want this to be cEDH, you ned to pull the average CMC down. I know big spells are good with Vial Smasher, however they're not good for, you know, casting...
You're better off leverageing vial smasher with cards like Curiosity and Keen Sense whcih draw you cards off his ability. You then want more instants which can leverage this further. Ultimately for a win condition however, you want ot get down some sort of combo (thras/vial smasher is not a beats deck in cEDH), whether that combo be something like Thassa's Oracle via Flash + Protean Hulk, or wheterh it be some sort of infinite mana combo via somehtingk like Dramatic Reversal + Isochron Scepter.
You can make it an extra spells trun if you want, but again, you're going to need a crap tonne more ramp if you want it it work, especially low costed ramp (and stuff like Dark Ritual and Mana Vault are good to get combo started). from there you can chain lots of extra turn spells. but that would be the other wat to play the list. This however is harder to build as you have to juggle the low and high cost spells a lot more.
I put together a bit of a meta hate deck a while ago for these guys. I would take the list with a grain of salt (pun intended), however it might give you some of a nidea on how to shape the deck a bit more:
4 weeks ago
Deadpoo111, does it look like Dig is a huge issue in Pioneer? Idk what the meta's like where you play but it looks like really not a lot of decks are running it- it's not what I'd call a format-warping card. Craterhoof is an interesting suggestion, though, and it makes a lot of sense to me. After all, it is like 90% of the combos in green that don't include Flash.
xtechnetia I think that breach is fine, but your observation about inverter is very interesting, and I am now riveted to see what WotC does. Once Upon a Time may be an issue as it relates to titan decks, it may even be an issue in Tron, but saying that Tron doesn't historically use green is inaccurate. Ancient Stirrings is a mainstay and Sylvan Scrying and World Breaker each slot into the occasional brew.
I, for one, don't know about any bannings in Pioneer. It's a pretty diverse format. If WotC wants combos out, then they're gonna ban Heliod, Sun-Crowned or Inverter of Truth. If they're trying to increase diversity, Thoughtseize gets the hammer (it's in EVERY black deck- and why shouldn't it be?).
As for modern, if anything, it's either Once Upon a Time or some other piece of amulet titan.