Flawless Maneuver

Flawless Maneuver

Instant

If you control a commander, you may cast this spell without paying its mana cost.

Creatures you control gain indestructible until end of turn.

Browse Alters

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom 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
Unformat Legal
Vintage Legal
Standard Legal

Flawless Maneuver occurrence in decks from the last year

Latest Decks as Commander

Flawless Maneuver Discussion

OmniDreamer on Casual Velomachus

1 week ago

I played a 3 player game with this list just to get a feel for the commander which means some of this should be taken with a grain of salt because I don't know how some of the cards would work in a different situation with only one game to base my experience on.

Out of several attack triggers from Velomachus, most of the free spells were a bit underwhelming. I think one I got Mana Geyser as my free spell and had nothing to spend the mana on during combat. I did manage to win the game, but primarily because one opponent had trouble getting lands early on and fell behind, and also because that player cast Song of the Dryads on the other opponent's Golos, Tireless Pilgrim which shut him down from getting lots of card advantage from activating his ability. Justice Strike unfortunately didn't feel useful, most of the creatures I wanted to kill had more toughness than power. Probably replace it with Path to Exile .

Myth Realized helped a lot, so did Boros Charm and Sunhome, Fortress of the Legion . MVP though had to be Valakut Exploration . I got a lot of value from it.

I felt like the deck could use another spell or two that give extra combats. That would be a great thing to hit off of Velomachus triggers. Akroma's Will would also be a nice thing to hit off of his trigger. Also you have a lot of token producing cards, but nothing really to pump the team. Maybe consider Cathars' Crusade , Shared Animosity , Intangible Virtue , or Balefire Liege to make your tokens more threatening. Another neat card that can also be used politically to buff an opponent's attacker is Duelist's Heritage .

Other cards to consider:

Last_Laugh on Vampiric Domination

1 week ago

Not a bad start but there's 3 areas I immediately notice need some work. Finishers, draw, and board protection.

Finishers: First off, drop Cathar's Crusade and don't add Door of Destinies. Both do nothing for your current board, require gas after they come down, and require a hefty mana investment for an aggro deck. Shared Animosity , Reconnaissance (2nd post dedicated entirely to this card), Purphoros, God of the Forge , Cover of Darkness , and Mirror Entity .

Draw: Twilight Prophet , Skullclamp , Dark Prophecy , Greed , and Herald's Horn . I run all these in addition to what you already have.

Board Protection: Don't overextend into the first boardwipe and lose! Boros Charm , Teferi's Protection , Flawless Maneuver , and Scapegoat are your best options but there's also budget ones like Rootborn Defenses , Unbreakable Formation , etc.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Edgar's Dega Vampires

jonno.scott on Iroas, God of Victory

1 week ago

You may want to try extra turn cards like Aurelia, the Warleader , Aggravated Assault or Combat Celebrant to beat face faster. Teferi's Protection and Flawless Maneuver would be good to protect your army, too. Check out my Aurelia deck Aurelia Wants Your Lunch Money if you want more ideas!

ThousandOaks on Elenda - Life After Death

3 weeks ago

iplayBANJO provides a lot of good feedback. In many instances, I agree with the feedback provided.

I see two main items that need to be improved. First, your deck is very unfocused. Second, you don't have much interaction.

*Adding Focus*

You have too many themes. It's unclear if you want to go Vampire Tribal, Aristocrats, Graveyard, Tokens, or Recursion. As a starting place for your first build, it's not a bad starting place, but we can definitely tighten up your direction. The best next step for you is to pick one theme and building around that. You can "splash" some other themes by adding utility cards like Priest of Forgotten Gods that contribute to your main theme, but dips into other themes consequentially.

ARISTOCRATS

I'm going to assume you're building aristocrats. For any build, it's very important to figure out your mana base. Some may disagree with me, but the utility of the mana base is one of the most important starting places when building any new deck. So for each build you make, identify at least your utility lands that support your build. Then use basic lands as place holders.

If you are running aristocrats, consider the following feedback.

Utility Lands: High Market and Phyrexian Tower . These are great sac outlets that can provide you added value. Command Beacon and Memorial to Folly are cheap utility lands that will help you avoid commander tax later in the game.

Value Engines: Take advantage of death triggers. (Death triggers are triggered abilities when a creature dies; e.g., hits the graveyard.) As the previous post discuss, you need to demand value from things dying. Ask your self the question "what value am I getting" when something dies. A few items I don't see above:

Grave Pact is great for you. With your aristocrats package out, you're generating value and removing your opponents board. It also gets around indestructible and hexproof.

Razaketh, the Foulblooded . This is an "I-Win" card in an aristocrats deck. It allows you to tutor and find answers as soon as it resolves.

Skullclamp will allow you to draw a metric butt-load of cards.

Teysa Karlov doubles the value of your death triggers.

Kokusho, the Evening Star is a great nuclear deterrent. It gives you a flyer, solid 5/5 body, and in a pinch, you can sacrifice it to get 15 life and deal out 15 damage.

*Interaction*

Interaction refers to your ability to respond to threats at instant speed. Currently, this is very crucial weak point in your build. This partially goes back to Focusing the deck. I would recommend first picking a single theme and rebuilding around that theme. Then, as you're rebuilding, as yourself the following questions for EVERY card you add:

Does this card do something when it resolves?

Identify what value the card gives you as it resolves. There's no right or wrong answer here, but we want to know what we're getting out of the mana we spend. Is it a 1/1 body I get? Or is it a 1/1 body with a trigger of some sort?

Keep in mind. Every time a card resolves (for example a combo piece), if it doesn't give you immediate value when it resolves, it's an opportunity for your opponents to remove it. How will you protect those combo pieces from removal? Teferi's Protection , Flawless Maneuver , Cosmic Intervention .

Does this card, by itself, have synergy with my theme or commander?

With Elenda at the helm, sometimes you're just putting fodder on the field for her. And that's perfectly okay, so long as you're playing at the broader synergy. Remember, with Aristocrats, you're probably not going to win by swinging a big beefy 50/50 Elenda, the Dusk Rose at someone's face. (She doesn't even have trample.) You're most likely going to win by all the triggers from Blood Artist , Cruel Celebrant , Falkenrath Noble , Zulaport Cutthroat , Bastion of Remembrance , Syr Konrad, the Grim , and Vindictive Vampire .

What value do I want out of this card, and how many other pieces do I need to get that value?

Again. No right or wrong answer here. Sometimes, it's just fun to play a card for the hell of it. Looking at you Choice of Damnations .

What is the range of the card? (Early/Opener, Mid-Range, Late Game/Close)

Have an idea of when you plan for a card to be most impactful. Is it a card that is strong early game, mid-game, or late game? How will it impact your state or the overall board when it resolves?

FINAL THOUGHTS

My immediate recommendation is to pick a single theme. I would move away from "perfect world" value situations. This refers to those situations where you're convincing yourself of value. For example, if you want to play Card X because you'll win if you also have Card Y on the field, and Card Z in your graveyard, then I wouldn't play Card X.

Next, I wouldn't run a single combo besides the following: Mikaeus, the Unhallowed + Triskelion or Mikaeus, the Unhallowed + Walking Ballista . Mikeaus by himself brings so much value to an aristocrats build. It essentially allows you to sacrifice each of your non-token creatures twice, including Elenda. With Triskelion or Walking Ballista, Mikaeus creates an infinite damage combo and wins you the game... also infinitely triggering your aristocrat triggers.

Finally, I would remove all the "lord" effects. Lord effects refer to effects that buff a certain creature type. Again, if you're running Aristocrats, you're not going to win because you have big creatures, you're going to win because you're forcing the most value from the death of your creatures.

All food for thought. Feel free to take or decline any suggestions. Happy brewing!

jakeyuki12 on

3 weeks ago

Hiya! Long time Boros player here. Your list seems like a good start, but there are 2 main areas that I think it can be improved on.

1) Removal- Your deck is very lacking in removal. This is gonna lead to games where you won't be able to deal with threats and/or you won't be able to reset the board. I'd say you want 10-12 pieces of removal, with 4-5 of those being baord wipes. Akiri especially synergizes with board wipes since she's able to turn them into one-sided board wipes with her protection ability.

2) Creature choice- Akiri encourages you to have multiple creatures and suit each one up with at least 1 equipment. This can be mana intensive, and thus Akiri really likes creatures that can reduce equip costs, including free equip creatures. This also means Akiri doesn't like creatures that want to hog all the equipment onto themselves. Thus, I suggest cutting Kemba, Kha Regent , Valduk, Keeper of the Flame , and Champion of the Flame . Mirran Crusader and Wyleth, Soul of Steel are also questionable, but they're good enough with one equipment on them. I would recommend adding in those creatures that reduce your equip costs like Fervent Champion , Kazuul's Toll Collector , Zirda, the Dawnwaker , etc.

Aside from that, it's only individual cards that can probably be swapped out for better ones. I do recommend some of the recent commander legends and commander 2020 cards that get better when you have your commander out. I'm talking Deflecting Swat , Flawless Maneuver , Jeska's Will , and Akroma's Will .

VampRamped on Bloodline of an Ancient Coven

3 weeks ago

Seems like a very good decklist to me honestly, would probably mostly run as is but would make a few changes that don't make too much of a difference. Here are a few ideas I wanted to run by you since I imagine you also have a lot of experience playing Edgar Markov.

Haven't actually tried running Scapegoat though mostly because I'm worried that you still lose too much momentum if you cast scapegoat to save your vampires. I would certainly still keep it as a board protection slot and probably run Flawless Maneuver . I think that leaving open the extra 1 to 2 mana to leave the vampires intact as opposed to in your hand is worth the price. Also, you get the added benefit that it's free when Edgar Markov is in play which is pretty great.

Toxic Deluge is a really good board wipe, though I feel like there is very little point in board wiping because if for whatever reason you need a board wipe in Edgar Markov that must mean that you are really losing, and all casting one is going to do is make you lose a little less. Also since most board wipe cases are against some go wide/tall green deck they probably have significantly more mana and will rebuild way better than you so board wiping is really a long shot. With all that said Living Death is an insane board in Edgar Markov, especially considering how many sac outlets you have in your deck. In my experience most times you play Living Death is a 5 mana one-sided board wipe that triggers all the benefits of the sac outlet in addition to death triggers. Their are very few times in my experience where it is actively bad to cast Living Death .

Lastly Phyrexian Arena seems to go against the grain of what your deck wants. As I understand Edgar Markov Aggro you want to end the game as fast as possible, but Phyrexian Arena wants the game to go long to gain the most value. For a card replacement, I have not got to play it yet but Pact of the Serpent seems like an amazing new card that gives you that massive burst of cards that lets you keeps the ball rolling after you dump your hand of vampires onto the board.

Overall though I think its a great deck and all my criticisms are very minor, I have my own personal decklist here would be happy if you checked it out and gave your thoughts on the deck. My personal list is not purely aggressive but I'm sure that you may have some valuable insights on the list.

VampRamped on Edgar's Dega Vampires

3 weeks ago

Love to see Edgar Markov decks doing well on Tapped Out you. Had a few suggestions that I think could make this a stronger aggro deck.

  1. Two Mana Mana rocks: In my experience with Aggressive Edgar Markov decks getting the aggressive strategy to work is all about playing at least one vampire every turn from one to four. When you just spend your second turn playing a mana rock you significantly damage the momentum building of your deck and give your opponents a lot more time to build up their boards or find an answer. In addition, you already play cards like Boros Charm and Flawless Maneuver which in a way "preserves" the mana you commit to the board and prevent you from losing momentum. Obviously, cards like Sol Ring and Mana Crypt are perfectly fine as they get you ahead of your curve and you can start comming more powerful vampires earlier in the game and you don't lose any momentum due to their raw efficieny as mana rocks.

Next, I just had a handful of card suggestions

Skymarcher Aspirant over Duskborne Skymarcher , since it just more aggressively statted or even Vicious Conquistador is probably better as well, really up to preference.

Nighthawk Scavenger over Vampire Nighthawk just a strictly better card, if any opponent cracks a fetch in the first 3 turns it's at least just as good but probably has more upside.

Bloodlord of Vaasgoth Maybe he's fun but he is just not a very good card, he is 5 mana and has no immediate board impact, if for whatever reason that he is threatening he will just get removed. In addition Edgar Markov himself is one more mana and has the same role as Bloodlord of Vaasgoth does but just does it better. There are a lot of cards that you could replace him with, perhaps just Bloodghast he is a decent attacker and he is really good with Skullclamp + fetch lands.

Olivia Voldaren + Sangromancer are these just pet cards? that's all well and good to just play the magic cards you want to play. I honestly have no idea how these cards are good in an aggro strategy.

Sorin, Solemn Visitor for Sorin, Imperious Bloodlord , removal, mana cheating, and buffing all on one card and for one mana less. Although Sorin, Solemn Visitor isn't a bad card so you could just put in Sorin, Imperious Bloodlord for one of the other cards.

Nice to see an Edgar Markov deck with Vampire Nocturnus , the best vampire. If you want to check out my own deck I have a link here This deck isn't a pure aggro list but it is one of the stategies the deck can go for.

jakeyuki12 on Arm for Battle Altered

1 month ago

Hiya! Long time Boros player here.

From the looks of things, it seems like you're going with the equipment build of Wyleth over the Aura build, so I have a few thought and suggestions to give.

1) Since you're focusing on equipment, I would suggest cutting all of the aura stuff. Wanna make sure your deck synergizes with itself, harder to do that when you have two different halves, ya know?

2) In the equipment build you have to worry about paying for equip cost (with the benefit that equipment doesn't go to grave when the equiped creature dies, unlike with auras). I thus recommend running as MANY free equip cards as possible. You have an Ardenn, Intrepid Archaeologist in your maybeboard. I recommend putting that straight into the deck- it'll be a card you want to see every game. Other cards like Brass Squire or Zirda, the Dawnwaker will be nice to have.

3) Wyleth is absolutely crucial to protect, so I recommend playing more cards to protect him. Mother of Runes is a pretty cheap one to have. Sejiri Shelter  Flip is one that can double as a land. There are also more expensive ones like Giver of Runes , Deflecting Swat , and Flawless Maneuver .

4) Wyleth will likely be the only creature that you're suiting up to get max value, so I recommend running cards to support him that don't also need to be equipped. Koll, the Forgemaster is a new one from Kaldheim. Reyav, Master Smith is another good one.

Load more