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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fog
Instant
Prevent all combat damage that would be dealt this turn.
DreadKhan on The Mimeospasm [Reanimator Terminator] - primer
1 month ago
I've heard of people using Phyrexian Dreadnought in decks like this, it's easy to get into the graveyard if you draw it and it's always 12 counters, which is usually enough to be impressive. It is $$$ though!
It might be too cute, but if you have a huge Lord of Extinction in your bin it'd be nice if you also had a Triskelion in there, right? If its late enough you can just kill everyone, early maybe hold it over everyone's head, the ability to just wipe out one opponent on a whim can be entertaining. You can also use it as a nifty board wipe, but that'd be a bit of a let down IMHO.
It's almost certainly too cute, but I have a real soft spot for Scavenged Brawler, if you want it's a sweet buff from the graveyard, but since it also has all those abilities as a creature you can use it as a decent base body in a pinch I guess.
Is 12 enough power to matter consistently? Ghalta, Primal Hunger is an old beefy beater, and similar to Phyrexian Dreadnaught he can come out for very little mana, but this guy can technically stay around, and only costs GG if you have a few bodies out. GG for a 12/12 Trample could be helpful, but it's also a 12 power body when the opponent wipes the board you can use for counters.
Do you get targeted much? Dawnstrider is a repeatable Fog effect that can soak up your most dangerous opponent's attack while also putting a card in your graveyard! I love this card in my Meren deck, where I also use Silverglade Pathfinder, this offers Rampant Growth and a discard source, though it can only find a Basic (looks like you've got 5). Pathfinder is worse than Dawnstrider, but both are a useful effect to have access to situationally, I love an early Pathfinder (as long as I can pitch something useful), but Dawnstrider is better later game.
Do other people you play against use graveyard strategies? Even if they don't I wonder if Consuming Aberration ends up big enough to bother with as a counter source? I guess if you're planning to Jarad people you could make Aberration your base creature and mill people for a bit until it's big enough to end everyone?
I think this is my last idea, Necrogoyf can have a decent power if the game has gone long, not as good as Lord of Extinction, but you can't run two of that, right? Do the people you play against make a point of using lots of creatures? For that matter there is also Urborg Lhurgoyf. I can't see you ever wanting more than 1 of these, but I felt like giving you the option of upfront mill or discard over time.
Here's hoping you haven't already written off all of these, either way nice work on your list!
Necramus on G-Rank Elder Dragon Hunts
2 months ago
Just some good synergies, generically good cards in your colors!
NV_1980 on Axolotyl Flood
2 months ago
Nice one! Is there anything in particular you would still like to improve about this deck? I've got some ideas but I'm not sure what you're looking for and what budget you'd like to spend. Based on what the cards are worth thus far, I'd say not that much :):)
Fertilid is an excellent, cheap land-fetcher and considering how many ways this deck has to keep giving it +1/+1 counters, you can keep using it often. Spike Weaver is really good at providing a Fog-effect whenever you need it. Bred for the Hunt gets you some excellent additional card-draw in a deck with this many +1/+1 counters flying around.
DemonDragonJ on How Are Red, Black, and …
3 months ago
Coward_Token, why does Mark Rosewater believe that white does not need Fog/Holy Day effects?
DemonDragonJ on How Are Red, Black, and …
3 months ago
Coward_Token, I feel that Holy Day makes more sense than does Fog, so I am rather displeased that WotC has not reprinted that card nearly as often as they have reprinted Fog; is not white supposed to be the best color at healing and protection?
Coward_Token on How Are Red, Black, and …
3 months ago
Green getting Stifle-type effects is actually a pet peeve of mine. It's too subtle and I feel it doesn't really fill a necessary role in the color's strength the same way Fog effects do. Really should go to white as a secondary ability, the non-lethal flavor is fitting and its similar to the color's existing mechanical ability of tapping things down
Elhoggerino on Blood Blatter Beast of Bhaal
5 months ago
I also don't really understand Fog or Spore Frog but I know you like politics so maybe they'll be fun in order to get favours from people. Loads of card draw which is nice but again I can see you running out of creatures to sac for Village Rites and Deadly Dispute type cards. You generally need to draw cards while behind and while behind you might be suffering from graveyard hate agaist your skeletons or other effects - just something to consider. Also Damnation might be something to consider switching for a different boardwioe if you are gonna put some regenerate creatures in (Toxic Deluge turns off regenerate aswell - but it's such a good card it's probably worth it)
In terms of cuts to make to make space for more dummies, Shadow in the Warp doesn't really fit much in the deck - you have so many cheap creatures that you'll probably be casting more than one a turn and it will rarely help that much - and the 2 damage is pretty insignificant compared to your other effects. I would favour Llanowar Elves type cards over Fertile Ground as again, creatures are what you want and they give you the oppurtunity to sac them if you need.
Some good cards to consider:
Victimize - brings back your Sakura-Tribe Elder type cards and is a sac outlet at the same time
Kroxa, Titan of Death's Hunger - just great value aswell as triggering Bhaal. A good reanimator target aswell.
Recurring Nightmares - Reanimator + sac outlet + it doesn't die? This card's great.
Dread Wanderer? Not the best but helps you out in a pinch if you have a Village Rites and nothing else
Nether Traitor - I don't know why this isn't in there already
Crow_Umbra on Petrified by the Gorgussy [Primer]
5 months ago
Thank you for taking the time to offer your feedback, and for reading through the primer Profet93, I appreciate it.
I like what you've suggested and wanted to offer my thoughts in turn:
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Skullclamp - A great card draw staple. I think I didn't initially consider this one mostly because I currently have ~8 creatures with 1 toughness, & don't really make small 1/1 tokens besides Preacher of the Schism. High likelihood for revisiting & inclusion.
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Sakura-Tribe Elder/Rampant Growth - I could see Steve slotting in over Farseek. I have Farseek in here as a means of grabbing Overgrown Tomb for quick fixing.
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Viridian Longbow - This was also suggested by UltimateRoxas40. Definitely a kind of cheeky include. I used to run it in an early version of my Prosper, Tome-Bound deck. The higher concentration of Deathtouch in this deck raises its ceiling. I don't play with equipment much beyond Skullclamp, Lightning Greaves, & Swiftfoot Boots, but might consider swapping one of the instant/sorcery removal spells depending on how first irl playthroughs go.
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Academy Manufactor - I considered this for the deck initially, but it turns out it would be a non-bo with Vraska, the Silencer. Her wording reads "Whenever a nontoken creature an opponent controls dies, you may pay . If you do, return that card to the battlefield tapped under your control. It's a Treasure artifact" Manufactor only makes its plethora of tokens whenever an effect creates a Treasure, Food, or Clue token. Currently, Deadly Dispute, Tireless Provisioner, & Revel in Riches are my only cards that make treasure tokens.
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Mastermind Plum - He has replaced Preacher of the Schism in a couple of my other decks already, so I guess I might as well continue the trend. I think I picked Preacher mostly because I have copies on hand, & my Mastermind Plum is already in another deck.
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Infectious Bite - Forgot about this card & must have overlooked it in my initial brewing. Will likely swap out with Bite Down.
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Bootleggers' Stash/Parallel Lives - Ehhhhh, I kinda like Revel in Riches as my awkward value 5 drop more than Bootlegger's Stash. I don't think I'd consider Parallel Lives for similar reasons listed as Academy Manufactor.
Regarding all the anti-token stuff you mentioned, I agree that Pernicious Deed is what I'm most likely to include. I had it in the initial draft of this deck, but swapped it for some other removal.
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Liquimetal Torque - Definitely a case of "I know I have this on hand". I was also considering Fellwar Stone for this slot. As cool as Jet & Emerald Medallion are, I don't have a copy of either yet. I usually try to focus on what I have initially, then save stuff like the medallions for future upgrades if I like a deck enough to continue investing in it.
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Kura, the Boundless Sky - I typically play against a Kangee, Sky Warden deck quite frequently in my meta. My friend that pilots the deck will frequently go after decks that don't have flying defenses up, & tends to avoid swinging at boards that will stop the flyers. So Kura is here to play mind games with him & deter aggro as a deathtouch flyer, but also is just a bigger body that can help soar over defenses & chip people for 4 damage until they can do something about it. Once he does die, I will pick the land option.
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Saryth, the Viper's Fang - I feel like I tend to see 1-2 wipes per game, but much more targeted removal. Wipes are inevitable, so I don't really worry about them. I'd rather dissuade targeted removal, or at least speedbump folks by offering Saryth up as the bottleneck to the rest of my board without a wipe. If she is too redundant, this could be a potential swap out.
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Questing Beast - I like it for being a haste-y body that also blocks well against aggro crack back. More importantly it helps negate the occasional Fog effect. Because of my main meta being more aggro, I'd rather have bodies on board than to a certain extent than a higher volume of kill spells. The deck started off with more instant & sorcery speed removal, but felt anemic for board presence.
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Guardian Project - Don't think I've ever encountered anyone killing creatures in response to the trigger for denial. Maybe it's happened once or twice, but I don't think it's happened with any kind of consistency to make me worried about it.
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As for the 3 X finishers, this is definitely another case of "I have these on hand". Most of the time Damnable Pact will be a draw spell for myself, but does have that corner case potential to finish off someone that's low enough. I've seen Exsanguinate enough in my meta, & if it hasn't acted as a finisher, it helps its caster stabilize enough to attrition everyone else out. I think I'd rather include Rise of the Dark Realms over Finale, mostly for budget purposes.
Thank you for the questions and suggestions! Definitely a fun thought exercise to get my day started.
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