|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Common|
|Magic 2014 (M14)||Common|
|Magic 2013 (M13)||Common|
|2012 Core Set (M12)||Common|
|Masters Edition IV (ME4)||Common|
|2011 Core Set (M11)||Common|
|2010 Core Set (M10)||Common|
|Seventh Edition (7ED)||Common|
|Beatdown Box Set (BTD)||Common|
|Classic Sixth Edition (6ED)||Common|
|Fifth Edition (5ED)||Common|
|Fourth Edition (4ED)||Common|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
Combos Browse all
Prevent all combat damage that would be dealt this turn.
4 days ago
SpaceSpiff20, while I get where you are coming from with splashing black and white for better removal options, I just think it would impact my mana too much by going 5 colour. The deck already has issues with being manascrewed so I think I will just keep it at three for now. I am looking to get some of the cards you mentioned, so thank you for those suggestions. I'll put in Smokebraider s for the Chandra's Embercat s, Incandescent Soulstoke s for a Shock and a Leafkin Druid , Nova Chaser for something I'm not sure, and some Unclaimed Territory s for some of the taplands.
kamarupa I like some of the removal options you have suggested and will look at trying to get my hands on some of them. I think that Fog could be especially powerful in this deck because my local playgroup is dominated by mostly aggro and ramp decks with high power creatures. The bounce spells could also be very good because I can also use them on my own creatures to get ETB triggers again.
1 week ago
With 3 colors, it will be harder for you to decide what to cut than it will to find means of dealing with big creatures. I suggest you start adding responses to you sideboard for starters, and after a bit of testing, you can work an appropriate number of copies into your mainboard. 31 is a lot of creatures. You can probably afford to cut up to 6 and still be pretty creature heavy.
With blue, you can 1) counterspell threats with budget stuff like Mana Leak , Essence Scatter , etc. You should try to choose such a spell on effectiveness and versatility. 2) bounce threats back to opponent's hands after they lose summoning sickness with things like Vapor Snag , or Void Snare . These options are easier to cheaper to cast, but aren't as permanent. Similar and more fun, there's stuff like Turn to Frog and Polymorphist's Jest which can be very effective after opponent's Declare Attackers phase. 3) Fight their creatures with stuff like Prey Upon . This option is great if you have a creature with deathtouch. 4) Destroy their creature (or anything else) with Beast Within . There's also Pongify , but that's less useful and more pricey. 5) Enchant their creatures into non-threats with stuff like Lignify or Imprisoned in the Moon .
There's also always Fog , which can set you up for lethal backswing and shouldn't be underestimated.
So you have a lot of options.
2 weeks ago
I believe the posts asked for 27 cuts. These are just my suggestions but this is more from a competitive stand point; card choices in commander are subjective and if you have fun with any of the cards I'd personally cut just keep playing them :)
Fog - a 1 time prevent combat damage is cute but it won't win you any games or allow you to trade up in resources.
Browbeat - is a cool political card but in reality with a group of strangers especially at 40 life most will just take the 4.
Undercity Uprising - cool art lackluster card.
Alpha Brawl - is interesting but it seems over costed. Especially, since it only targets one opponent
3 weeks ago
TypicalTimmy Of course, not every situation of playing passive is bad for the game. As you say there are sometimes where you have no active or reactive plays to do because of the nature of the game's mechanics, be it draw, counterspells, mana issues . It's also why I said it generally is a bad thing because there are legitimate situations where playing passive is the best option.
The point I was trying to make is that a defensive trample would promote staying back with your creatures to defend yourself and punish your opponent for attacking with anything but large overpowering creatures or creatures with evasion. Trample in general only makes sense on large creatures by itself, so I figure a defensive trample would go on the same type of creatures - making it hard for the opponent to actually have overpowering creatures.
I would say that a control player usually plays reactively and not specifically passive. It's also why instant speed is such a gift for control players as they get a chance to use their reactive cards in the most opportune moments - if your opponent doesn't do a thing, play a card draw or filter spell or something that advances the control player's options or game plan, in however slight a way it may be.
If there ever exists a functional control wall deck, that just drops tons of walls, and counters or ignores board wipes and removal, it would be a real frustrating and boring experience to play against.
Cards like Arcades promotes using walls but by turning them into aggressors to provide a more aggressive and dynamic game plan.
Kinda going on a derail here
I kinda wish Vigilance would be replaced as an evergreen keyword ability by a functional rework, that read something like;
"A tapped creature with ^Keyword^ can block as though it was untapped. If it does through the use of ^Keyword^, it deals no combat damage."
It would functionally still be a racing mechanic that allows you to attack while still having the safety of a possible blocker, but for the attacker it is "free" to attack into tapped creatures with this keyword. It is however a semi-counter to blue and white's tap abilities.
I figure that sort of mechanic would be more healthy on small and large creatures alike, and it would also "cost less" to put on creatures.
Anyway bringing it back, sorry for the derail, mechanics that rewards playing passive or punishes aggressive plays too oppressively, slows the game down and is generally not a good thing.
With all that said, a keyword ability that appears in a single set or block is not problematic when we're only looking at a good handful of cards. I guess I was just worried about an evergreen status.
A question I didn't consider at first; what is this damage? Combat or non-combat? You're not attacking, so are your defensive trampler dealing combat damage or not?
If yes, then that poses a strange interaction with the Commander damage rules, which in general could be fixed but pinning that Commander damage comes from combat damage from attacking Commanders.
If it's non-combat damage, can you Fog while you block and still deal damage to the opponent's face?
3 weeks ago
Funkydiscogod - we can disagree on whether the design is good or not. Personally, I think it is a fun and flavourful way to do a pseudo- Fog effect, but I can see why other's might not enjoy the somewhat strange design.
Moving on, one thing this set needs a a viable cEDH Boros commander. Boros is often treated by Wizards as the aggressive set of colours, which is one of the reasons its commanders are not cEDH viable. By exploring a different side of RW, there's a solid opportunity to make a non-aggro Boros Legendary.
The other problems with Boros are a lack of card draw, ramp, and viable tutors. So, let's have our hypothetical legendary attack two of those; after all, if you can't beat them, you can stax them down to your level.
So, for one such example:
Almaz, Suppression Mage
Legendary Creature - Human Wizard
Whenever an artifact is tapped for mana, destroy it.
: The next time an opponent would search a library this turn, that player searches the top four cards of that library instead.
"Silly dreamer, did you forget? Not all shields are physical." - Almaz, Suppression Mage
The first ability is inspired by Stony Silence , if Stony Silence was a Red ability. On one hand, it provides your opponents the opportunity to still use their ramp; on the other, it creates a long-term punishment that lingers even after removal.
Requiring a tap on Aven Mindcensor 's ability limits its effectiveness some, since you can't stop all tutors all the time. In effect, this means you'll probably save the ability for Demonic Tutor and such, so you are not hindering your opponents' use of fetch lands. The "next time" language also leaves open the option for your opponents to hold onto a fetch land, and use its ability as a means to get their own Demonic Tutor to still go through.
1 month ago
Alright, I am sorry I was unavailable for the challenge for a while. We have quite a few submissions already, much more than initially imagined. The write-up has taken quite a while.
Woiteck - Clean, simple and efficient. The particular card reminds of Phantom Centaur , but you have to take the damage, aka you are a god, although the card is very strong. Very cool idea. The two supporting cards are also really cool and showcase some nice support themes for the mechanic and how it could flesh out in a set.
dbpunk - While enchantment checks have not been done yet. The card presented is a cool one, but it is not a curse subtype, even though it is named Curse of Athreos.
DwaginFodder - Nylea has just a twisted version of devotion. Getting four enchantments on the battlefield is a tough call. I like that you can activate the ability and put counters on Nylea, even when she is not a creature.
dbpunk 2nd card - I think this a much better attempt at a card using the enchantment check. It is however incredibly complicated - it took several readings to get that you really want to exile your opponent's creatures.
TypicalTimmy - the 2-in-1 special! Nice! I feel this card can slip right into the next Theros set without really anyone noticing. It is very flavorful, good stats for Limited and Constructed capabilities. The wording on both abilities has to be cleared up and do not get why a creature being an echantment is specifically mentioned, but overall great job!
SynergyBuild - I enjoyed the backstory of the mechanic a lot, however, I cannot say the same about the mechanic. It is one of the most oppressive mechanics ever. This can be used as a Fog that also kills a creature or player. It has very much a "gotcha" element to it that makes not good to play against. The other uses of making a creature into the ultimate blocker that does not die and kills whatever it is blocking (or the attacking player). Yes, you are limited to one prevention effect, but this really dissuades attacking, especially in a limited environment.
dbpunk 3rd one - this is a cool remix of explore that is more blue flavored. Simple,clean-cut and effective overall. It would work well in a Theros environment for example, where mono-color decks are awesome.
Tzefick - I really like this one. It is simple, yet effective at what it does. The sharing of color with the god seems random at first, but it means thematically, you are devoted to their pantheon. The only thing I dislike is basically that you have to a Mythic God on the field to benefit from it, which is hard to do in Limited.
Bobbbyyy 1st idea - while this is a cool reverse scry effect, it is a bit cumbersome in paper magic to execute, especially for more than one card. Additionally, this will mess with cards that specifically care about the bottom of the deck, like Grenzo, Dungeon Master or that blue pirate that gains an extra turn.
Bobbbyyy 2nd idea - Simple, but it works better than first one. However, the cards presented are really prone to memory issues and the cards just do not sell it - what is the difference in the Priest of Humanity between "divine creatures you control have lifelink" versus "humans you control have lifelink"? Not so much.
And so, the winner can set the next keyword whenever ready. I have tagged every submisson appropriately, and given some thought to all to all the submissions - this one was close between all in the top 3.
1 month ago
I'm not sure what sort of meta you're playing in, so I couldn't tell you why you're struggling to win games, but I could try to offer a few ideas.
If you're coming up against strong control decks that wipe your board a lot, perhaps include a bit more protection for your creatures (you already have Eldrazi Monument in your Maybeboard, but also cards like Make a Stand / Unbreakable Formation or a few counterspells could help.
If you're more struggling to stay alive against aggro decks, adding a few board wipes of your own, as well as Fog effects could be a good idea.
If you're just getting out-valued (which you never should when running Golos, but hey, I guess it's possible), you could try to run cards that flicker Golos (eg. Ephemerate ) to help get more lands out faster and thin out your deck so the Golos activations hit more high-value targets.
If you're getting combo'ed, learn the combo and add a few counterspells.
1 month ago
I mean this in the kindest way: I think you're packing too many big guns without enough ramp and utility. I don't think 4 ramp spells, especially Legendary ones, are sufficient to crank out creatures fast enough, let alone protect them and disrupt opponents.
Oran-Rief, the Vastwood seems like a good fit here, as does Utopia Sprawl . And you really can't go wrong with Birds of Paradise , either, but Llanowar Elves or Elvish Mystic will work just was well. I'd encourage you to run at least 6x ramp spells. I'm speaking from my experience trying to build Elf Warrior Tribal, mono-green +1/+1 counters, mono-white +1/+1 counters, Selesnya +1/+1 counters, and Simic +1/+1 counters. In each case, speed and resiliency have been the major factors determining the deck's success or failure. The best of all of those, incidently, is mono-white +1/+1 counters, because it's the fastest, and because white offers so many useful spells at low CMCs. All that said, there are a ton of spells that are relevant here and I wish you the very best of luck in finding a winning assemblage.
So here's a list of spells of varying cost that might be helpful: Rishkar, Peema Renegade , Jiang Yanggu, Wildcrafter , Hunger of the Howlpack , Inspiring Call , Simic Ascendancy , Hydroid Krasis , Tezzeret's Gambit , Incubation Druid , Vinelasher Kudzu , Chasm Skulker , Servant of the Scale , Arcane Adaptation , Metallic Mimic , Tuskguard Captain , Vines of Vastwood , Heroic Intervention , Incubation / Incongruity , Beast Within , Pongify , Turn to Frog , Fog , Harmonize , Return to Nature , Field of Ruin , Scavenger Grounds , Muddle the Mixture , Negate , Cyclonic Rift , Vapor Snag
Fog occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.01%