Combos Browse all Suggest
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 |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Force of Despair
Instant
If it's not your turn, you may exile a black card from your hand rather than pay this spell's mana cost.
Destroy all creatures that entered this turn.
Profet93 on Toshiro Umezawa Spellslinger Control
1 month ago
Forbidden Orchard - To always have a creature to target/destroy + politics
Lashwrithe > Nightmare lash - Option to use mana to equip + comes with a token attached.
Sword of Wealth and Power/Glamdring > Spellbinder - High equip cost, chance for 2 for 1, and requires instants in hand. The casting without paying is nice but I believe having your commander be pro instants + sorceries is huge as they need to interact prior to combat. Not to mention the first strike on Glamdring.
Demonic Tutor > Mastermind's acquisition?
Shizo, Death's Storehouse > Swamp
Sheoldred's Edict - Removal with an option
Defile - Not needed but can pack a punch
Dismember - A bit expensive but flexible. Might be worth noting
Grim Return - Cute, especially with ETB effects
Force of Despair - Interact while tapped out
Dash Hopes - How has this been playing for you? Seems like they just lose 5 life for 2 mana.
Liability - Is this impactful enough? I feel it can backfire and the upside isn't incredibly strong. Although, it does wreck token decks with a board wipe.
Mirrorpool - One of my favorite cards! What is your target with it usually, I don't see any incredible payoffs.
leovolt884_ on Rotpriest Infection
3 months ago
Definitely Does not need as many pump spells. Keep the Vines of Vastwood for protection and maybe a Snakeskin Veil or two if you want to argue for that. Heroic Intervention is a good alternative as always but doesn't have pump capabilities. I think it would be decent as mass removal is pretty common especially with -x/-x to all creatures being a common effect on black cards and your deck is very susceptible to that kind of removal. Most mass removal doesn't target so you wont even get Venerated Rotpriest triggers so some board wide protection seems necessary. Might of the Masses seems like a good cut because only 16 creatures with very limited card draw won't end up pumping more than other spells too often. Groundswell and Might of Old Krosa seem pretty redundant so picking one or the other would be best.
Depending on how you feel about splashing, maybe consider red for something like Rhythm of the Wild for protection and better aggro. Something to provide trample can be found here as well. Temur Battle Rage is an okay option and can be deadly but requires an additional pump spell to be at full potential. Can't think of any other cards like it off the top of my head but they definitely exist. If staying in two colors, consider 3-4 Vexing Shusher to simulate Rhythm and serve as removal bait in which case Triumph of the Hordes can maybe be justified as a boardwide buff and trample enabler, also giving shusher infect. In terms of creatures, running a few more may perform well, possibly a few copies of Flensermite and I would highly recommend Skithiryx, the Blight Dragon to close out games if you can't take them early. It would be a good idea to at least sideboard it against control or burn. Some of your current sideboard cards should be run mainboard like Dismember, a Force of Despair, and some Thoughtseize to disable your opponent.
I understand running Urborg, Tomb of Yawgmoth especially with the Inkmoth Nexus but it feels a bit pricey and could be replaced with an Overgrown Tomb since your mana ratio is already pretty good. A few lands may also be cut, considering 1.4 average cmc is very low and with limited card draw you really don't want to get mana flooded.
The deck feels almost like a "one trick" kind of deal and would be pretty easy to work around. You have to play really well to force your opponent into numerous combat tricks so maybe take it easier on yourself by running more removal and card draw. Dumping your hand then drawing 1 to 2 combat tricks per turn may not work against control decks or even aggro decks that can afford to chump block. Unearth is a good idea, consider running 1 less in favor of a mass recursion effect or something that lets you access multiple cards from the graveyard later in the game when you've run out of resources.
Kiyomei on The Lost Cat 迷い猫
4 months ago
Self Note ordered.
In 13 ______________
Outo 13 ______________
SufferFromEDHD on Sidisi 1CMC Glass Cannon
9 months ago
41.5% of this deck has CMC 0 for a reason. I'm all in on Ad Nauseam. Fantastic suggestions but I have to be very mindful of CMC total. Right now it's at 55 but maybe I'm overthinking it?
Grim Monolith had to double check my list. Was very surprised it is not in. Guessing CMC 2 scared me away but it would allow me to go off a turn earlier.
Necropotence Ad Nauseum #2. Back ups are important. Will slot in.
Snuff Out and Force of Despair I know this deck needs more removal but 7 CMC is a lot of life. Slaughter Pact is truly free. These are guaranteed sideboard cards for certain match ups.
Of your anti blue tech Mind Twist is a great suggestion. Old school power. Conqueror's Flail is a great "can't" but involves too much setup in a creature lite list.
Profet93 on Sidisi 1CMC Glass Cannon
9 months ago
Grim Monolith - Ramp
Necropotence - In case shit hits the fan and you need to dig?
Conqueror's Flail - Anti blue?
Snuff Out - Interaction
Mind Twist - Anti-blue bait. Should they exile your wincon, you can just spite them by making them discard their hand. Also deadly if ramped early game, should you wish.
Force of Despair - Interaction?
AudderPop on
9 months ago
Snuff Out and Force of Despair unfortunately work the opposite way of how we want; although they're cheap to cast in reality, their CMC is high, so they hurt us a lot to draw off Ad Nauseam. Cavern of Souls and Cabal Ritual are both solid options to proxy in for the cEDH sideboard, as they're both useful but way outside of what I'd actually spend money on. Defense Grid is in the middle sweet spot where it's not a super expensive card and I can see how it improves our combo; it probably limits the number of counterspells our opponent can hit us with while we're comboing off to two max, which is nice :)
Thank you for the suggestions!
Profet93 on
9 months ago
AudderPop +1
Defense Grid is also a potential consideration for combo protection.
Cavern of Souls for your commander. After you play this deck once, anyone worth their salt is gonna try to counter your glass cannon. This provides extra protection against blue.
Snuff Out Removal
Force of Despair can this work?
Profet93 on Dirty Needles
1 year ago
I was gonna recommend the several instant cards that return your creature when it dies but given the exile opponent, I am hesitant to recommend them at this time. They might want to be reconsidered later. Until then, below are some general suggestions to improve the power/consistency of the deck while remaining "budget"
Draw to maintain gas (as you will be targeted)
Crux of Fate - Boardwipe for when things get out of hand
Imp's Mischief - Under $10 but extremely useful!. Redirect _targeted _ removal, draw and extra turns. Not to mention, it can "counter" counterspells and having 2 mana open will allow you to bluff interaction.
Force of Despair - Interaction while tappedout gives you a strong ability to bluff. May or may not be useful but worth mentioning.
Lightning Greaves - I know you have swift boots which allows you to put on other equipment but redundancy is nice to protect your costly commander.
Champion's Helm - Similar to above and swift boots
Trailblazer's Boots - Almost guaranteed unblockable
Sword of Vengeance - Not needed but potentially worth looking into
Animate Dead - Recursion is always nice in black
Thespian's Stage - Copy coffers or opposing utility land
Homeward Path - $15 but meta call should you find theft to become more common
You really need more ramp in this deck to make your commander more threatening
Mind Stone/Commander's Sphere - Ramp when you need it, draw when you dont
I can provide several suggestions for cuts should you wish, let me know. Hope this helps.
Have (3) | JordanSanFran , metalmagic , reikitavi |
Want (0) |