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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 |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Rules Q&A
Force of Vigor
Instant
If it's not your turn, you may exile a green card from your hand rather than pay this spell's mana cost.
Destroy up to two target artifacts and/or enchantments.
Andramalech on
EDH (Elvish Demon Highlander)
3 weeks ago
Balaam__ I hadn't noticed this until today. A few things: love and admiration for another user mentioning Castlevania in any way. Some blush because I wasn't expecting not one but TWO whole decks that I directly influenced. Lastly, I'd recommend you look towards Legacy Elves builds because they tend to use a One-Of of the Abbey in order to close out games. Some of those lists include really great scaling cards like Elvish Warmaster and Shifting Woodland, both of which I'd recommend for mainboard here. You've already grabbed up Tamiyo's no-no spell, but Royal Treatment and Force of Vigor are two of my immediate recommendations for sideboard. I love love LOVE what I see here and thank you so much for bringing attention to Ormendahl. He deserves it! As always, Cheers! +1
jethstriker on Unbalanced Cycles in MtG
4 weeks ago
The original boon cycle was designed by Richard Garfield himself, and he was aware that Ancestral Recall was significantly more powerful than the rest. That's why he put it at rare while the rest are at common. So right from the beginning the creator of the game himself already set the tone that cycles aren't meant to be created equal. What I don't like in cycles is almost always red gets the short end:
The color-aligned legendary lands of Urza's Saga. Tolarian Academy is broken, followed by powerhouses Gaea's Cradle and Serra's Sanctum, followed far down the line is the decent Phyrexian Tower, then at the very bottom is Shivan Gorge.
In more recent times they created another "force" cycle in Modern Horizons. Again blue is on top with Force of Negation, followed by Force of Vigor and Force of Despair. Then once again red is at the bottom with white with Force of Rage and Force of Virtue.
The worst I can remember is they omitted red entirely in a cycle. In Mirage they printed 3 tutors: Enlightened Tutor, Mystical Tutor, and Worldly Tutor. The following set came Vampiric Tutor. Then Weatherlight came and there was no red tutor on it. I just personally imagine that Gamble is the unofficial red member of the tutor cycle to clear my mind on this.
Andramalech on
Cosmic Charybdis
5 months ago
Balaam__ I just spent the last 2 hours play-testing casually to see how the life loss pans out, and most of the time? I'm fine. However, I am within what I like to refer to as my 'Red Panic' zone, where a RDW would knock me out.
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In short, once I've gotten into the 6 or less life range, and that's frequent enough, averaging 2.3 repeated out of 5 times. It's often enough for me to consider mainboarding Nourishing Shoal, and that's really the best I've got for such a problem.
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In matchups with burn the Shadowspear (or any of the other 1 drop artifacts, really) are ALWAYS, and I mean ALWAYS getting found turn 2. It's too easy with my Tutor line-up.
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In control heavy matchups, as expected, I kinda play bad. Something like Berserk really doesn't help me here and wouldn't for legality, but I digress- in those types of games I don't really have a great option.. only a good one. Apostle's Blessing.
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Stompy gets tanked because Green might be big but Golgari grows bigger. Surprisingly this is where the +1/+1 given from exile due to Plotting Aloe Alchemist is SO important. Because up against Boomer Tarmogoyf i edge out with the lead AND gain Trample for the turn on my turn .
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Artifact heavy matchups get gutted by Force of Vigor, and only delays my game by a turn much like the description above. Monument to Endurance builds make me think about Delve cards, and Become Immense precisely.
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If there's wiggle, it might be Lost Jitte or maybe Lavaspur Boots, both? Potentially...but that's super secure and strong because of it's built in consistency from Urza's Saga.
I look forward to hearing from you further! And the deck description will obviously be updated at some point.. I've just gotten so lazy about that between moving and other things in life right now. Nonetheless, thought of you when I put the "final" draft together- Cheers!
Andramalech on
Uncouterable Reanimator
9 months ago
Sliverguy420 didn't mention any removal despite saying you needed some- I recommend you include Unholy Heat, or potentially something like Krosan Grip so that you can stop the chaining decks like Storm from piling over you. Things like Force of Vigor help you for casting-for-free, and helping prioritize other slots of the deck. I don't know what budget you have at your disposal, but in terms of reanimating, I recommend you use a Sultai () shell to get the most out of your reanimating potential. Reanimate,Entomb,Animate Dead,Victimize are all considerable options for the prospect of bringing stuff back from the grave.
Don't forget that Graveyards are super easy to target, and having slots for your sideboard to counteract Graveyard removal are super important. Endurance would be a perfect inclusion for that role. Other cards that may help are Feldon's Cane, and Gaea's Blessing.
Best of luck with your deckbuilding, and don't forget that Life from the Loam also exists to help you snatch lands for casting on curve, while also filling your graveyard in order to have more reanimation targets.
MadPilot on
Infect 2025 (UG)
9 months ago
Why Nature's Claim when I have Force of Vigor in SB to cast for free?
No Inkmoth Nexus is a conscious decision because I want access to green mana always. Also Ikmoth is overrated in this deck as without ramp it can only kill as soon as turn 4. The Glistener Elf can do that on T2 and Plague Stinger on T3 (also without ramp). I talk about creature + Scale Up + either Groundswell or Might of Old Krosa combo.
Instead of Verdant Catacombs I have Windswept Heath which do the same.
Also dude, I have no "slow lands", what are you talking about?
DreadKhan on
1 year ago
Huh, I didn't realize Dark Ritual had gone up that much, but that makes sense. It's a very good card in decks that have explosive uses for it. As was mentioned, you might find it for cheap, I got most of mine when I bought some cards from people I knew (stuff that had rotated out for example). While I got a lot of stuff like this I also got a handful of Dark Rituals! I hope you can find some, they're a really amazing Legacy card, and they cost next to nothing.
Since I don't have anywhere to practice Legacy play atm, I often test decks people post vs stuff I've homebrewed. When I was testing this vs my Pox deck (it's a midrangey Control list that can be incredibly slow) it was a big issue if your deck couldn't reanimate Armada Wurm, that second body is a real hassle in Legacy, where people rarely use wipes. Many decks can pass a single removal check, but two of them can be crippling, and being able to do this each time you reanimate an Armada Wurm played well. Roar was a convenient card relatively early, a 6/6 vanilla is still a must answer threat IMHO, and 3G from your graveyard for it seems playable (it outclasses my Pox deck's various 5/5s). Vs my Affinity deck you were just way too slow to compete (the answer would probably be to run Serenity, Seeds of Innocence, or Force of Vigor, and you'd put them in a sideboard I think), that's why I felt some ramp might help, if you can cast a 4 drop a turn early it'll feel quite good.
As for what to pull, I feel like you should leave at least 1 Armada Wurm, and I'd hate to see Roar go if you add Augur of Skulls, the main problem with Roar seems to be that card sucks to draw early/have in your opener, Augur gives you a way to bin it. Anyways, Rite is one of the worse reanimation options, it's hard to cast either way, and it's pretty bad to mill, so I could see you cutting it (I've seen people use Dread Return like Balaam mentions, it's even got Flashback fwiw). I really don't like Boneyard Wurm very much in practice, if you have it early it'll be bad value for mana, and late game it's still just a vanilla beater, I'd play Ornithopter over that.
This is a bit random, while I'm pretty confident most Dredge stuff wouldn't make sense in here, I do wonder about Dakmor Salvage? It's not a fantastic card, but if you can mill it you can mill more cards to 'draw' it? It's an ETB tapped land so it could hurt you later game a bit, but this deck felt like one that could fit a tapped land into it's curve. Maybe try x1 or x2 in place of swamps?
doc_frank_18 on
1 year ago
Maybe add Mandate of Abaddon and Monumental Corruption and Pitiless Carnage Caustic Caterpillar maybe Caustic Wasps with a little bit of Crumble and Dissenter's Deliverance maybe Feline Sovereign and Force of Vigor OOOOH! Must add ---- Glissa Sunseeker!!! and Glissa's Scorn with some Green Slime and some Manglehorn with a pinch of Naturalize and Nature's Claim and some Oxidize with Return to Nature and Tangletrap and Tel-Jilad Justice
wallisface on
Stompy
1 year ago
Some thoughts:
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your mana curve is very high, and land count very low. You either need more lands/mana-dorks, or a much lower mana curve.
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both Wilt and Force of Vigor are sideboard cards - they have no practical place in the mainboard.
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Stompy decks typically aim to apply lots of pressure and close-out the game quickly. Colossal Majesty doesn’t help you achieve this at-all, in that it gives your opponent time to stabilise and room to breathe.
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you have almost nothing to play turn-1, meaning you’re often starting a full turn behind your opponent. This is already a very dangerous place to be- but even worse when your deck archetype is designed to be applying lots of pressure quickly. You need more turn-1 plays.
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