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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 |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | 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.
Khurgar on
Modern Lands
4 days ago
Allright, so here's the "how the fk does it work?" part.
The deck is a prett slow one that takes some time before it really activates, so several cards both in the main deck and side board are there to mitigate the pressure that we might suffer from early plays. Lightning Bolt, Fire / Ice and Arboreal Grazer fills these slots in the main deck.
What the deck wants to do is generally to discard lands with Seismic Assault to deal damage to the enemy, then use cards such as Wrenn and Six, Life from the Loam and Slogurk, the Overslime to recur those lands to your hand again.
Trade Routes is used for 3 reasons. The first is pretty straight forwards, use your land cards in hand to generate new cards. Second use is to be able to play your channel lands early in the game to give mana while being able to pick them up later in the game to use their channel effect. And the third one is to make Slogurk, the Overslime to grow rapidly. If you discard a land and opt to dredge a Life from the Loam, Slogurk, the Overslime can grow anywhere between +1 to +4 +1/+1 counters for a single mana, ontop of digging for utility lands that you can return later.
Sadly I have not had a lot of time playtesting it, and I think that the sideboard needs a lot of work. First and foremost I feel like I have doubled down a bit too hard on artifact hate, albeit with a lot of cards with multi purpose.
Anyways, the rundown of why I included the cards are as follows: Damping Sphere was included to stop decks such as tron and titan, and it also works well versus decks such as breach or storm or other more jank combos such as neobrand.
Pithing Needle and Relic of Progenitus dont need explaining.
Brotherhood's End was included to deal with asmo decks, affinity, prison tron, goblins, merfolk and other similar decks to these.
Force of Vigor is in the deck solely because I have no way to stop a turn 2 kill from hammer, other than blocking with an Arboreal Grazer. I am strongly considering cutting it though.
Haywire Mite is included to stop Kaldra Compleat, but will probably see play in the same games that my other artifact and enchantment hate cards.
Otawara, Soaring City is just so that you are more likely to draw them, especially in matchups where they run pithing needle to stop Boseiju, Who Endures, but is also really good for returning combo pieces to hand, or just big beaters like murktide. Its also really good vs tokens.
Boseiju, Who Endures just a really solid card, deals with most problems the deck faces, such as graveyard hate and blood moon effects.
Bojuka Bog is a fantastic card in this deck. With this card and Trade Routes you can exile your opponents graveyard every turn if you'd like, although it is only in sorcery speed.
Cards that I would like to experiment with: Expressive Iteration is a card that I am gonna experiment with in place of Fire / Ice. I think that Fire / Ice is much better at stalling out the game, but expressive is such a valuable card to have in the mid game.
Academy Ruins and Buried Ruin to be able to get artifacts back from the graveyard.
Shadowspear to deal with agressive matchups where the opponent have no good way of dealing with my constructs or Slogurk, the Overslime.
Orvar, the All-Form versus decks that enjoy discarding your hand, so generally versus decks that runs archong or liliana.
I hope you enjoyed the read, give me some thoughts in the comments if you have any =)
Tur on People's Thoughts on Mommy Norn?
2 months ago
Combo players, in semi-competitive, do not care about this card. It will never be a road block to their combo decks. It will die right away or be countered. Boom and that's all they wrote. Counterspell cards would be more effective against combo players.
Again, I do not care about the Yarok, the Desecrated part of the card. That really doesn't matter too much.
The problem which I have with Elesh Norn, Mother of Machines is the very large amount of judge rulings, player errors, and misrepresentation which will occur.
It is inevitable these will occur.
How many times have you seen someone in your play group do any of the following actions:
- Use a fetch land or Rampant Growth while Stranglehold is in play
- Use a "Pact" card, such as Pact of Negation, and forget to pay the cost on the next upkeep
- Use Force of Vigor on their turn by exiling a green card
- Resolve a spell of X CMC into Chalice of the Void
- Forget about taking damage from City of Brass
- Forget to about cumulative upkeep abilities on Mystic Remora or Elephant Grass
- Forget to draw two cards after their spell got an Arcane Denial or add the X mana from Mana Drain
- Equip Lightning Greaves while Damping Matrix is in play
- Forget the "Ward" cost to target
- Play Swords to Plowshares for one mana into Trinisphere
- Draw before using Wild Evocation
In a casual meta takebacks are generally acceptable. Assuming not too much time or actions have past.
Elesh Norn, Mother of Machines is a engine for these kind of effects. Unless you're a very sticker for the rules, half the time you'll have to deal with so many takebacks. It's a headache.
I'd probably just scoop to this card if I don't have an out in-hand.
At least Winter Orb isn't going to cause massive takebacks.
Lunarbripsaw on
muldrotha
3 months ago
Hey, thank you! ive spent alot of time working on it for a while now. ive thought about Out of the Tombs but i find it very easy to disrupt and with an empty library id rather be going for the win than to add to the board. im also trying to find a spot for Shadowspear , Force of Vigor , and Rings of Brighthearth i see the Perpetual Timepiece in your sideboard, i used to run it but found it too slow for my playgroup. now i like the interaction with life from the loam with Teferi, Master of Time instead.
Andramalech on
Modern Amulet Artifacts
4 months ago
I noticed that there isn't a sideboard detailed, and I did notice how your mana based is arranged, so I'll take it you prefer Bant () colored spells. I'd recommend:
- Vines of Vastwood
- Blossoming Calm
- Dovin's Veto
- Vapor Snag
- Aether Gust
- Luminarch Aspirant
- Veil of Summer
- Broken Bond
- Blacksmith's Skill
- Built to Last
- Farewell
- Ancient Stirrings (can't remember if this is on the ban list or not..)
I noted that you said you haven't constructed this yet so I keep that in mind with my recommendations; afterall, Broken Bond may do what you need it to better than Force of Vigor but honestly go off, either way, I see the great potential you have to make this an unorthodox at your local tourney. It would certainly raise eyebrows, and I think it could be fun. Best of luck with your building!
Ardees on
Gates? Nine Fingers Keene Competitive
5 months ago
If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.
Artifacts: you should be running at least Mox Diamond, Chrome Mox, Mana Crypt, Sol Ring, Arcane Signet, Mana Vault, Jeweled Lotus, maybe even Grim Monolith and Lion's Eye Diamond.,
Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.
Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy
Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).
Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.
Enchantments: a few staples in the current competitive meta: Rhystic Study, Mystic Remora, Sylvan Library, Burgeoning, Exploration, maybe Abundance and Necropotence
Removals: you could most definitely swap some of your removals for something better and more competitive, such as Force of Vigor, Nature's Claim, Abrupt Decay, Assassin's Trophy, and more.
Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.
If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.
Squee_Spirit_Guide on
Shifty Crabs!
6 months ago
ElPared, I didn't really think of Crucible of Worlds, but I like my other 3 drops a little better. Usually the three lands from Life from the Loam are more than enough to close things out. I'll play around with crucible a bit, but my initial thought is to stick with Life from the Loam.
Soul Foundry seems a little expensive, but Sakura-Tribe Elder has some potential. I think the tradeoff for something like Explore or Growth Spiral is having a blocker at the expense of the cantrip. Which one is better might just depend on meta, but I'm definitely going to try out Sakura-Tribe Elder and see how it goes!
IHATENAMES, my usual Leyline of Sanctity plan is to remove it with Broken Bond or Force of Vigor from the board, or go wide/big with Scute Swarm or Tireless Tracker. That said, I really like the possibility of having other options as well. I can even see running a one-of Hall of Storm Giants in the main. Uro, Titan of Nature's Wrath is probably more of a sideboard card, but I think it would be pretty useful for changing the angle of the deck so it's not as all-or-nothing.
Thanks for the suggestions!
Andramalech on
Dingus Tribal
6 months ago
Found some!
- Necrogoyf
- Profane Tutor
- Force of Vigor
- Terminal Agony
- Ignoble Hierarch
- Tourach, Dread Cantor
- Sword of Sinew and Steel
- Persist
- Dismember
- Dauthi Voidwalker
- Ornithopter of Paradise
- Nested Shambler
- Brainstone
Formatting won't allow me to show the retro frame, but all of these do various bits to your end, and have a retro-framed alternative printing. And minus Force of Vigor, most of these are relatively cheap. I hope it helps!
nbarry223 on Best Fae of Wishes Targets?
7 months ago
Great suggestions so far!
I really like Biorhythm as a sneaky wincon (going to keep it in mind in all future games I play, to see how often it would come up). Shark Typhoon is essentially a tutorable creature that you can sink mana into worst case, while also being a card you could build a deck around. Ensnaring Bridge is something I haven't considered surprisingly, but realistically the deck I run this in usually has too many cards in hand, so I couldn't use it as an out as easily as Worship could be used.
@wolfhead
It's really funny you mentioned Karn, the Great Creator and Glittering Wish because I transitioned from Glittering Wish to Fae of Wishes, and actually ran Karn, the Great Creator for a little bit too.
In my deck, Mosswort Bridge doesn't care about CMC and lets me cast the adventure mode free, and Turntimber Symbiosis
Flip (it has upsides with Mosswort Bridge over other lands) feels much better hitting Fae of Wishes instead of Glittering Wish, so there's a fair bit of upside for this option over the other wishes.
@RNR_Gaming
Unfortunately, Fae of Wishes says noncreature, so 2/3 of those don't work. I'd also want something with more impact than Tormod's Crypt, like Rest in Peace, when you consider the opportunity cost of the wish. Free cards are good, don't get me wrong, but they need to be worth Fae of Wishes initial cost to even be considered. For example, Force of Vigor is a valid option.
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