
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Force of Will
Instant
You may pay 1 life and exile a blue card from your hand rather than pay this spell's mana cost.
Counter target spell.








legendofa on The New Commander Brackets Beta
1 week ago
I've been struggling with this for a couple of my decklists recently, and I'm trying to summarize my thoughts here without starting a new thread. So this is semi-stream-of-thought, and I apologize if it gets a little rambly.
There are several criteria being tracked by the current bracket system, including resource generation, speed, reliability, and oppression, and possibly others.
Game changers: A combo like Demonic Consultation/Tainted Pact + Thassa's Oracle gets a key card on the game changers list, because it's fast and reliable, ending a match on turn 3-4. These are speed game changers. Other game changers generate resources just by playing the game, like Rhystic Study or Smothering Tithe. This group often also includes oppression, since a lot of them tax the opponent. Another group is cheap (1-2 mana) tutors, like Vampiric Tutor, Enlightened Tutor, or Survival of the Fittest, that increase a deck's reliability for very little opportunity cost. Most game changers can be sorted into one of these four categories. Ancient Tomb and Gaea's Cradle are speed and resource generation, Drannith Magistrate and Force of Will are oppression, and so on.
Bracket Guidelines: From Gavin Verhey's announcement article, here's what each of the brackets mean and expect. Important to note that the system is still in beta testing, so this is probably going to be different in the future.
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Bracket 1: Decks with more focus on a gimmick than on winning. "Winning is not the primary goal here, as it's more about showing off something unusual you've made. Villains yelling in the art? Everything has the number four? Oops, all Horses? Those are all fair game!" This bracket doesn't allow extra turns, two-card infinite combos, mass land denial, or game changers, and restricts tutors.
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Bracket 2: Decks that can win, but are not tightly focused, or slow to develop. "While Bracket 2 decks may not have every perfect card, they have the potential for big, splashy turns, strong engines, and are built in a way that works toward winning the game. While the game is unlikely to end out of nowhere and generally goes nine or more turns, you can expect big swings." This bracket doesn't allow any game changers, mass land denial, two-card infinite combos, or multiple extra turns in a row, and restricts tutors.
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Bracket 3: Decks that are focused on winning efficiently, but are not optimized. "They are full of carefully selected cards, with work having gone into figuring out the best card for each slot. The games tend to be a little faster as well, ending a turn or two sooner than your Core (Bracket 2) decks." This bracket does not allow mass land denial or multiple extra turns in a row, and restricts game changers and two-card infinite combos, and allows tutors freely.
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Bracket 4: Decks that are optimized for their strategy. "Bring out your strongest decks and cards... This is high-powered Commander, and games have the potential to end quickly. The focus here is on bringing the best version of the deck you want to play, but not one built around a tournament metagame." This bracket has no restrictions.
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Bracket 5: Decks that expect to win at the most competitive levels. "There is care paid into following and paying attention to a metagame and tournament structure, and no sacrifices are made in deck building as you try to be the one to win the pod." This brackets has no restrictions.
Deck Analysis 1: The deck I've been struggling most with is Clear Waters. As I listed in another thread, it has an infinite turns combo (Wanderwine Prophets + Deeproot Pilgrimage + Merfolk Sovereign) and mass land denial (Opposition + Seedborn Muse, Quicksilver Fountain), and a selection of tutors to pull these together (Forerunner of the Heralds, Idyllic Tutor, Merrow Harbinger, Seahunter, and Sterling Grove). This should put it squarely into Bracket 4.
My concern is that it's neither high powered nor optimized. On the axes of speed, resource generation, reliability, and oppression, I would score it high on oppression, pretty good on reliability, and low on speed and resources generation. Looking at examples of other Bracket 4 decks around the internet, all four of those criteria need to be high in this bracket. The infinite turns combo is slow and easily removed, and the land denial is optional (Opposition can have other targets) or temporary (Quicksilver Fountain can remove its own effect).
It would be easy to simply add a big pile of game changers to improve all of these facets. Right now, it has one game changer in Grand Arbiter Augustin IV, and that one's not essential to the deck. That's not the direction I want to go with the deck, though--I want to keep it reasonably budget, and even adding the three least expensive of the game changers I'm considering would basically double the deck's cost.
I know that people in brackets under 4 want to be able to play their deck, and the infinite turns and land denial shut that down. These are clearly stated in the announcement article -"A single extra-turn spell can be fun and splashy. However, extra-turn spells take a ton of time away from other players and their ability to play the game and tend to be unfun when repeated."- that's why they're forced into brackets 4 and 5. But if a deck isn't able to compete against high power, optimized Bracket 4 decks, can it be considered Bracket 4?
Deck Analysis 2: Another deck that I've been struggling with is an enchantment deck, Do Not Mistake Peace For Passivity. The point of concern for this deck is land denial. Blood Moon is classic mass land denial, and the deck is designed to play around it with Abundant Growth, Fertile Ground, Prismatic Omen, and similar cards. It also has a combo that doesn't directly deny lands, but punishes their play and use: Manabarbs + Citadel of Pain. Otherwise, the deck fits all the criteria of a Bracket 2 deck--no game changers, no infinite combos, few tutors, and no extra turns.
This deck can be converted into a pure Bracket 2 deck without much effort by replacing Blood Moon and Manabarbs. But as it stands, a single card pushes the deck up two brackets, according to the guidelines. Again, I don't feel the deck is high powered or optimized, and would not be able to compete in a Bracket 4 match. It could probably survive in Bracket 3, since it's highly synergistic, but nothing any higher.
In this case, adding a bunch of game changers and power cards would somewhat dilute how the deck functions. A few, like Smothering Tithe or Trouble in Pairs, could slot in, but most others would be more gratuitous.
Conclusion: To quote the article again, "There's some wiggle room, and while playing against decks that are all inside your bracket is ideal, you can usually wiggle within one bracket away from you safely." "You should play where you think you belong based on the descriptions." All of this can be discussed in a Rule 0 talk. I strongly believe the brackets are intended to help this conversation, not replace it. As an example, for the Clear Waters deck, I would say that the deck is not optimized to Bracket 4, and I think it fits best into Bracket 3, but it's controlling and has a potential three-card infinite turns combo. I'm willing to announce when the combo is assembled and ready to start, to give everyone a turn cycle to react, and reduce the use of Opposition to creatures and artifacts.
I feel like the current setup is a little too restrictive of the kind of combo-control decks I like. I can have fun smashing big creatures into each other and outmaneuvering everyone else, but I will enjoy locking down the board and establishing my inevitability, and I'm having a harder time trying to find ways to do that in lower brackets. Some people have already offered me excellent feedback and suggestions that I'm taking into consideration, but I'd also like to see how people are responding to the bracket system so far.
For comparison, here's a few more of my decklists:
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Bracket 2: But if you smash one helm...
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Bracket 3: Above such mortal concerns
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Bracket 4: Arrogant. Ruthless. Oppressive. Victorious.
legendofa on Testing brackets with Merfolk combos
1 week ago
Rhystic Study, Smothering Tithe, Enlightened Tutor, Fierce Guardianship, Force of Will, Survival of the Fittest, Tundra, Tropical Island... Even without the lands, that's a few hundred dollars' worth of optimization to not change the bracket.
FadingReality on
Dragons, Dragons, Dragons
2 weeks ago
A couple ramp options that are all either land ramp (the best) or ramp that isn't artifact or creature based.
1.) Wild Growth
2.) Three Visits
2.) Wargate. Wargate gets any land in the game untapped; a very rare effect at any mana range (much less 3 mana). It is as opposed to but aside from that it's superior to even Darksteel Ingot. 3 mana to get an untapped Command Tower is strictly better than 3 mana to get even an indestructible artifact (artifact can still be exiled). This card also gets utility lands that even fetches can't get. On top of all that, Wargate also gives you the additional option of making X be more than 0. If you do that, you can tutor any permanent in your deck directly onto the battlefield. Very useful late game in that regard. So there's a ton of utility in this card for the same price as a 3 mana rock that just gives any color. Lastly, the blue pip in the casting cost gets you closer to being able to run Force of Will.
3.) Archdruid's Charm. Currently the only other card in the whole game besides Wargate that can get any land in the game for 3 mana. could be tricky, but your mana base can handle it honeslty. Although the land you get with it does come in tapped, Archdruid makes up for this by being instant speed! What really makes this card shine is its utility. It is ramp, removal for artifacts, creatures, and enchantments, AND it is a creature tutor. Again, compare this to a 3 mana rock that just gives any color. This gives any LAND instead of a rock, also tutors, and is also removal. This card is nuts.
Lastly, this card isn't ramp per se, but The World Tree can give you a Chromatic Lantern effect and doesn't take up a deck slot. It can be tutored with wargate or archdruid's charm. Just something to keep in mind if you do cut Chromatic Lantern. I'd try to implement all 3 of the land ramp recommendations and then add wild growth if you still need more ramp. Alternatively, you could cut Delighted Halfling for wild growth. Wild growth gives you colored mana for any spell (not just legendaries like halfling), survives WAY more boardwipes and removal, and is also slightly faster since enchanting an untapped land with wild growth allows you to use its mana immediately. Halfling will never tap for mana same turn unless it has haste.
jsnrice on
Atraxa, Grand Unifier
3 weeks ago
Deck Title: Ascension Through Unity – Atraxa cEDH Food Chain
Commander
Atraxa, Grand Unifier
Color Identity:
Introduction
Welcome to Ascension Through Unity, a competitive EDH build centered around Atraxa, Grand Unifier, the ultimate value engine and a uniquely powerful commander that bridges midrange resilience with combo potential. This list leverages the raw card advantage of Atraxa’s ETB trigger to dig for win conditions, interaction, and fast mana — all while supporting a Food Chain combo core.
This deck is tuned for high-level pods and aims to win fast, interact precisely, and grind smart when necessary.
Win Conditions
Primary Wincon:
- Food Chain + Eternal Scourge / Misthollow Griffin / Flesh Duplicate
Infinite creature mana via Food Chain and one of the exile-recurring creatures.
→ Cast Atraxa, Grand Unifier, dig for Thassa's Oracle or Tainted Pact / Demonic Consultation combo.
Backup Wincons:
- Thassa's Oracle + Tainted Pact / Demonic Consultation
- Finale of Devastation for lethal with infinite mana
- Displacer Kitten combos with The One Ring, Teferi, Time Raveler, or mana rocks for infinite value/actions
Notable Synergies
- Atraxa, Grand Unifier ETB + Displacer Kitten: Abuse blink triggers for maximum card filtering and pseudo-storm turns.
- Food Chain + Exile creatures: Efficient engine for infinite mana into Atraxa chains.
- Talion, the Kindly Lord + low-cost spell density = passive draw engine.
- Drannith Magistrate, Opposition Agent, Orcish Bowmasters: Stax elements that don’t disrupt our own lines.
- Archivist of Oghma, Esper Sentinel, Mystic Remora, Rhystic Study: Passive card draw galore.
Staples and Interaction
This deck plays nearly every blue interaction spell you’d expect:
- Free Countermagic: Force of Will, Force of Negation, Pact of Negation, Mindbreak Trap, Flusterstorm
- Removal: Swords to Plowshares, Abrupt Decay, Chain of Vapor, Toxic Deluge, Culling Ritual
- Tutors: Vampiric Tutor, Demonic Tutor, Worldly Tutor, Enlightened Tutor, Imperial Seal
And it runs every relevant fast mana: - Mana Crypt, Lotus Petal, Chrome Mox, Mox Diamond, Mox Opal, Mana Vault, Ancient Tomb
Why Atraxa?
While many commanders offer value, Atraxa’s Grand Unifier trigger is uniquely broken in a deck like this. With a proper build, she can hit:
- A creature (e.g. Eternal Scourge, Deathrite Shaman)
- A non-creature spell (e.g. Demonic Consultation)
- An instant (e.g. Swan Song, An Offer You Can't Refuse)
- A sorcery (e.g. Finale of Devastation)
- An artifact (e.g. Sol Ring)
- An enchantment (e.g. Rhystic Study)
- A planeswalker (e.g. Teferi, Time Raveler)
This makes Atraxa a one-card value engine that refills your hand and pivots you into a win turn with proper sequencing.
Power Level & Goals
This deck is firmly cEDH (power level 9.5–10). It’s built for pods where interaction is heavy, turns are fast, and wins are clean.
You’ll thrive if:
- You can protect Atraxa, Grand Unifier for at least one trigger
- You pilot your combo lines efficiently
- You mulligan aggressively for interaction or ramp
Mulligan Strategy
Look for:
- Turn 1–2 dorks/rocks + tutor
- Food Chain + exile creature opener
- Strong card draw pieces + interaction
- Always mull away clunky high-CMC hands
Weaknesses
- Susceptible to Drannith Magistrate (unless we remove it)
- Hate for graveyard/exile recursion (Rest in Peace, etc.)
- Heavy counterspell matchups if we stumble on mana
Closing Thoughts
Atraxa, Grand Unifier doesn’t just unify card types — she unifies power, control, and combo under one elegantly devastating package. Whether you’re tutoring with efficiency or slamming a turn 4 Food Chain win, this deck rewards mastery and punishes hesitation. Perfect for cEDH players who love versatility and inevitability.
Thanks for reading! Let me know if you want a sideboard package or metagame tweaks.
burferking on
Turn 0 win vs Chancellor of dross (100%)
1 month ago
Well, if you can play conspiracies, I would use Emissary's Ploy in the sideboard as "A conspiracy doesn't count as a card in your deck for purposes of meeting minimum deck size requirements."
3 Pact of Negation, because in a deck of 60 FoW, each Force of Will needs to exile another one. In a starting hand of 7, three could be played.
Main list 53x Contract from Below 2x Elvish Spirit Guide 1x Flash 3x Pact of Negation 1x Thassa's Oracle
Sideboard 1x Emissary's Ploy
Niko9 on Infinite Rulings
2 months ago
If it was me, I'd prioritize making the rules easy and clear rather than trying to fit every situation. There are two ways that I can think of that might be fun to play out:
One that I've done is having a combat damage wincon tourney. Something like mindslaver or infinite tokens would still be legal in combat damage only, but at the same time players know what to expect and can prepare. You don't need Force of Will when you know threats will be most often permeants, and can run lots of flexible removal instead. I don't even think Mindslaver would be a problem because more players would have space in their decks for artifact removal if they know they don't need to worry about instant speed combos.
Or maybe having a limit to how many times cards can resolve per turn cycle. I'm sure it would cause a ton of interactions to change, and I don't really know how it would look, but say, you can still resolve Rhystic Study but the effect can only trigger 2 times before your next upkeep. It's still a broken card, but there would be a more finite light at the end of the tunnel. Again, this might drastically alter some commanders/playstyles, but I think overall having a 2 trigger limit for every card name per 4 player turn cycle could bust 99% of infinite grossness.
Mortlocke on
water proof deck (v.3.0)
2 months ago
I can see that you are starting a Primer, in case you don't have them I suggest the following resource: Epochalyptik's Do you want to write a primer? I've found it useful and hope you do as well. So, first things first I have some questions:
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What decks do you intend to play with using this deck? Do you want to play in a High Powered pod with degenerate spells like Mana Drain, Force of Will, Winter Orb and the like? Or is this a pod with lower power?
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What's the budget with this deck? Is it to be in the same mold as an upgraded precon?
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How do you want to win?
I saw your comments on the Advertise your deck forum, and I can see that you wish to add more draw and more control. In regards to draw I can see that Rhystic Study was suggested before and you have budgetary concerns - there is always the option to proxy. If your playgroup allows it of course.
Possible subthemes/Wincons to consider outside of Voltron: - A flicker (exile a permanent then return it to the battlefield end of turn) subtheme may be an interesting direction to go with this deck. There are numerous options to go with in blue and including creatures such as Thassa, Deep-Dwelling, Scourge of Fleets, Archaeomancer, Spark Double, and Spellseeker to use and abuse their enter the battlefield effects.
- You could try slotting in Pili-Pala and Grand Architect for infinite mana or run Tunnel Vision and then win using Laboratory Maniac/Thassa's Oracle.
Honorable Mentions for fun Control/Card Advantage effects:
- Aven Courier - this guy helps your commander do more of what it likes to do. You should try and slot him in.
- Stormtide Leviathan - this guy can stop combat damage from reaching you for a time
- Faerie Mastermind - fun little taxing effects like this are great because it guarantees card advantage
- Wavebreak Hippocamp - given your deck has a lot of interaction it's likely you could keep up your tempo with this guy out
DreadKhan on Lotus Petal vs. Chrome Mox
2 months ago
I'm not sure if I missed something, but I don't think Raven's Crime specifically needs Swamps, you can discard any land to cast it from the graveyard. It's a pretty strong card in a Rack list IMHO, and worth running if you find you draw lands when you'd rather have drawn a Raven's Crime. I think with a deck like yours, where you're at 19 lands and have only 6 3 drops (and an average MV well under 2) you can expect to not need lands after a few turns, so I don't know that you'd need to add more Swamps (or lands in general) to derive value from Raven's Crime.
IMHO there are still certain archetypes that are viable in Legacy that aren't always fast, and Rack is one of them. The existence of Force of Will means people can't design decks that are so greedy that they scoop to a single FoW (or Force of Negation), so grindy decks will have a place. Even if they don't run FoW in their own deck, it's omnipresent enough that we all get herd immunity to a certain level of greed. On the downside it means certain decks will always be kinda good, a timely Thoughtseize can be much better than FoW, and a Rack deck can also throw a Hymn out early; do you FoW the Hymn, or risk it and end up unable to FoW anything and are still down 2 cards? As long as you have enough creature hate I find you can still win games vs aggro (much harder now with The One Ring, but you're VERY well placed vs it with Chains x4) as well, and your ability to lock people out of drawing can give you the time to win.
Ultimately, is it a bad situation when you're using Raven's Crime? Probably, but the alternative is just having to scoop IMHO. That's why I'd probably try it out as a x1 or x2 and see how often it saves your bacon. You can also use Entomb to put Crime straight into the bin, and include a copy of Bloodghast or Nether Spirit if you already drew your Crime. It's the kind of card I think you'd add to give your deck more grindy options when desperate, but IMHO if your combo is set up you don't need Raven's Crime.
My final thought is that with your Dark Confidant you can draw extra lands to feed Raven's Crime, as long as you have access to Black mana, maybe this is where the extra Swamps concern came from? You could always toss in Blood Crypt if you don't want to buy more Badlands, you'd always get the OG dual first, or a Basic if it will work, so you don't notice the Crypt's drawback as much. I feel like if you're hitting the opponent with 1 Crime per turn roughly (counting an extra card from Dark Confidant) you might not need much more support to get your Racks online other than a Chains or two to prevent the opponent from drawing extra cards. YMMV but I think it's worth trying out x1 or x2, as long as you have a couple Racks out it'll be a lot of pressure.
Hope some of this helps!
Have (1) | Azdranax |
Want (2) | olofgustav , Jerv |