: Add to your mana pool.
: Roll the planar die. Activate this ability only any time you could cast a sorcery.
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|Commander / EDH||Legal|
Latest Decks as Commander
Fractured Powerstone Discussion
2 months ago
Hey! I'm happy to share suggestions, as I've thrown out a few ideas and tried to chat about insight so far. You may want to try and isolate cards you're willing to remove - that way you can still feel like the deck is yours, while being open to prospective ideas / outside perspective ya know?
I'll try to make suggestions with budget in mind!
- Get the same effect with a higher upside and immediately get to discard a Dragon. Non-artifact so it's harder to remove. Mid and late-game card-drawing machine with an evasive Dragon.
- This Neheb is too slow and while the synergy is there, it's going to have trouble making a consistent impact. Even an ETB tapped fetch still keeps you getting the color mana you need while (statistically marginally) thinning your deck and cleaning your future draws.
- Overall, these edits reduce your cumulative curve, provide similar (if not more consistent) discard ability, and much higher ceilings for providing value. Evolving Wilds is your 2nd fetch, so you can keep improving the lands you're getting into play. Daretti lets you move through the deck quicker AND has artifact synergies if you choose to lean into that line of play. Chainer is a discard outlet and haste enabler the turn he comes down, so he's already got the same floor as Mad Prophet with the opportunity to be impactful if he stays on the board.
- Since you've enjoyed leaning heavily into the discard aspect, Temple makes a lot of sense for you to have access to a mid or late-game land to ramp a bit. With all these expensive Dragons, I'm sure you've had a turn or two with plenty of un-used mana (I have!), so this gives you a way to maximize the discard AND set yourself up to keep having access to mana!
- The five-mana CMC for a less-efficient Sneak Attack just feels heavy in this build. Adding Landscape gives you another opportunity to pull lands out of your deck and keep having colors on the battlefield - I'm sure you've noticed but the double and triple-pips of the deck can be VERY challenging at times. Being able to get two Mountains (or your two Swamps) will hugely impact your ability to play relevant spells on time. As far as getting one more haste enabler, even with Chainer already in...
- Tyrant is a win-more and a payoff card. It's a fun ambition, but in a deck chock-full of power and crazy cool Dragons, we don't need this. Instead, big Kolaghan comes down much earlier AND hastes our entire squad.
- Courser enables shenanigans and fantastic temporary Commander fun. It's effect can be much more impactful than Thundermaw Hellkite's in the long-run, and essentially acts as another reanimation spell. Thundermaw's effect is pretty narrow, while Courser's lets us go into the graveyard for a more toolbox-like approach, depending on what we've been able to get into the graveyard so far.
- This might be a little bit of personal preference, and with how many ways this deck has to kill opponents' creatures on your turn, I think it provides a great ceiling while also acting as an early-game blocker. Mana that you can do anything with is so precious in this deck, and it happens to synergize nicely with the best addition to this deck in Kaldheim...
- I personally don't think this deck needs to go wide, otherwise you'd be running more cost reduction ( Urza's Incubator , Dragonspeaker Shaman ) as well as Nesting Dragon . Big-mana decks are always going to need mana, and Goldspan makes it in spades.
- This is a different style of play, I'd just rather avoid exiling my Dragons or only getting a single use out of them...for a minimum of 8 mana and two turns. Feldon has more flexibility in coming down quicker and activating sooner. You're packing High Market and Phyrexian Tower here for sac outlets to get rid of the tokens (same as the Dragons from Zirilan realistically), but you're doing it much earlier in the game, or with mana to spare, with no downside of losing a Dragon for the rest of the game.
- Between all of the Dragon ETB damage and the removal suite available to Rakdos, you don't need more removal, I'm sure you've noticed this! Especially cost-inefficient removal. Having more reanimation effects, especially to act as a or flicker effect? There's WAY more flexibility here for how the Dragon reanimator wants to succeed. I agree that more removal is always good though! With that in mind...
- Play faster, and play with more flexibility. Command will give you options based on how the game's playing, and playing at instant-speed ensures you can be more interactive. Along that same line...
- Flexibility in usage! More than likely this will get rid of a troublesome artifact, and wouldn't you know it that some of the best graveyard hate is on artifacts! The graveyard hosing can also be key and, again, playing at instant-speed gives you more opportunities to disrupt opponents. For a high-curve deck like this, that's really important!
- Let's help Rakdos players see that Arena isn't the powerhouse everyone thinks it is! Exploration does EVERYTHING we could need - especially in your build, which has a higher concentration of Dragons, there's a greater likelihood for you to fill your graveyard quicker! Please give this a shot and let me know what you think!
Four of these cards ETB tapped and make you a turn slower, AND they're bad in the late-game since they have little utility. There's no snow synergy here to justify Coldsteel. Having more land ensures you'll hit your drops throughout the game. Wayfarer's lets you keep some ramp (I prefer Expedition Map, but one discussion at a time) while Archive has mana utility and lets you cash in when you have leftover mana. Smooth out your hands, get more consistent draws and turns, and have the ability to draw more cards.
- All of these Dragons in the yard are going to go to waste if you can't get them out onto the field! This is my favorite low-cost reanimator aside from the namesake - if you wanted to make a case for Stitch Together I wouldn't argue it. Being able to get two Dragons out, albeit tapped, ensures you can keep some board presence. It also lets you use up some of those Sneak Attack / token creations in an efficient way. I know losing some card draw feels a bit weird, and based on how the deck's built up, and from what you've described about your playstyle, it sounds like you may have an over-abundance of card-draw and not enough interaction. Hopefully this changes things!
Non-budget upgrade, and more likely to consistently come down untapped and provide the same color flexibility. If budget doesn't allow this edit, I'd say the non-budget move could be Path of Ancestry .
I do think you need to find room for one of the game-winning, mass-reanimators like Living Death or Patriarch's Bidding , or the new Kaldheim one, I'm blanking on the name. I'd take out Scourge of Kher Ridges for it to give yourself a win condition out of nowhere!
Hopefully these ideas help, or at least spark some further ideation for you to think about! If you want to chat about Bladewing in real-time over Discord or Reddit I'm on both sites as ThePillowman :)
7 months ago
I would consider adding more artifact ramp cards to increase the speed you can cast Kozilek, the Great Distortion.
All of these cards are relatively budget (they cost between 1-4 dollars on average), I could suggest more depending on how "budget" this deck is.
Also Helm of Awakening to lower all of your mana costs.
7 months ago
Things like Fellwar Stone, Sol Ring, Prismatic Lens, Fractured Powerstone, Worn Powerstone, Wayfarer's Bauble, Talisman of Dominance, Dimir Signet, Arcane Signet, Thought Vessel, and Mind Stone would make a great ramp package here. I know you already have some here but I would take out Mirrorpool, Ravenous Chupacabra, Rise of the Dark Realms, Thassa's Oracle (if you dont have a way to instantly mill yourself), Conjurer's Closet, Sire of Stagnation and Crush of Tentacles. These are your lower impact higher cmc cards, and this will lower your average cmc so your deck will run smoother.
Additionally, I feel like there are some draw staples that are missing, such as Rhystic Study, Mystic Remora, Necropotence, Phyrexian Arena, Visions of Beyond (if you lean into the mill strat), Sign in Blood/Night's Whisper, and things like Brainstorm, Preordain, Ponder, and Read the Bones. Think about the higher cmc in your advantage section to replace for a few of these, I usually shoot for 10. hope this helps!
7 months ago
Hey, you might need a bit more ramp to push those angles out at a good pace. Mind Stone, Fractured Powerstone, Prismatic Lens, Worn Powerstone, Star Compass, Fellwar Stone, and Verge Rangers are all great options.
7 months ago
Sweet build, you've earned yourself a +1 from me. I'm always impressed when people can build functioning EDH decks with colorless generals. One quick suggestion though: as your commander does have a cmc of 12, and the deck's average cmc is an inordinately high 5.38. As such, you may want to consider running more lands than the relatively low total of 34, as well as possibly running more mana rocks such as Mind Stone and/or Fractured Powerstone to help the deck run more smoothly. Burnished Hart is also decently strong, as are dorks such as Hedron Crawler, Manakin and its evil twin, Millikin. You might benefit from replacing some higher costed cards that don't necessarily impact the game in as meaningful a way with the above relatively low cmc ramp suggestions. Good luck friend!
8 months ago
So, Divine Sacrament doesn't quite do much for the deck, as the lack of creatures and ways to fill the graveyard cause it to add a little power to the board. I would just add Rest in Peace for disrupting the opponents.
Emerge Unscathed, Gods Willing, and Brave the Elements are fine spells. They are a solid one-for-one, but they act best in decks that can draw lots of cards. Mono-White cannot do that, so things that trade with the opponents don't cut it. Lightning Greaves continuously protects, Fractured Powerstone accelerates your game plan, and Enlightened Tutor is fantastic utility.
Anent being bereft of many lands, Temple of the False God is oft a dead card. It is only active if you are serendipitous enough to hit five lands without having much card draw. Scavenger Grounds hits the graveyards as a bonus to just being a lovely land.
That shall be all from me. May fortune betide!
8 months ago
I just put together a blue white voltron deck as well. I run hannah, ship's navigator at the moment to attempt to mitigate having any of my threats wiped. She also draws me a little less attention at the table.
But I really just wanted to let you know how much I have loved Shinechaser in the deck. It functions as a Bruna Lite with its flying and vigilance and is almost always a 3/3 flying vigilance for 3 mana in my deck. Add any buffs to that and she's a great threat at a low cost.
Also if you are looking for better ramp than the locket and cluestone check out Wayfarer's Bauble, Coldsteel Heart, Fractured Powerstone, Everflowing Chalice, Fellwar Stone basically anything that only costs 2 mana will really help out since your deck wants to be as aggressive as possible. Also turn three you want to drop your commander so the less cards you have competing with his slot the better.
8 months ago
Hey, nice to see someone else is trying to make Avacyn competitive! Here are some thoughts from my own Avacyn deck, I’m still in the process of building it as well. :)
Personally I like Helm of Awakening, Thought Vessel and Arcane Signet. These are cheap rocks that don’t come in tapped allowing you to ramp a little more efficiently (especially since white needs all the help it can get with ramp)
Sensei's Divining Top (Card quality)
Avacyn is a huge threat and most people will definitely try to stop you from using her by: countering her summoning, exiling her, -x/-x, sacrifice, copying or stealing her.
Teferi's Protection is complete board protection. Probably the best defense white has.
Arcane Lighthouse is useful in circumstances that someone copies or steals your Avacyn.
Oblation (shuffles back into deck)
Condemn (puts attacking creature at the bottom of its owner’s library)
Counter Spells: (Not that there are many in white).
Ghostly Prison (useful with low monster count decks)
Void Winnower (works well with Avacyn)
Elspeth Tirel (Token blockers, board wipes)
Elspeth, Sun's Champion (token blockers, board wipes)
Elspeth, Knight-Errant (“Avacyn” emblem, which could help take some focus off her)
Good Luck! I hope the deck building goes well! :)