Genesis Wave

Genesis Wave

Sorcery

Reveal the top X cards of your library. You may put any number of permanent cards with converted mana cost X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.

Latest Decks as Commander

Genesis Wave Discussion

HamburgerKing on Multicolored Hamburgers

1 week ago

Any reccomendations would be great, I'm fairly new to Magic so I don't have a ton of experience. The deck plays out like this: Get as much mana on the board as you can as fast as possible. When you have enough, play Increasing Savagery on Marwyn, the Nurturer, tap it for 6, and if you have a spare mana, play it again. Next turn tap Marwyn for 16 + tap all lands except 1 white (for Blacksmith's Skill in case you need it...I used this because it protects both creatures and potentially enchantments) to play Genesis Wave and put out all permanents (ideally you get Colossification/Mayael's Aria out if you don't have Mayael already) or just play Colossification or Increasing Savagery, and win on the next upkeep with Mayael's Aria.

Lanzo493 on Paths of Pain Commander

2 weeks ago

When I think of Nagato, the card that comes to mind is K'rrik, Son of Yawgmoth since he uses his life as a means for power. Reminds me of Nagato and how messed up his body ends up being. But being mono black wouldn't let you represent his other abilities effectively. I would use Jodah, Archmage Eternal since he has that "I can do anything" feel that Nagato has with all of his insane abilities.

As far as the attractive and repulsive forcers are concerned, I think of Kira, Great Glass-Spinner, Erayo, Soratami Ascendant  Flip Mass Manipulation, Perplexing Chimera, etc.

The summoning Pain can be represented by Tooth and Nail, Genesis Wave, and the like.

Absorbing chakra sounds like Mana Drain, Draining Whelk, Plasm Capture, and Spell Swindle.

Mind's Dilation could work for reading a person's mind. There's also Sen Triplets.

Living Death, Necromantic Selection, Ruinous Ultimatum, Eerie Ultimatum, and many other cards can represent his control over life and death.

unstable_anomaly on Lathril (94%) let’s get 95!

2 weeks ago

Very nice, +1 from me. If I wasn't already running mono green elf ball and attempting a Golgari lands deck I would definitely build around this commander. Feel free to take a look at my own elf deck on my page if you're looking for some more inspiration.

Some suggestions if I may, feel free to take em or leave em: Glimpse of Nature / Guardian Project / Oakhame Adversary / Dark Confidant / Ohran Frostfang / Necropotence / Sylvan Library would all be excellent draw options in a deck like this and hopefully wouldn't slow you down too much. Highly recommend the last two since you'll most likely have the life for it.

Genesis Wave can be very powerful in the right deck. You might have too many instants/ sorceries for this to be viable, but it looks like you'd be able to generate plenty of mana to get some value out of it.

Elvish Champion would help get damage through and would pair nicely with your Yavimaya, Cradle of Growth.

Cover of Darkness would do much the same as Elvish Champion

Stoneforge Masterwork would be a huge pump for Lathril, Blade of the Elves and give you a burst of tokens.

Urza's Saga something that I've been working into almost all my decks since it tutors for fast mana or things like Stoneforge Masterwork / Skullclamp. Could speed up the deck quite a bit.

Not sure how you feel about infinites, but it looks like you're already running some infinite mana combos? For some additional infinite mana combos you could add Staff of Domination / Sword of the Paruns. Again my own elf deck would be a great resource for this since there's close to 100 different infinite mana combos in the deck.

Anyway, hope this helps. Cheers.

ClockworkSwordfish on Criminally Underplayed EDH Gems

3 weeks ago

No shortage of 'em, that's for sure...

Hull Breach: The same card advantage of Return to Dust and at the same speed... but for half the mana. It's a common, too. How this two-for-one superstar was ever forgotten was beyond me!

Blood Frenzy: Mono-Red is somewhat lacking in hard removal. Sure it can throw direct damage at creatures, but EDH is the world of big plays, and sometimes a fattie will come along who is simply too big to burn. Blood Frenzy can kill any attacking or blocking creature for just two mana - while coming with a free Scorching Missile! This type of card takes advantage of the multiplayer format that EDH often is: If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of.

Aftershock: Blood Frenzy is cheap and powerful but a little specific in what it can target. Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

Repopulate: Graveyard hate for decks without access to black - and it's an instant, so you don't lose the element of surprise like if you run artifact solutions. It can also fight against milling effects if you're desperate. Don't need graveyard hate? Hey, you can just cycle it away for something else!

Kill Switch: Playing a colour that can't deal with artifacts? Crank this guy every turn and you'll shut them all down! A Blightsteel Colossus is only scary if it can move. You can even still use mana rocks and attack with artifact creatures on your turn, then activate Kill Switch afterwards to keep anyone else from having access to their own trinkets.

Duskmantle, House of Shadow: Does anyone in your playgroup run Cruel, Enlightened, Mystical, Personal, Sylvan, Vampiric or Worldly Tutor? How about Harbingers, Volrath's Stronghold or Momir Vig? It can be comforting to have an anti-tutor just sitting in play, making mana when you don't need it.

Mitotic Manipulation: Monoblue can't do mana acceleration, right? Under most circumstances, Mitotic Manipulation is three mana to put an Island into play untapped - last I checked, that's better than the ever-popular Wayfarer's Bauble. Plus, once in a while you might get to pull out a Sol Ring, Gilded Lotus or other format staple if one of your opponents already has theirs.

Coalition Honor Guard: Long before Spellskite was zooming the toys away from Boggles decks, this unassuming common was doing the same. The Honor Guard is a nightmare for any Voltron-style deck that leans heavily into auras, including the common Zur and Uril builds. It also soaks up removal that would be pointed at key cards, such as your own commander.

Warping Wail: This counterspell can be played in any colour and even has some other modes. Any EDH deck without access to blue can still run this to prevent untimely board wipes, extra turns, and plenty of game-ending cards: Debt to the Deathless, Exsanguinate, Finale of Devastation, Genesis Wave, Insurrection, Rise of the Dark Realms, Torment of Hailfire... any number of effects you never want to see your opponent resolve.

Heat Shimmer: This mundane-sounding sorcery can do some heavy lifting, particularly in a colour pie as shallow as red's. Shimmer allows you to bring the heat by copying not only the best comes-into-play trigger on the field, but also any fun triggers from attacking, dealing damage, and so on. This can be a roundabout way for red to ramp, draw cards or borrow the nasty abilities of Resolute Archangel, Terastodon and other off-colour haymakers. Don't forget you can also get a permanent copy of your token if you Populate it before it's gone.

Bind: The best cards are often not only powerful but completely unexpected. Green isn't exactly known for its countering, but this cheap cantrip lets any mono-green deck stop combos, hose Strip Mine/Ghost Quarter, prevent a planeswalker ultimate or turn Aetherflux Reservoir into a losing proposition. All this for two mana and it even replaces itself!

Arena of the Ancients: We all know Karakas is banned for hosing commanders too hard, but the Arena does a decent impression and is still fair game. This cheap artifact can tap down even commanders with hexproof or vigilance and keeps them locked down - especially useful for colours that don't typically have strong control options, like black and/or red. It's another easy answer to voltron commanders.

Righteous Aura: This card doesn't read as too impressive, but performs a lot better than you might think. 2 life is a pittance in the face of some of the steroid monsters you'll see in any given EDH game, and it allows you to ignore Commander damage entirely as well as any other non-creature or even non-permanent threats that might take a chunk out of you. Best of all, it doesn't even target, allowing it to bypass hexproof, shroud and protection.

TypicalTimmy on Planeswalker Sorceries

1 month ago

I was originally going to have the typeline be the following:

  • Planeswalker Sorcery - {NAME}

But that means the sorcery has a permanent type, which could become super confusing to both new and old players alike. For example, what happens if you Genesis Wave into one? Does it go to the battlefield, or not? So, to alleviate the confusion, I dropped the Planeswalker type and focused exclusively on the {NAME}, which is honestly no different than any Tribal card, such as Eldrazi Conscription.

I almost wonder if they should have the Legendary supertype, as we saw in Dominaria. The issue, however, is two-fold:

  • If you do not have the appropriate Planeswalker, you should still be able to cast the spell as a regular Sorcery.
  • If you do have the appropriate Planeswalker, you already have a Legendary permanent and thus do not need the Legendary supertype as it is fulfilled by default.

Adding Legendary to the typeline gave no added value, and therefore that too was dropped / not considered. All it does is make it much more difficult to cast, not easier. Ergo, it only adds a negative attribute, and not a positive one.

Grasshoppeh1 on Lost and Afraid

4 months ago

Profet93 Actually still in heavy prototyping. I started rebuilding the deck from scratch yesterday. Sorry in advance for the mess, putting together a bunch of the pieces again today.

I feel like my play group give me too much time to setup and there is not much in the way of heavy control around besides the occasional counter spell or Ghostly Prison. I will be honest, might even give me enough time to pull off a Helix Pinnacle.

Only reason I'm not running Mana Crypt, is I don't have one. I'm actually trying to acquire it. For the sake of building, accepted.

Genesis Wave is defiantly going into the deck

Horn of Greed Feels too powerful to cut, it's going back. You caught me in the middle of a full deck rebuild. It's not leaving :)

Deserted Temple is a good suggestion, accepted

Torn between Boundless Realms and Scapeshift. I want to run atleast one of them.

Sensei's Divining Top is a good suggestion, from my testing it feels a lot better than Sylvan Library. Tempted to put sylvan library on the potential cut list later.

Missed Fabled Passage! Thank you!

Ulvenwald Hydra feels good in the playground right now as a tutor for gaea's cradle or any other land I will be adding to the deck. In addition to that at any time there is a lot of flyers at my table. Tempted to keep him unless I can come to a better quick solution for flying like Whiptongue Hydra. Not sure yet honestly.

Yavimaya, Cradle of Growth will be needed, still sorting out the land base!

Profet93 on Lost and Afraid

4 months ago

Grasshoppeh1

+1

I noticed you're using mostly basic lands. Any particular reason for that? Moreover, do you need Yaviamaya, cradle of growth given your large amount of basics? I feel it's slight benefit of allowing your few non-basics to tap for green is outweighed by the potential of mana fixing the opponent.

I love fetches in Azusa, even Fabled Passage, as they give us a greater chance to utilize crucible effects. I take it, it's a tad too slow here? Even given your update stating how shuffling effects are crucial?

Moreover, if you love shuffling, how about Sensei's Divining Top? Since you run cradle, is there a reason there is no Mana Crypt, aside from Bane of Progress?

Like most Azusa decks, your primary strategy seems to be T&N into Avenger + Regal. But if they counter the T&N, given you run no Boseju, or stifle the ETB effects of either, you're SOL. Somewhat fringe and meta dependent scenario, I understand, but something to consider. I mention this as you only have 7 cards that draw you cards (including the cards that allow top deck land plays). Perhaps a Harmonize or some other cards listed like Boundless Realms (while not draw, thinning your deck dramatically is very very helpful, given a deck with primary basics)

You stated in your update: From the information given above, then it is in our best interest to figure out when the deck runs away with the game and to amplify that scenario. It seems that dropping.... Horn of Greed - You even mention that you always pull out ahead. It seems like you cut cards that help you win and you then cut those same cards as when you are in that winning position, they don't advance your position further. But without some of those cards, it becomes more difficult to get to that winning position in the first place.

Discussing draw further, green draws through either token swarm or creature power. You have Avenger + Scute for tokens and (up to) 6 creatures that have high power, biggest only namely Ulvenwald, which I don't understand in this build given you are utilizing primarily basics. If Ulvenwald's purpose is to tutor lands, why not get another land tutor such as sylvan scrying, nylea's intervention or many others?

Genesis Wave - With only 5 instants/sorcerries, why isn't this here? You don't need to dump your whole deck if not needed given you have no haste outlet like Akroma's or Concordant. I find it a very powerful value card. Or is it not added because you might draw yourself to death with Regal Force + Scute Swarm/Avenger?

Deserted Temple - For cradle (and politics)

I could be wrong as you know your deck best and how it functions. I would love to hear what you think of each suggestion

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