Creatures can't attack you unless their controller pays for each creature he or she controls that's attacking you.
|Want (3)||Azvac , TrevStar7 , SkipBalis|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Ghostly Prison Discussion
3 days ago
Side note, but I think Ghostly Prison isn't an "until end of turn" effect. I think it's per combat phase. So if you get a second combat phase, you'd have to pay for each of your creatures a second time?
3 days ago
Angel of Jubilation says players can't pay life to cast spells or activate abilities. If I have her and Ghostly Prison out, does this mean an opponent can no longer pay 2 life instead of to attack me?
See, I know that an activated ability is structured as this:
- Cost --> Colon --> Effect
It almost seems like Ghostly Prison is worded to seem like a triggered ability, because it lacks the cost-colon-effect structure. But it is a cost that must be paid prior to declaring attackers, which almost makes it seem more like this:
- : This creature may attack Player A until end of turn.
So is it an activated ability that is worded like a triggered ability? Because if so, if Angel of Jubilation does interact with Ghostly Prison, that becomes a very hard lock on any player who isn't running in their deck.
5 days ago
That sounds cool. I didn't consider adding white as there are no apes with that color identity. I could add cards like Ghostly Prison, Kindred Boon, and Rally the Ranks. And removing combo pieces for Yurlok like Power Surge and Manabarbs.
6 days ago
2 weeks ago
TL;DR: I want to make Turbo Fog better, but I'm not sure how.
I like the philosophy of Turbo Fog, and I've had some success with it in FNMs and casual tournaments. I'm trying to push it up into at least low-tier competitive, but I think it's gotten left pretty far behind. It hasn't really gotten any new toys recently to get it above casual tables.
Basically, Turbo Fog is a control deck that tries to avoid taking any damage by neutralizing the opponent's attacking creatures and avoiding or removing harmful spells. It's a similar line of thought to Lantern Control or prison decks.
Starting with the Fog part, there are a few ways to go. Spore Frog and Kami of False Hope are cheap creatures that are easily searched and recycled, but there aren't many other creature options. The old-school method is instants like Darkness and Ethereal Haze, but while they have more options, they don't have as many ways to search or recur them, with Isochron Scepter and Snapcaster Mage probably being the best. Finally, there are the enchantments and artifacts. Leyline of Sanctity takes care of a lot of the non-damaging effects, Ghostly Prison is good but offers a workaround, and Ensnaring Bridge needs a little too much dedicated support, in my experience. Turbo Fog isn't big on emptying its hand.
Next up is the Turbo. The traditional draw engines are Howling Mine and Phyrexian Arena, and Stormfist Crusader is a mixture of those two. The Royal Scions and Jace Beleren provide some Planeswalker support. Teferi, Hero of Dominaria does pretty much everything a Turbo Fog deck wants.
For removal, I generally look at all-purpose stuff, like Abrupt Decay, Assassin's Trophy, and Counterspell. The Fog effects provide pseudo-removal against attackers, so it's the utility creatures and other effects that pose problems. All the same, a good Supreme Verdict is always welcome. Engineered Explosives and Nevinyrral's Disk are other mass removal options.
Finally, and most importantly, the win condition. The three main approaches I've seen and/or tried are draw damage, semi-passive mill, and simply attacking with a big creature. For the draw damage, there's cards like Fevered Visions, Runeflare Trap, Fate Unraveler, basically anything that might see use in a Wheels EDH deck. Semi-passive mill comes from symmetrical drawing, while recycling cards through Blessed Respite or Elixir of Immortality. For big creatures, my headliners are Kefnet the Mindful and Sigarda, Host of Herons--5 power, evasive, and hard to kill. Honorable mention goes to Nexus of Fate, just to completely lock out the opponent.
I've poked through a lot of cards and tried a lot of variations, but I'm still not sure I'm not overlooking something. It's very color-heavy, but every color offers a unique option that's hard to replace in at least one category. I'm currently leaning toward or . Of course, it may just be unable to compete at a higher level with the tools it has now. What does Turbo Fog need to get into the competitive boards?
3 weeks ago
Poseidon31 thanks for the suggestions!! I considered idyllic tutor originally and thought it would be too slow, but you are right that Bloodbraid won't hit it every time. I cut 1 Ghostly Prison to make hitting nine lives a bit more probable (I think not always hitting it is ok because it puts one on a bit of a clock when you account for fetches/shocks etc) and cut both the Pyroclasm 's for a Wrath of God like you suggested and then also added 2 Anger of the Gods (wrath of god reminded me of this card). Maybe 2 wrath and 1 anger would be better but I honestly don't know the meta well enough to tell.
1 month ago
Curse of the Cabal Feels to slow and with the prevalence of the cookbook deck, I see this as a blow out against me.
Temporal Extortion I had thought about it, but I was going budget. If I find some spare cash I could certainly see it in the deck.
Pain's Reward I had thought about it, but it feels like a potential blowout where the opponent could force me to bid too much for needed card draw.
Indulgent Tormentor 5 mana CMC and dies to bolt. That didn't feel right to me. If it was either a bit cheaper or had a higher toughness I would consider it.
Desecration Demon Maybe a possible include if the deck needs more creatures. Against a deck without creatures, or with very few creatures, it could be great. However those types of decks usually run either heavy removal, bounce, or something of the like. Also I kind of want the pressure to be on their life total more than the board state.
As for a legacy deck, my experience in legacy in minimal so I can't comment too much on the meta and whatnot, but it could be fun. Currently I am planning to test a different kind of jank there being Eight-and-a-Half-Tails with a enchantment called Earnest Fellowship to nullify most threats to my creatures and run Rune of Protection: White to protect myself. The deck will run Norn's Annex and Ghostly Prison to deal with creature decks.
1 month ago
PurePwnage I recently removed it. It may sound counterintuitive but Prison was oftentimes a half-measure that hopefully slowed down opponents enough to get to the lock combo, which we would then become very dependent upon. By shifting from Prison to Sphere of Safety and protection, we reorient the mid game from Ghostly Prison to the lock combo and the late game from the lock combo to Sphere of Safety/Leyline of Sanctity.