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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Remove each creature you control from the game. Return those creatures to play under their owners' control at end of turn.
1 month ago
Talanar Sentinel is a nice addition -- as for the cards mentioned, I didn't include them since I didn't have em/intend on getting them due to their price; I'd bet they're perfect includes, and since you've got em, absolutely slot em in! Could easily swap out that Oreskos Explorer for Flawless Maneuver, probably along-side Ghostway in place of Favorable Destiny and you'd be in a better state defense-wise. Oreskos was intended to be a non- Land Tax method of making sure my lower land count doesn't brick me as often, and flickering it seemed like a fun way to ensure that, but hey, if it doesn't work, it doesn't work! Not gonna pretend like my decks are perfect haha.
And yeah! I love building weirder cards to try and make em' work. This deck's probably one of my favorites I've done for that concept; the Wild Pair & 4 total power/toughness shenanigans finally put my itch to build around the dang card to rest. Failed so many times trying it lol but I feel like this deck's finally the one.
1 month ago
@temeref No big deal, I never left a comment on this page and didn't realize that you probably should tag people. :D
I'd really like to give you some proper feedback about my experience with the deck, but to be honest, the majority of the games were a trainwreck. The reason is really simple though: I'm compeletly new to Magic and, therefore, lack any skill to pilot this deck properly. Hence, my feedback would be nothing but a guide on how to brutally butcher your finely tuned deck. :P
The only thing I replaced was Garruk, Primal Hunter. Instead, I put in Esper Sentinel for early card draw. It was laying around here, so I figured why not. Moreover, I wasn't able to benefit from Oreskos Explorer in any of the games. Never got me more than 2 lands when I didn't even need them in my hand. I guess this card is there to help fixing mana issues/prevent mana screws and slim out the deck in later stages of the game. How do you utilize this card properly?
Ghostway sounds like a perfect fit for this deck. I also have an unused Flawless Maneuver in my collection which could be some nice and cheap protection. Your choice of cards for this deck seems quite unconventional though. That's why I assume you want to avoid some of those overused/boring staple cards? Makes perfect sense, the whole deck idea is to do something different than the usual.
1 month ago
@Talanar oh! I missed your first comment, sorry haha. I had done a good bit of playtesting before publishing the list here but honestly couldn't tell you a good power level since I mostly playtested it alone to make sure the core engine worked. Definitely somewhere in mid power; it pops off if left alone since it can snowball with Wood Elves and the squirrel generation can get absurd. I hadn't by that point worked much on boardwipe protection though. There's just Eerie Interlude for that, really, but I'm sure you could make a few changes to fix things if needed; obvious pick is Teferi's Protection but I'd rather include Ghostway myself since the list barely runs artifacts/enchantments and you proc ETB's at the end of turn which teferi's doesn't.
Honestly I'm glad the Standard Bearer is having the desired effect :P I've had some folks get almost hysteric over it too. Crazy how strong the card can be in the right situations. Happy you're enjoying the deck! (and sorry again for missing that initial message)
2 months ago
Looks very solid, and I like this creative build for piloting Reaper King.
If you really want to double down on making use of your critters popping into play, you might want to find room for Aura Shards and Qasali Slingers. There are never any shortage of mana rocks or funky engine cards in a given game, I find, so they should free up Reaper King's destroy-target-permanent triggers for other, harder to get at targets.
I'd also highly recommend Maskwood Nexus, as the ability to make everyone trigger all of your tribal-matters effects (as well as the ability to put a scarecrow token into play each turn!) can really make for ridiculous plays. It's a strong enough effect you might want to find room for Arcane Adaptation while you're at it.
If you do go that route, then it would probably be easy to justify Harmonic Prodigy as another way to double 187 abilities. Why not go all-in, right?
The other thing that surprised me is that if you're all about banking on comes-into-play abilities, you're mostly missing out on the easiest way to reuse them: flicker effects! Ghostway, Eerie Interlude and Semester's End all let you reuse all of your CIP abilities while dodging board wipes and other removal. Might be handy to have against more control-oriented decks!
3 months ago
I like and hate alot of what I see here. Land destruction is difficult to play unless you tell people before a game "o hey I run some Armageddon effects" but it is also one if whites way to win by resource denial.
I think you need to focus on your mana curve. You have many impactful 6 drops. Which can help only if you get there. Replacing some with ramp could help.
Marble Diamond I have come to believe is a bad card there are so many 2 mana rocks that this can easily be upgraded with a cheap Alternative.
Magus of the Disk board wide every turn with your commander.
You should probably designate some targeted removal for artifacts as Shadowspear is your biggest concern.
Crescendo of War helps end games you can block for days not your opponents.
A sac outlet for when you may need to wipe without avacyn. Altar of Dementia Perhaps.
I'd look into 1 or 2 indestructible creatures so you can wipe without needing avacyn to break the Symmetry. Besides Stuffy Doll I don't run alot but it's something to look at maybe.
3 months ago
I didn't look too closely at the deck past seeing that it was mono-white since I don't really have the time to do a deep dive on it at this moment, so some of my suggestions may already be in there or may not be what you are wanting to do.
To help with the nonbos there are cards like Flickerform or Flickerwisp that could help with Containment Priest. Flickerform may be especially fun since you run Fiend Hunter effects. You can put it on one of the Fiend Hunters and then respond to the ETB with a Flickerform activation putting the linked LTB on top of the ETB returning nothing and then exiling a creature forever. You could also exile the Priest with one of your Fiend Hunter effects if you have a high enough density of them.
Eerie Interlude and Ghostway might also be fun includes. Not only can they remove a Containment Priest until end step so that you can make tokens. They can also let you completely dodge your own Wraths.
One last note. In both my previous response and this one "Fiend Hunter effects" refers strictly to things that are two abilities. An ETB and then a line break and a LTB. Banisher Priest effects that are a single ETB that says "When...enters the battlefield exile...until" act differently and will not produce the same results.
4 months ago
I see that you are thinking of adding cards that make your creatures indestructible which is useful for combat and potential board wipe spells, but I have a few suggestions that might have a little more utility. Ajani's Presence is ok, but you have to pay 3 mana for every target after the first. And regardless this wont protect anything from exile or sacrifice. Fight as One is similar but also only targets 2 creatures. Most of the instants in your maybe board do similar things. I think it might be a better idea to protect them from everything that a board wipe could do (sacrifice, deal X damage, destroy, and exile) and simply buff the creatures so you don't have to worry about losing them in fights. Akroma's Will will protect all of your creatures from everything (except for Eldrazi with Annihilator or colorless cards). Eerie Interlude blinks all of your creatures which also would protect them from literally anything. The only downside is that it targets them independently so if they have hexproof this doesn't work. Ghostway does the exact same thing but doesnt target so works around hexproof (and is really cool).Silence is a pretty cool card that completely just shuts down someone's turn. Sigarda, Host of Herons protects from forced sacrifice. Lastly, (and most pricey) Teferi's Protection also protects from literally everything.
I also notice you don't have much in the way of removal. Again, I think we can buff your creatures so that they don't need to worry about losing fights, but sometimes there are specific pesky creatures that you need to deal with. For that I'd recommend Urza's Ruinous Blast and Mangara of Corondor. The Wanderer is also really cool, has removal, and protects you from all noncombat damage like damage from Ruric Thar, the Unbowed for example, which is awesome. Aura Shards is also great in this deck for removing non creature problems.
These are those crowd buffs I've been talking about. You've already got Elesh Norn, Grand Cenobite which is great. Day of Destiny is pretty cool and works really well with the theme of the deck. Hunting Grounds is AWESOME for increasing your board presence. Seedborn Muse is good for obvious reasons. God-Eternal Rhonas is also a good 1 turn crowd buff. Windbrisk Raptor and True Conviction aren't bad either. Saryth, the Viper's Fang both makes your creatures 1 touch killers but also protect the ones you aren't swinging with. Avacyn, Angel of Hope is pricey but also incredibly strong for a deck like this.
There are a few Selesnya cards that just absolutely shut down other colors. I might recommend these if you can find room for them: Yasharn, Implacable Earth, Michiko Konda, Truth Seeker is awesome and discourages people from attacking you, Vorinclex, Voice of Hunger is absolutely brutal and will shut down everyone else's board if not dealt with immediately. Lastly, Linvala, Keeper of Silence will keep a lot at bay.
Lastly, I have a few land suggestions. First of all, why not Sol Ring and Command Tower? Sunpetal Grove and Temple of Plenty are good dual land that can help early game get you the right mana. Untaidake, the Cloud Keeper is a really cool land that isn't that useful in most decks but is great for this one; same goes for the less useful but still cool Eiganjo Castle. Emeria, The Sky Ruin is pretty useful later in the game if you have enough planes; not so good early game. Tyrite Sanctum is another unique land made just for legendary creatures. Hall of the Bandit Lord is expensive but good in almost any creature based deck. Hall of Heliod's Generosity can help you get back your enchantments; I don't think you had anything else to do that. Yavimaya, Cradle of Growth is a no brainer is basically any green/other color deck now. If you find yourself about to lose a creature just use Miren, the Moaning Well and sac it instead for some extra life. Kor Haven is a dope old school card with obvious utility. Last and far most expensive Yavimaya Hollow fits really well in this deck is incredibly useful especially for it to be a land (that's OP!) but that price tag hurts.
Hope this helped!
5 months ago
Well met, fair traveler. Meseems you have taken a daring endeavor into mono-White, hereupon I may offer some dorky card suggestions for you to consider. Shall we?
I had taken a delve into playing mono-White recently. It is far different than anything I have designed in the past, but it is something that can be toppled. You have done a fair job of this yourself, given the constraints.
A card condign of this strategy is Crackdown. It hits nothing of your own whilst being a grave hindrance to your foe. Now, your board may swing freely and dungeon crawl.
Though not flashy, Endless Atlas serves a great purpose of drawing cards, which is by far the great plight of White. Mangara, Esper Sentinel, and The Immortal Sun all bestow the same to varying degrees.
Whiles not being the most efficient, a favourite of mine has become Phyrexian Portal. This is a ball to resolve. It is like a Fact or Fiction, but around six-to-eight times worse: when one is in White, one does not care.
What if I told you there was an older and stranger version of Eerie Interlude? Thence is the lede for Ghostway. This is the way those past their day come to sway and utterly say that they shan't stay. Okay?
Do you know what is really fun to blink? Glorious Protector, for once it is exiled, it brings back everything else. This is a way to turn a Teleportation Circle into a repeatable Eerie Interlude. Though debatably worse, Lumbering Battlement gives the same.
The last recreant I may proffer is Palace Jailer. Be the sovereign and slaughter all inimical! Then you suffer one hit point and set down your crown, as is just law.
Thus is all I have for you. May fate be kind to your scale-coated leader, and may you read to the end of my comment.