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|Commander / EDH
|Commander: Rule 0
|Pauper Duel Commander
Target creature gets +3/+3 until end of turn.
5 days ago
Am I able to order each of the triggers so that Raking Canopy triggers first (dealing 4 damage to an attacking creature with flying), Gravity Well triggering second (forcing the Storm Crow to walk like a peasant), and finally triggering Barbed Foliage to deal the remaining damage to the massive threat that is attempting to end my miserable existence?
2 months ago
Hi, you've got a decent start here. If you wanted to get down to 60 cards, here's what I'd consider dropping:
Hopefully that helps. Good luck.
7 months ago
I think speed is the most important part of Voltron. The strategy needs to rack up the damage as quickly as possible to avoid giving opponents time to respond to your threat(s). This means cheating on costs, and playing very cheap commanders that are hard to interact with.
Rograkh, Son of Rohgahh, and Ardenn, Intrepid Archaeologist, for example, are a very difficult pair to interact with, because they can cheat costs (Colossus Hammer :D ), have evasion, and are low CMC. The first turn is spent playing them, and subsequent turns are spent building up your threats. If they are removed, you can esaily recast them, or use Ardenn to make another random creature a massive threat
Commanders like Balan, Wandering Knight, or Uril, the Miststalker are slow(er), don't intrinsically have evasive abilities, and require you to wait on them to build up, so once they're gone you're severely set back.
Sometimes you're not fast enough though, and Voltron tends to turn into a very political deck at that point as you try to get opponents to let your threat stick in order to deal with other opponents. "If you don't remove my creature I can stop player C from winning next turn".
You usually still lose at this point though if everyone knows what they're doing. Speed is of the essence.
This is why I love utilizing other players combats. You could limit yourself to one combat, but cards like Assault Suit can quadruple how fast you're killing your opponents (and has the perk of preventing the pesty sacrifice that was mentioned).
This is also why Slicer, Hired Muscle Flip has been so competitive, because it's Assault Suit built into a commander with incredibly aggressive stats -- 28 damage a turn cycle is more than most decks can do with lots of setup, and that's just the minimum. It can come down turn 1, and no one wants to remove it because everyone wants to use it. It's free damage!
Voltron, while more direct than a Giant Growth, does tend to play a lot of the same head games with people to make your creature stick as long as possible.
9 months ago
I have a similar Golgari-colored creature fight mechanic on Arena that tries to exploit Phyrexian Obliterator. It's a really fun mechanic, so +1 for giving it a go.
One thing I found that surprisingly helped a lot (since I too was running Vampire of the Dire Moon) was to include a couple of Giant Growth. These can do wonders on a Lifelink creature for pumping up your life total, plus they offer the chance for your Deathtouch blocker(s) or mana elves to survive an otherwise fatal block.
Best of all, when you're not using it to pump up your own creatures, you can cast it on an opponent's creature before you Fight it with the Obliterator, which can basically just end games. Plus, I like how sneaky it is to turn a classic like Giant Growth into an offensive spell.
I found this a highly useful workaround for weenie decks, since one of my biggest challenges with my build like this was opponents who simply use lots of small creatures, thus not leaving any real good targets to Fight. Adding 1 more mana to cast Giant Growth before using a Fight spell equals THREE extra permanents the opponent has to sacrifice, which is well worth it in my book (Plus its defensive uses as well).
Additionally, this opens the door to a much larger Fight early-on, which can just destroy the opponent's mana base if they're not prepared for you to Growth, say their tapped 2-mana Bloodtithe Harvester (or whatever) and then fight it on like Turn 4 or 5.
9 months ago
In the card creation challenge, there was a challenge to create a shard ability for a new Alara set.
I came up with the following idea for a new Naya ability:
Apex - As long as you control no other creature with power greater than this creature, (...)
Here's what I wrote about the ability in the card creation challenge:
This feels like it would be a fine Naya ability. Also, it's in line with og Naya having no actual keyword ability, but simply wanting creatures with power 5 or greater. I like it because it's very open design-wise. Turning it into a harsh downside on a massively undercosted chonk works just as well as putting it on a champion beast who wants to lead your pack.
To further my thoughts on the mechanic: I do realize it'd play a little weird in that you'd lose access to the abilities of any other creature than your actual Apex creature on the board. But that does some interesting things to a deck including cards with Apex:
1: You want to choose the Apex creatures in your deck carefully. If you just mash all hypothetical Apex cards into a pile and shuffle in some lands, you'd hardly get anything good from the mechanic. So you either handpick your Apex cards perfectly for your strategy or you want to play very few of them. And you really want to monitor the size of your creature suite pretty exactly so you don't accidentally turn of your apex card/s.
2: That's a huge restraint Apex puts on your deckbuilding, so they can be a little more pushed than they'd normally be.
3: The right play at the proper time can be very impactful. Even something as simple as a Giant Growth can shift your board from really aggressive to gaining tons of life by shifting the Apex position for a turn (more about that can be seen in my designs below).
I really like the idea and created some cards with it.
Another design with regards to sean360:
Following this line, I'll add more designs:
Here are cards that would get a (functional?) reprint in the set:
I'd love to have feedback on the mechanic. I'm seeing a little problem in designing commons and uncommons with the mechanic. So far, I'd rather simply have the lower rarities give abilities to your Apex instead of actually giving them an Apex ability. What do you think about this?
Thanks in advance!
1 year ago
(1) Everything said. Very accurate and well-explained. (2) I would like to carry the Luddite torch further by saying “I remember back when the players were the only planeswalkers.” I like to joke that Dreadbore should just insta-kill your opponent. (3) My biggest complaint is more focused on the soft (non-mechanics) end of the spectrum. Rightfully or wrongfully, I see planeswalkers as the beginning of the end of the players-in-the-spotlight era. When I started playing, the players were mighty wizards grabbing unexpecting thrulls out of Breeding Pits and flinging them at each other. One might have gotten their hands on an ancient Pentagram of the Ages somehow. How does it work? No idea! Who made it? No way of knowing! But that wizard has it and will be that much harder to defeat. Maybe the other wizard dug up Urza's Chalice. Who’s was Urza? An ancient dude of great power, from ages ago. Important? Sure, but not as important as how that wizard is about to use it! All that other stuff was forever ago, and your defeat is staring you in the face here and now! You get the picture. Today, with WOTC so heavily invested in these planeswalkers and their stories, we are (as nearly as is possible in a build-your-own-deck game) locked on the railroad tracks of their stories. It’s approaching the point, with the way the cards appear to be created, that you’ll need to read the book to find out how to make the deck. You may be chuckling at that, but I don’t see it being that far off. When WOTC just dumped a bunch of Earth Elementals and Giant Growths in your lap, the game seemed WIDE OPEN. Sure there were stories and books and names like Llanowar and Serra that hinted at enormous story arcs, but you were still just two wizards slugging it out somewhere else. Using the tools you had available. To wrap this up: planeswalkers, in my mind, cemented the railroad tracks in place that dragged -us- planeswalkers off stage. Forced us into the front row seating of a sub-off-Broadway performance that simply cannot live up to what our imaginations had been building for years... about characters that either never meant anything to us before, or are weak shadows of what we had imagined. It’s just super disappointing to pull the D&D/role playing/imagination out of this game, especially when you consider that it was likely an accidental byproduct; a necessity borne of their inability to do more at the time (I think they probably would have started the game this way if they had the resources). It might be difficult for everyone to relate to this, but it’s a little like the Atari game Pitfall for me. The game is repetitive and hollow by today’s standards; the maps are random/inconsistent, and the only skill used is jump. As a younger lad, though, my mind was ROARING while I played it. Imagining swinging from vines over giant scorpions and scooping up piles of treasure was at the front of my mind, leveraged exponentially by the box art (treat yourself to a viewing of all the different pieces of original Atari box art sometime- it’s gorgeous stuff). Now, everything about a video game is there. In front of you. Once you’ve seen it, heard it, and defeated it, you’re done and it is (usually) discarded as flavorless gum. At risk of being overly dramatic; that’s sort of what planeswalkers have done to magic for me. I am not a fan. (TLDR: planeswalkers represent the growing pre-chewed and pre-arranged feeling I get from magic these days and I don’t like them and I’m old and get off my lawn)
1 year ago
SuckassBolas, the problem with the toxic mechanic is that it does not support the playstyle of using pump spells and there are not many cards in the current spoilers that I would consider having the power level that is needed for Modern. An interesting thing is that Infect and Toxic both trigger so you could play something like Necrogen Communion, but that card is still weaker than Rancor.
There might evolve a new deck where you mix Infect and Toxic creatures together, but I'm not the best deckbuilder.
Rotpriest looks a little too weak: you usually want to use 2-3 pump spells to win the game, so it would deal 2-3 infect damage and therefore is just another Giant Growth, but people are experimenting to create a storm deck with it using Ground Rift, here is the first list I was able to find.
The Seedcore is just a worse version of Pendelhaven: it does not produce , that is needed for pumpspells and we are already running 4 colourless lands with Inkmoth Nexus.
Maybe some of the Proliferate-Cards and cards where the opponent gets a poison counter might be playable, looking at Infectious Inuiry and Whispers of the Dross.
I'm still happy that the fastlands get reprinted and now can be played in Pioneer and The Mycosynth Gardens will probably become a modern staple.
Hope my 2 Cents are helpful :)