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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Grasp of Fate
When Grasp of Fate enters the battlefield, for each opponent, exile up to one target nonland permanent that player controls until Grasp of Fate leaves the battlefield.
1 month ago
Yeah I'm kinda surprised about the controversy
What said about her supposedly being "Too generically good". I don't see myself including her in many of my decks, if any. She is not Smothering Tithe. I don't think comparing her to Hullbreacher or Drannith Magistrate is appropriate, as they're going to come out and shut down the board much quicker due to their low cost.
What aholder7 said about ETBs needing more answers.
Yarok is a three-color commander, while Mommmy Norn is mono-white, which still lacks good draw (yes, BRO tried). As a commander she'll have problems keeping up with having enough protective cards available. To be fair though, while she lacks an explicit self-protection ability like hexproof, she is immune to a lot of creature- and enchantment-based removal, e.g. Amphin Mutineer and Grasp of Fate.
Last_Laugh on FLYING
1 month ago
You're REALLY lacking in the draw department. I'll try to keep my options budget friendly.
Plumb the Forbidden is amazing... instant speed makes this card. Skullclamp is excellent in any deck making 1/1 tokens. Reconnaissance Mission/Bident of Thassa/Coastal Piracy will all keep your grip full. Starscream, Power Hungry Flip/Court of Grace both bring the monarch mechanic which is easy to hold onto here. Aerial Extortionist is versatile removal plus card draw in one. Shadrix Silverquill is typically going wide with +1+1 counters but it also has a draw option (Felidar Retreat is another good +1+1 counter option here.).
Last are 2 miscellaneous suggestions. Authority of the Consuls puts in some work (and is disgusting if you get it + Archangel of Thune out together). Vault of the Archangel is worth it just for the threat of activation.
Anyways, try to squeeze as many draw engines in here as possible... I run all the options I listed + a few more (17 total iirc). Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Alela's Aerodynamics: A Master Course
1 month ago
I had Grasp of Fate in this deck at one point then decided to cut it for more permanent removal. Serra Paragon wouldn't be good for this deck at all since I need my creatures to not be exiled. Luminous Broodmoth is interesting but I probably wouldn't use it. Pillow fort strategies aren't really needed in this deck. Just removal and creatures that keep coming back. Thanks for the feedback!
1 month ago
Grasp of Fate is a solid piece of removal in these colors. Serra Paragon and Luminous Broodmoth are 2 newer cards that're powerful and fit the theme. Also, I'm loving all the old cards, have you tried any pillowfort elements like Ghostly Prison/Koskun Falls?
2 months ago
I've had a Zedruu deck for years, and there's 2 important deck building things I've learned about her specifically:
1) Like an ordinary control deck, staying alive is the primary game plan. Pack more removal than normal, especially synergistic cards like Grasp of Fate that you can give away later. Incidental life gain is also really good; sometimes her life gain is more powerful than her card draw.
2) I only pack gifts that won't shut me down if I'm stuck with them: no Aggressive Mining which will just end up killing me when Zedruu is killed in response. Fires of Invention is a great card, especially when you give it to the Storm or Counterspell player. Statecraft is a good wall that keeps alpha strikes in check when you can threaten to hand it off. My favorite wincon, Delaying Shield, often puts people in a position where any attacks coming at me suddenly allow me to delete a player if I feel like it, as well as some other niche upsides.
Of course, symmetrical effects and Auras are some of your best picks since it doesn't matter who controls them.
4 months ago
Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.
You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.
I'd suggest going for some fetches, checks, and shocks like:
I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!
Don't tell Rett I gave you so many suggestions XD
4 months ago
Thank you for the suggestions, a couple of the ones you made were in the orginal build but decided against them for one reason or another. Like Skullclamp isn't in the deck because i dont like adding it to decks that i cant abuse it with (like i can in my Chatterfang, Squirrel General deck), as im trying to avoid Balan from dying as much i dont think i could get the full value from the card. Which is why i adding cards like Sword of Fire and Ice, Mask of Memory and Endless Atlas as they would be more reliable forms of draw.
I put Divine Reckoning in the deck over Tragic Arrogance because i wanted to advoid losing all my equipment and having to rebuild again, plus the added bonus of it being reuseable. But i agree with you that Divine Reckoning might not be good enough so i thought that Promise of Loyalty might be a better fit as it gets around indestructible with the sac effect like Tragic Arrogance does but also means i get to keep my equipment and protects me from the creatures that survive.
Steelshaper's Gift was going to be in the deck orginally but i switched it with Enlightened Tutor instead as it gave me more flexibility with being able to search up any artifact or enchantment instead of just equipment. But i do think the deck could do with more tutor effects so i think im going to take your suggestion and add Relic Seeker to the deck and remove Kemba, Kha Regent, like you i feel she doesnt pull her weight like she used to.
I also agree with you on Finale of Glory not fitting the deck and even though it pains me to say it that Caged Sun might be to slow for the deck. So im going to take your advice and add Surestrike Trident and Ironsoul Enforcer as they're both interesting cards that i think could fit the deck nicely and i'd love to see how they do.
5 months ago
I started edh in mono white forged in stone intro deck so I'm a big fan of balan. I have one I'm going to compare to this one a little later too see if there are any things I'd like to add. However. No Skullclamp ?? This is a tragedy. Seriously though I'm surprised you don't have it in your list. Overall:
Looks reasonable but kinda slow. Maybe a tad short on lands? A few easy swaps/upgrade if you can get the cards. A few cards I think underperform I pointed out below. Vultron ftw.
Steelshaper's Gift 1 drop open the armory. I'd run both.
Relic Seeker equipment tutor
15 equipment might be on the low side. Maybe shoot for 20 by running some less impactful but still great equipment that can make dorks into threats
Finally of glory is kinda meh here. Your goal is Voltron. If you had more token support sure. But your only other token support is Kimba who I've never seen do good in years. You would be better with a alternative wincons like Felidar Sovereign or janky equipmentlike Surestrike Trident to hit face if you were going to stray a tad from the vultron idea.
Caged Sun is fun. But hard to cast here. T6 you play it hope it lasts and then maybe your ok. You can maybe find a few cards to reanimate it and that would make it more valuable but not great. I find when I play vultron you want to be killing someone around turn 5 to 7 to not get overwhelmed by valuey decks like simic and combo.
Ironsoul Enforcer interesting new card I've been trying to force into my deck. No luck yet. Maybe you'd like to try it.