Greed

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Premodern Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Greed

Enchantment

, Pay 2 life: Draw a card.

legendofa on Two Heavens as One

6 days ago

You managed to hit the land balance pretty much dead on--nice work! Unfortunately, I think you have a few too many lands. A good rule of thumb is to have 36-40 lands in a Commander deck, depending on speed and mana requirements. Since I don't see many non-land mana sources, and since you want to get a land drop every turn to reach the higher-cost cards, I recommend dropping to 39-40 lands.

Isshin, Two Heavens as One wants a lot of attack triggers, anything that says "Whenever such-and-such attacks...". You have some good choices with Kitsune Ace, Selfless Samurai, and Imperial Recovery Unit, among others, but there are more out there. If you can find cards like Campaign of Vengeance, Goblin Traprunner, and Gleam of Battle, or even Brutal Hordechief or Fervent Charge if you're willing to spend the money, you'll push this to the next level.

I also suggest finding some cards that let you draw more, like Greed or Read the Bones. is a good color for this, but and have been getting more options recently. Top deck effects like your Abbot of Keral Keep are also useful in the same way. This will help keep your attacks moving and apply pressure to your opponents.

Finally, look for some direct removal, like Terminate, Rip Apart, or Vindicate to get rid of problems and threats your opponents put out. Dokuchi Silencer and Explosive Entry are the right idea.

This isn't the right deck for Sky-Blessed Samurai, with only three enchantments. You'll be paying full cost for it most of the time, occasionally getting a one-mana discount, and its stats aren't good enough to justify the cost. Save it for a more enchantment focused deck where it can reach its full potential.

Finally, you could use some more one-mana cards so that you have more options on turn 1 besides play a land and pass.

Overall, this looks good. You have solid card interactions, a good combat theme and Vehicle subtheme, and a strong foundation. Play it, test it, tweak it, feel out what you like and what might be improved, and above all, have fun!

DemonDragonJ on How Good is Book of …

1 month ago

wallisface, in a deck that contains black, Greed shall naturally be the better choice, but the book will be good in any deck that does not contain black, especially mono-white decks, since white has always had the least focus on card advantage of all the colors.

Plus, I simply really would like to see that card in the new border style with new artwork.

wallisface on How Good is Book of …

1 month ago

I don’t play EDH, so my background is this is limited, but imo this card requires waaay too much mana to be even remotely viable - you need to spend 10 mana and 4 life just for a net-gain of one card! Unless you’re somehow generating insane quantities of mana, I don’t see how its remotely feasible.

Comparably, for the same mana-investment, Greed nets you a net-gain of 5 cards.

I just don’t see how the book provides any real value before the game is decided. Imo (and admittedly from experience in a different format), 6 mana cards should have an immediate and powerful board-impact/pressure. Book does nothing and then requires you spend a whole lot more mana just to try and gain value.

DemonDragonJ on How Good is Book of …

1 month ago

A card that I feel is unfairly overlooked is Book of Rass, which is essentially a colorless version of Greed, a card that is well-known and well-respected for its value and potential to draw many cards for a relatively low price.

Given how popular Greed is, I am very displeased that Book of Rass is lesser-known than it, especially considering that can be put into any deck, which I believe more than makes up for its greater initial cost. The fact that the card has not been reprinted in a long time is also a likely reason that it is not as well-known as it could be, so I hope that WotC shall reprint it, eventually.

What does everyone else say about this? How good is Book of Rass?

NV_1980 on Edgar Markov: Dark Ambitions

1 month ago

Hi,

Great deck; love the approach of using many cheap-to-cast vampires to overwhelm the opposition. Right now the deck contains 7 card-draw options for you, though I should point out a few of these are one-shot deals. I think there are possibilities to increase the deck's speed even more by adding just a few more reliable (repeatable) card-draw options. I would recommend a few from the following: Welcoming Vampire, Twilight Prophet, Florian, Voldaren Scion, Phyrexian Arena, Greed.

Good luck with this brew, looks fun.

Regards,

NV_1980

Ojallday on Dealing with politics as an …

1 month ago

I have a friend that ran Markov who had a similar problem. Due to the nature of the deck you drop all of your creatures and kill one player. His solution was to transition to a mid-range strategy. Simply put he would cast early game threats to put pressure on other players, but they didn't win him the game or kill a player, so that he could win the game on later turns. Since I don't know how you are losing I'll put forward a few ways players stop Markov decks and how to counter those strategies.

First, are players killing you when all of you creatures are tapped down? Keep some of your creatures back as blockers, this is obvious and the strategy goes against how agro players operate in most formats but is needed in multiplayer environments. Along the same lines are white spells that can untap all of your creatures on other players turns like Battle Cry and Call to Glory leading to fun combat tricks to kill off important creatures and more importantly save your life total.

Second, are players board wiping constantly to knock down your board state? This was the problem my friend had and after two board wipes he would be out of cards in hand with no board state top decking hoping for some sort of Windfall. There are a few ways to counter this which can be focused on individually or can be mixed for similar results. Making it so your creatures don't die is one method featuring spells like Boros Charm and Teferi's Protection. Another is mass reanimation spells like Faith's Reward, Patriarch's Bidding and Living Death. Finally are flexible spells that essentially replace the creatures you lost. Those being Reprocess, Plumb the Forbidden or Village Rites.

Third, playing politics. Like you said there is not much stopping the rest of the table from ganging up on you, you can however influence other players decisions based on how you play and how others at your table play as well. Hold back threats, it's tempting to dump your hand and start swinging but as you mentioned this makes you a huge target. Instead put down a Coat of Arms or another value spell and hold the rest of your mana open for interaction, which leads to my next point interaction. You have some of the best removal spells in the game in your colors like Fracture,Dreadbore, Anguished Unmaking and Swords to Plowshares all of which are great bargaining chips to use as favors for other players, as well as being useful to take care of things causing problems for you. Last of all are less card choices but more how you address the table, having a good pokerface helps a lot with this. At the start of the game address the commanders others are playing and talk to the group about the powerful synergies they employ. Whenever an important combo or synergy price is played by an opponent point it out to the other players and if it's very strong stress it needs to be dealt with, which may incline the other players to use spells on it, reducing what they can use against you and making it so you don't have to deal with the problem. When a Tutor is cast discuss what spell the player could be gettng, this will draw attention to them and away from you. Finally when players address your board shift focus away from it, point out another player with the winning board state or the deck that won the last game. Downplay that you are a threat until you are ready to win the game. Keep in mind you are still an agro deck, so you can always lean into dumping your hand to kill a player fast if the game match up calls for it.

This final section is just general deck construction. Vampire selection: make sure you vampires are doing more that entering the battlefield to create an extra Vampire through eminence. Things like Blood Artist and Viscera Seer give value when opponents interact with the board and thing like Twilight Prophet draws cards. There are also the vampire lords that buff all of your vampires and tokens. Things that have synergy with your strategy are good includes too like Sanguine Bond, Impact Tremors or Goblin Bombardment and go a long way. Finally is "normal" card advantage that doesn't rely on you having vampires out and will shine in the early game as well as add value late game, Greed, Phyrexian Arena and Wheel of Misfortune.

I hope some of my thoughts help you work out a good game plan.

The_Fallen_Duke on The Thirst Awakens

2 months ago

In terms of artifact, you could maybe cut some of the less impactful creatures to run the classic rocks like signets, Talisman of Conviction and Talisman of Hierarchy.

For card-draw, you will have a lot of expendables creatures thanks to the tokens, so you could use cards such as Vampiric Rites, Bankrupt in Blood,Blood Divination. In my Edgar deck, I also run Arguel's Blood Fast  Flip and Vanquisher's Banner, which does everything you want from an aggressive tribal deck. A decent enchantment for when you start running out of gas later in the game is also Greed: and 2 life for 1 card I find a good rate.

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