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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
, : Gain .
1 week ago
What specifically are you struggling with? That might help direct my feedback. In any case, welcome to the site!! ^u^
1 month ago
You're in color for it, so: Harmonize / Colossal Majesty -> Rhystic Study. It's cheaper/equal cost, and usually nets at least three cards before getting blown up, or taxes 3 cards' worth of casting prevention.
Your ramp, overall, is really weak, so there are some cuts we can make: The Magic Mirror -> Arcane Signet. Yes, Magic Mirror is kinda fun, especially when that once in a blue moon hits and you can cast it for free. But that's so unlikely... Also, you should remove 3 islands for: Gruul Signet, Simic Signet, and Izzet Signet. Tuktuk Rubblefort can come out for Farseek. (There are better sources of haste in red we can add in later).
There are a couple kind of unique interesting cards that I want to address the math of: First, Rishkar's Expertise. Right now, your deck has 48 valid targets for it. Of those, you're hopefully going to cast at least 3 by the time you get to have 6 mana up, leaving 45. Of those, you have 2 sorceries which are uncastable (not sure about Ancestral Vision - I'll give it the benefit of the doubt for now). You also have 2 uncastable instants, leaving 41. Of those, 5 are some kind of counter/change target spell, which you can't really use at sorcery speed in a sane manner. Leaves 36 usable cards, so honestly I think it's fine. Now, Rishkar's expertise itself is going to be a dead card a lot of the time because you only have 18 creatures, soooo there's that. I wouldn't run it with less than 25, personally.
In a similar vein: Spellbinder. Super interesting, fun card. However, you have a few cards that are unusable with it: anything with X in its cost (3) and any counters/change target spells (5), leaves 19 valid targets, and you really don't want to bank on not getting your ramp spells (5) early.
those are just the changes I see at a glance that I'd make. I may think of more/better ones later. Happy building!
3 months ago
Remember a while ago where I made Zaren, Silverback Ironfist? The Ape Berserker who revolved around the Fight mechanic? So I built a deck and he was way to powerful. Every single creature spell becoems removal. Even when I nerf him, dropping it from two +1/+1 counters when the creature survives down to just a single +1/+1 until end of turn, everything just decimates the boardstate. Dropping a Hornet Queen just wrecked a game I was playing in. Because he is a custom commander, I have the deck here on Tappedout and I have the browser tab open. My current boardstate (after winning the game) looks like this:
- Zaren, Omnath, Locus of Rage, 4x 5/5 Elemental tokens, Akroma, Angel of Fury, Toralf, God of Fury Flip, Myojin of Life's Web whom I removed the counter from in order to bring into play Myojin of Towering Might, Foe-Razer Regent, Gruul Ragebeast, Vorinclex, Monstrous Raider, Kolvori, God of Kinship Flip, Kodama of the East Tree who brought out Thorn Mammoth and Arcane Signet because that's all I had that were less MV. I also had a very early Elemental Bond, so I kept drawing a ton of cards. My hand currently sits at Forest, Pit Fight, Mountain, Ghalta, Primal Hunger, Apex Altisaur, The Tarrasque, Kogla, the Titan Ape and Dragonlord Atarka with Hunt the Hunter, Furious Rise, Frontier Siege, Mountain, Hornet Queen and Boxing Ring in my graveyard.
- It's my Turn 9.
Game ended with me at 24 life.
Poor Ur-Dragon died twice to my fights; Once to Akroma, Angel of Fury after she triggered a second time since The Ur-Dragon is both white and blue, she couldn't deal damage back. So when Akroma dealt 6, she got +1/+1 until end of turn and I had her fight again with Hunt the Hunter, since The Ur-Dragon is green. Later, Hornet Queen made short work of it, again.
I think I vastly underestimated the power of the Fight mechanic, and now I understand why we do not have a Fight Commander. T-T
At the beginning of combat on your turn, you and target opponent may each reveal cards from the top of your library until you both reveal a creature card. If you do, they enter the battlefield tapped and fight each other. Put the rest of the revealed cards on the bottom of their libraries in a random order. If one creature survives, it remains on the battlefield. If both creatures survive, their owners shuffle them back into their library.
3 months ago
3 months ago
If this is indeed up to date, here are some thoughts (post Matty games): Since Xenny is 5 CMC, your ramp should be land based 2-3 cost spells only. With that in mind... Gruul Signet < Search for Tomorrow, Thran Dynamo < Rampant Growth, Talisman of Impulse < Harrow, Shadowspear < Hydra Omnivore, Swiftfoot Boots < Dragonborn Champion, Harmonize < Weaver of Harmony. Pretty sure that new red dragon is in the deck, but don't see it in this list... so I won't look at creatures yet. Hopefully these suggestions help.
5 months ago
My major suggestion for the mana base would be to run mana rocks and land search sorceries to make the mana more consistent. The best cards in these categories to fit your deck would be:
The first four sorceries are especially fun because you run non-basics with basic types. This means that you can search up Shocks, Tangos, and Snow Duals.
7 months ago
You're welcome, nice changes. Now think more about the curve of your deck and build a core of cards that you always want to draw in a game. Here's an example:
- 4x ramp source (Huntmaster)
- 4x draw source (Commune)
- 4x removal (Lightning Bolt or Lightning Strike)
- 4x Dino (Quartzwood)
- 4x Dino (Shifting)
- 4x Gruul dual land
- 4x Gruul dual land
- 12 basic lands (Forests and Mountains)
Once you have the core then add other support cards that are 3 ofs, 2 ofs or 1 ofs.
What noncreature card out of ten 2 ofs do you think is best to play as a 4 of?
- 2x Gruul Signet
- 2x Commune with Dinosaurs
- 2x Dinosaur Stampede
- 2x Evolution Charm
- 2x Fury Charm
- 2x Return to Nature
- 2x Glorious Sunrise
- 2x Overgrowth
- 2x Wilderness Reclamation
- 2x Tempt with Discovery
Consider choosing one of these or more to cut or cut 1x of two different ones to add 2x more of one of these? Fury Charm pump + trample is worse than Dinosaur Stampede and the other modes of Fury are not really worth a card. Tempt with Discovery is worse ramp than Gruul Signet or Overgrowth because Tempt is not reliable ramp and it costs four mana. Return to Nature is not really a main deck card because opponent may not be playing artifacts, enchantments or any graveyard interaction. Return is a good example of a sideboard card that you can swap in games 2 or 3 if it will help you since you know what your opponent is playing.
7 months ago
My general build is as follows, and let's pick on Jund, assuming EDH.
- Mana Crypt
- Sol Ring
- Arcane Signet
- Gruul Signet
- Rakdos Signet
- Golgari Signet
- Coldsteel Heart
- Fellwar Stone
- Mind Stone
- Coalition Relic
And if I play outrageously high curves, like MV average +4.5, I make room for all 14. Some decks run 30+ mana sources because I have enormous plays to make and that's how I stay ahead of the game. Everybody laughs when you spend 3 turns casting nothing but rocks and dorks, but nobody's laughing when the table is cleared and the game is won on Turn 6 - turn 8.
And the nice thing is that in the event of a Cyclonic Rift, you can generally pay mana to get mana and dump your rocks on the field and keep your hand. Takes a turn to recover, but you skip discarding down to hand size.
Less colors = less signets = more moxen
I don't play 4-5 colors. Too much balancing to consider. I ran a 5c Golos God tribal deck and hated it. Could never land enough permanents to hit devotion quick enough. Ended up a sitting duck for like 6 or 7 consecutive turns, then I'd finally get a few Gods online and would be forced to hold them up as blockers.
Then Golos got banned, lololol