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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
: Add .
, , Sacrifice Hedron Archive: Draw two cards.
3 weeks ago
Looks like a good start. Here some of my thoughts after a quick glance.
I don't see much use for Training Grounds with the creatures you're running, or at least enough to warrant it.
Can't wait to see what you decide to do!
5 months ago
You could try cutting basic lands for some more ramp cards like Worn Powerstone, Everflowing Chalice, Skyclave Relic, Stonespeaker Crystal, Mind Stone, Izzet Signet, Arcane Signet, Talisman of Creativity, Hedron Archive, Commander's Sphere.
Running lots of ramp can be helpful if your commander occasionally gets removed or if you run lots of high mana value cards.
5 months ago
To me, Karn is a great card for the colorless deck I've been working on in Explorer/Pioneer. Drop him turn 3, +1 ramps. Next turn cast Hedron Archive, -1 dig for Ugin. Turn 4 cast Ugin. If all else fails his emblem lets me turn random artifacts into damage sources, which is something the deck really needs.
I'm personally excited for Threats Undetected. There are definitely piles for it, I probably just have to dig deeper. Best I've currently found for modern is Kiki-Jiki, Mirror Breaker, Felidar Guardian, Wispweaver Angel and Spark Double, with an etb payoff
SniperFrog on Oona
5 months ago
Alright. So there's a couple things I would change, but I don't want you to think it's better or anything, just what I would do. I'll give budget suggestions and non budget suggestions so you have a variety of choices without hurting the wallet.
I think I would go for mono blue so I can get Bruvac the Grandiloquent's effect in my command zone. It seems actually nutty to just be able to get this guy going. That being said, I like a lot of the black spells you have here, namely Mind Grind and Nightscape Familiar, so I would consider something like Phenax, God of Deception or maybe Mirko Vosk, Mind Drinker to stay in dimir. Not really sure the red is helping much at all, though. Only four red cards is a bit of a bad look, though they seem cool in theory. I've never played any of them, so I don't really know how good they actually are.
So there are a few optimizations I would consider as well. Three mana rocks are a bit slow for my tastes and there are a lot of decent options at two mana, I'd recommend Fellwar Stone, Mind Stone and Arcane Signet to name a few cheaper options. There's also Sapphire Medallion, Chrome Mox and Mana Vault, though those are strictly non budget.
More optimizations for interaction seems good here as well. Maybe drop some of your three mana counterspells for some one or two mana spells. Counterspell is a mainstay and at very good price as well. I like Swan Song, An Offer You Can't Refuse and Drown in the Loch in this slot. There are a plethora of non budget options as well, particularly free counters like Force of Will and Force of Negation or other heavy hitters like Mana Drain and Cryptic Command. Plenty of cool things to do with this, however, so you have options.
Your lands look rough. I personally will always go with untapped lands with so many options, but that can get really pricy, really fast. Of course, if you didn't have to worry about a red splash, your landbase gets A LOT better.
If you're having trouble with hitting enough lands, consider lowering the curve a bit or even adding a couple more to try to smooth things out. I generally try to have around forty-two to forty-five mana sources, though my curves are usually around 2-2.5, so you might want a little more than that, maybe. I don't know. That's something you can figure out with playtesting.
Now comes the fun part. As it stands, including the above mentioned cards, I would try to find room for these:
Into the Story for some card draw.
Rhystic Study and its baby brother Mystic Remora are both excellent card draw spells with humongous upside, though they are both getting a little on the expensive side now, with Rhystic pushing forty or fifty bucks.
I like Bitter Ordeal, but I think this is kind of a pet card that I want to make work, so I might be projecting here. lol
Reanimate effects seem VERY strong here. I like the ones that target opponent's graveyards the most, so I would stick with Animate Dead and Dance with the Dead along with the aforementioned reanimate. Didn't think about this at first. Could be really sweet.
Mesmeric Orb is money in these decks. Gives mad inevitability.
Folio of Fancies. I've never seen this card before, but I love it. Seems like it would fit nicely.
Sands of Delirium seems sweet.
Some cards I would just outright cut:
Gravepurge, not positive what this is doing for you, beside gumming up your draws. I guess it can get something back but not sure it's relevant. Hard to say without playing the deck.
All three mana rocks. Darksteel Ingot, Dimir Cluestone, Ur-Golem's Eye, Hedron Archive are a few. There are actually a few more than I thought, so maybe cutting all of them isn't the right thing to do unless you are cutting like for like for cheaper rocks.
Grisly Spectacle, I feel like you can get a better removal spell. I see the appeal, but I feel like it will get at most six cards milled maybe. Something like Feed the Swarm is probably just better or Drown in the Loch which hits two birds with one stone.
Countermand. Four mana counterspell seems like a really hard ask. I know it's on theme, but something cheaper is probably just better. See above for suggestions on cheap counters.
I would maybe cut some other, stuff, but I feel like I've already given you a lot to think about. Love the list. I'm excited to see it once you've had a chance to keep tuning it. Follow for sure. :)
7 months ago
The CLB printing of Hedron Archive is also missing (its also from one of the new precons)
8 months ago
Looks good so far. Personally I would make these swaps:
Cormela, Glamour Thief -> Coalition Relic
Maestros Ascendancy -> Worn Powerstone
Tragic Slip -> Syr Konrad, the Grim
Aether Tunnel -> Rogue's Passage
Protective Bubble -> Shizo, Death's Storehouse
Thought Collapse -> Seize the Day
Mirror Box -> Sakashima of a Thousand Faces
Umbral Mantle -> Firemind Vessel
Jin-Gitaxias, Progress Tyrant -> The Haunt of Hightower
Megrim -> Spark Double
Liliana's Caress -> Waste Not
Aqeous Form -> Sleeper's Robe
Lier, Disciple of the Drowned -> Cabal Conditioning
Aetherspouts -> Hedron Archive
Go for the Throat -> Component Pouch
Turnabout -> Sakashima the Impostor
Terminate -> Generator Servant
8 months ago
Scrib Nibblers Siphon Insight Wizened Snitches Expel from Orazca Cathartic Adept Vantress Gargoyle Mind Flayer Sage of the Beyond Krydle of Baldur's Gate Consuming Aberration Dazzling Sphinx Palladium Myr Ruin Crab Dark Ritual Negate Dimir Charm Infernal Grasp Aetherspouts AEtherize Winds of Rebuke Stolen Goods Extract from Darkness Necromantic Selection Talent of the Telepath Ravenform Pyxis of Pandemonium Commander's Sphere Hedron Archive Firemind Vessel Sisay's Ring Ur-Golem's Eye
8 months ago
Profet93 Thanks for the recommendations.
I have messed around with Mystic Forge and it's associated combo a bit but I ended up cutting Sensei's Divining Top as I felt that it was unnecessary more often than not and not having ways to shuffle consistently made it way worse if I didn't have a way to go infinite with it. I mighy try Mystic Forge again but I felt that it was too slow in my testing. cEDH nowadays has the "turn 3 rule" where you need to be threatening a win or overwhelming advantage by turn 3 consistently by turn 3 if you want to be relevant. From my testing, cutting a lot of the random value pieces for extra ramp has allowed for a lot more turn 2 or 3 Eldrazi Titans and a lot more success against cEDH decks.
Manascape Refractor has been very good in testing. Mishra's Workshop is my personal favorite but it also copies Inventors' Fair pretty frequently. Ancient Tomb or City of Traitors makes it into a Worn Powerstone (which I already run). Bazaar of Baghdad and Eye of Ugin are useful as well, especially when I have access to Unwinding Clock and can repeatedly activate a random tech land every turn. At one point, this deck ran Candelabra of Tawnos as a way to repeatedly use tech lands but I would argue that Manascape Refractor is a much better way to accomplish that. High Market, Homeward Path, etc. are also surprisingly useful. On that topic, using it as a High Market with access to infinite mana through Rings of Brighthearth + Voltaic Key + Chromatic Orrery (also gives infinite untaps of all artifacts) allowed me to win once as I didn't have access to a different way to sacrifice and recast Kozilek, Butcher of Truth.
I had no idea that Soul-Guide Lantern even existed. I'm not sure if I would call it a strict upgrade to Relic of Progenitus but it is definitely good. I might swap out Tormod's Crypt for it so that all of my graveyard hate can be cycled if it isn't relevant.
Regarding the Metalworker combo, a lot of the primer is outdated. I tried updating it a few times but I ended up changing out 20ish cards so I figured I would wait until I had a pretty stable list to update it. The Metalworker combo is absolutely a backup option though. Typically by the time I would go for that combo, I would have access to casting Kozilek. As for Field of the Dead, I am not a fan of tap lands and roughly 1 out of every 20 games with this deck would even go long enough to get to 7 lands for it's ability to be relevant. I think Field of the Dead would be good in a casual meta but I try to play this at cEDH tables as this deck is ridiculously unfair to play at casual tables.
Reliquary Tower is a good budget option but it might as well be a Wastes with the way the deck runs most games. I typically mulligan for some form of acceleration and try to immediately get to 10 mana which usually empties my hand. Kozilek will get me a new hand, but very rarely will I pass with more than 7 cards in hand, and if I do, I haven't had the scenario yet where I had to ditch anything useful.
The main form of drawing power in the deck is my commander. Mikokoro, Center of the Sea, War Room, Ugin, the Ineffable, sacrificing Mind Stone, Hedron Archive, or Dreamstone Hedron are the only other ones I have for card advantage. This deck is basically an all or nothing deck intent on playing really early Eldrazi Titans, going infinite, or playing stax to slow everyone else down (usually some combination of the 3). As colorless does not have access to particularly great interaction, I have tuned the deck to be about as fast as physically possible. Most games I am able to cast Kozilek, Butcher of Truth on turn 3 or earlier (admittedly almost always at least 1 mulligan for fast mana). Although some times people will have answers, that early in the game is enough to cause problems for most decks. The plan from there is to either just kill my oponents or do as you said where I cast Kozilek, draw some cards, ramp some more, and repeat. Although the situation will occasionally show up where the game goes long, this deck absolutely shines when it is doing terrifying things really early.
If you have any other questions, feel free to ask.