Gain control of target artifact or creature until end of turn. Untap it. It gains haste until end of turn
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|Mystery Booster (MYS1)||Common|
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|Commander / EDH||Legal|
- Am I able to play a spell with no target when it resolves?
- How do mana rocks work if I were to gain control of them in edh?
- Chain Veil Saheeli Rai infinite?
- What happens when flipping over a permanent an opponent owns?
- Triggering Yahenni, undying partisans +1/+1 ability by gaining control and sacing an opponents creature
8 months ago
8 months ago
Since goblins are very raider-ish and thanks to Ixalan are ACTUAL pirates (Or... pirate-adjacent?), I've elected to put in a "Steal your stuff, use it against you, then blow it up so you can't get it back" subtheme. Cards like Threaten , Harness by Force , Hijack , Frenzied Fugue , Traitorous Blood , Besmirch , Mark of Mutiny , etc. add some awesome flavour to the deck and sort of adds an element of flexibility and chaos that comes with always having different toys to play with depending on the decks you're playing against.
That, and the fact you can use them on your own Krenko to abuse his activated ability by untapping with him multiple times a turn! Kari Zev's Expertise is an amazing effect, because it lets you cast another 2cmc threaten effect from your hand for free, making even MORE goblins!
That's my take anyway. It also feels very goblin like to steal someone's toys, beat them over the head with them and then blow them up after they're done.
11 months ago
Initial thoughts. Deck needs to be piled out to see what needs to be shored up. Look up 8x8 deck building theory. Once its piled itll be more clear.
Sage of Fables - Expensive
Trinket Mage - Fetches nothing
Goblin Bombardment - Expensive
Spinal Embrace - really high CMC for effect
Dreadhorde Butcher - a must
Talisman of Creativity - minus a locket or signet
Stalking Vengeance (maybe)
1 year ago
This is a pretty good start!
The biggest thing to fix here is how many different cards you have and how often they are included in the deck. Your deck should be focused on how to win, and possible counters to other deck styles, like burn spells, and removal.
Let's start with creatures: Get rid of Fearless Halberdier , Fire Elemental , Goblin Assailant , and Hellkite Whelp . Those cards, especially the first three, can be replaced with others that cost the same and do more, such as Goblin Chainwhirler , Charging Monstrosaur , Marauding Raptor , and Verix Bladewing respectively. Try to focus on how you want to win, and what creatures will get you there, if they don't, throw them out. Use full playsets (4 of a card) as much as possible. It seems like you're going for a quick kill haste kinda vibe, which is good, but make sure then that your creatures all have haste, or can be good answers to threats.
Spells: You can't have a deck called Chandra's Fury without using a lot of burn spells. Glad to see you're running 4 Shock s. If you include 4 Verix Bladewing s, you should also have 4 Spit Flame . 4 counts of Banefire should also be included. Additionally, add one or two more Chandra's Flame Wave (to get Chandra more often) and remove Sure Strike and Engulfing Eruption . Replace Act of Treason with Hijack , because it allows you to gain control of an artifact or a creature for the same cost.
Throw in an extra Chandra, Flame's Fury and only use 20 mountains.
Try to keep your deck to 60 cards, that way you get the best cards most often, and your deck isn't drowned out by useless cards. Glad to help, let me know if you have any more questions!
1 year ago
Temporary Possession (Common)
As an additional cost to cast this spell, exile a creature you control.
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. When you lose control of the creature, return the exiled card to the battlefield under its owner’s control.
I remembered Ray of Command as the only temporary mind control effect at common and instant speed and how temporary mind control effects shifted to red and sorcery speed over time, e.g Hijack . So I decided to give it a drawback and make it more expensive to balance it for instant speed. The drawback can be turned into an advantage with a bit of buildaround (ETBs) and still fits the effect of the card thematically and is on color, compare it to Teferi's Time Twist for reference. Don't forget, if this spell gets countered, your creature is gone.
Create non- or +whatever color sorcery cantrip.
1 year ago
I recommend Strionic Resonator , Hijack , Magnetic Theft , Comet Storm , Myr Retriever , Rhox Faithmender , Smothering Tithe , more mana rocks, and things to get your instant and sorcery spells back and removing Land Tax , Starstorm , Cleansing Nova , and Rest in Peace .
1 year ago
Hey, saw your forum topic asking for help.
Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.
The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.
There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.
Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.
My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .
11 cards to consider cutting to add more lands:
- Act of Treason
- Mark of Mutiny
- Selective Snare
- Contract Killing
- Storm Strike
- Bolt Bend
- Price of Fame
- Grim Captain's Call
- Train of Thought
Other cards to consider cutting to make 100 cards:
- Burn from Within
- Voyage's End
- Welding Sparks
- Pirate's Pillage
- Pirate's Prize
- Think Twice
- Mana Geode
- Eel Umbra
- Curator's Ward
- Curse of Opulence
- Metamorphic Alteration
- Octopus Umbra
- See Red
- Bloodmist Infiltrator
- Deep-Sea Kraken
- Phylactery Lich
- Kiku, Night's Flower
- Body Double
- Buccaneer's Bravado
- Blinding Flare
- Sinister Sabotage
- Costly Plunder
- Doom Blade
- Polymorphist's Jest
- Teferi's Time Twist
- Darksteel Ingot
- Stealth Mission
- Stolen Goods
- Treasure Hunt
- Brass's Bounty
- Deliver Unto Evil
- Light Up the Stage
- Sleight of Hand
- Collective Restraint
- Conqueror's Galleon Flip
- Spell Swindle
- Icy Blast
- Fated Infatuation
- Deadeye Navigator
- Lighthouse Chronologist
- Dreadhorde Invasion
- Ral, Storm Conduit
- Nicol Bolas, God-Pharaoh
As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.
Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.
Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.
For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.
Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.
Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.
I offer more advice if you would like. Good luck with your deck.
1 year ago
I chose Hijack mainly because it fits with Angrath, but also because it takes artifacts. A lot of infinite combos that I run into use an artifact as one of their core pieces. Being able to shut that down by taking them is useful. Mana rocks like Dreamstone Hedron and Hedron Archive are pretty common, and make great targets to take and sacrifice. I hadn't considered Kari Zev's Expertise , but it could definitely make it into the deck.