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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Hour of Reckoning
Convoke (You may tap your creatures as you cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's colour.)
Destroy all nontoken creatures.
2 months ago
Updated. Not sure for the better, but for sure plays into the win conditions.
- Utter End -> Detention Sphere : Slower but more enchantments
- Cyclonic Rift -> Swan Song : If I have that kind of mana, I should win the game. Rather have a counter.
- Cathars' Crusade -> Swiftfoot Boots : Let's protect Marneus Calgar, he's kind of important to us
- Flowering of the White Tree -> Lightning Greaves : Let's protect Marneus Calgar, he's kind of important to us
- Glorious Anthem -> Rings of Brighthearth : Let's enable the infinite mana combos
- Inquisitor Greyfax -> Phyrexian Altar : Need this bugger around for consistency of infinite mana combos
- Spear of Heliod -> Pitiless Plunderer : Supports Phyrexian Altar and general ramp.
- Hour of Reckoning -> Training Grounds : Makes combos easier. Helps survive early.
- Celestine, the Living Saint -> Basalt Monolith : Infinite with Rings of Brighthearth
- Reconnaissance Mission -> Mana Drain : Kind of nice counterspell
- Solemn Simulacrum -> Laboratory Maniac : Win condition on draw
- Company Commander -> Mana Crypt : Great ramp
- White Sun's Zenith -> Clever Impersonator : Let's create a backup copy of whatever needs the most redundancy.
- Vanguard Suppressor -> Greater Auramancy : We might as well protect those enchantments
- Commissar Severina Raine -> Propaganda : Too weak a redundant win condition. Let's be consistent here and protect the motherland instead.
3 months ago
I have some deckbuilding advice. I'll make it concise:
The Three Problems
Your goal is to play a winning combination of cards before your opponent can do the same. To do this, you need to draw the right cards, be able to cast them, and do this faster than your opponent despite their efforts to stop you. These are the Three Problems your deck is trying to solve. It is tempting to fill your deck with only cards that work towards a build-around commander, but if you do, you'll have 4 or 5 mana available on turn 6, you won't be able to stop your opponent's threats, and you won't be drawing the cards you need. Follow the quantity recommendations below to deal with the Three Problems and still get to play your strategy.
Include 28 lands, plus 2 for each color, plus the average mana cost of your deck. So for a typical 3 color deck, you're looking at 39-ish lands.
Include 10 cards that let you deal with threats at instant speed. Every opponent uses artifacts, enchantments, and creatures, and you often need to disrupt a combo that's about to go off when it's not your turn.
Include 10 cards that net you more cards. With a high density of card draw spells, you are more likely to draw into your next draw spell and never run out of things to do.
Include 10 cards with low mana cost (3 or less) that give you more mana. Generally for every 2 mana rocks above this number that cost 0 to 2, you can cut one land.
Include up to 5 "win-more" cards, not more. These are cards like Doubling Season that are only good when your deck is already doing what it's supposed to do.
Include 1 card that hurts decks that use the graveyard, such as Tormod's Crypt.
Include 1 card that recycles your graveyard, especially if it can be played from the graveyard or activates when milled. Gaea's Blessing is a good one. Feldon's Cane is especially good if you are using your graveyard and you would rather have your graveyard be in your library than exiled by someone's Bojuka Bog.
Include 1 board wipe, but it must fit the theme of your deck and break parity. For example, All is Dust when you're playing colorless, Living Death when you're playing reanimator, Hour of Reckoning when you're playing tokens, Cyclonic Rift in blue, etc. The more one-sided, the better.
Include 20 creatures, at least 10 of which can be played by turn 3. Some of these cards can double as your removal, ramp, or draw, or strategy cards. Having creatures prevents you from taking opportunistic early combat damage, and helps you recover quickly after a board wipe. Creatures with ETB effects are more valuable when you can blink or reanimate them.
Include 20-30 cards that work with your deck's strategy. It seems like not enough, but when you include more than this, you're cutting removal, draw, or ramp, which are all necessary for dealing with the Three Problems. Also don't forget that when you have enough card draw, you'll have access to most of these strategy cards.
5 months ago
very janky but hear me out
6 months ago
In budget decks I always want a Transmogrifying Wand, removal tends to help budget decks a lot more than higher power decks because it's usually harder for a budget deck to just 'go over the top' and win via brute force. GW is really, really good at removing stuff, it's a specialty of both colours at this point.
A few things I use in my Selesnya deck, which is also interested in tokens, might fit in here. Gigantomancer is a lot of mana to get out, but all buffs stack with 7/7 base p/t. Harmonious Archon is an unbelievably good card in a deck that can go reasonably wide, it makes everyone equal, meaning anything that gets even +0/+1 is suddenly terrifying, same with First Strike. Keeper of Fables is a big dumb version of Toski, Bearer of Secrets, but Toski is very much not budget. Soltari Visionary is a weird old card that can remove an enchantment each time it gets in for damage, and most people don't run any Shadows. Hour of Reckoning might work if most people don't run many tokens in your area. Shamanic Revelation is better in decks that don't have very big creatures but tend to have lots, Return of the Wildspeaker and it's ilk are better if you have a very tall creature. Abundance is great in budget decks where you might struggle to find enough card draw, it gets you more consistent value for each draw. Felidar Retreat might be a bit pricey, but getting a free +1/+1 counter on each creature matters more in a deck with tokens. Similarly, Idol of Oblivion isn't super cheap but it's a strong effect with token generation.
If you like Myriad Landscape, Blighted Woodland also exists, ramp on a land is really sweet, even if it's not the most efficient ramp (it enters untapped). Devout Witness is repeatable removal vs artifacts and enchantments.
There is an old cycle in Selesnya that's really useful in some cases, most of them are budget but the odd one is pricier (though not very). They all work on the principle that you give an opponent back cards from their graveyard to get access to a really strong effect. I've had good results with Spurnmage Advocate, Pulsemage Advocate and Nullmage Advocate, but take a look if you've got a few minutes. They're all from the Judgement set iirc, but some got reprints. One fun thing you can do with these is target something someone else was planning to reanimate/dredge with, there are a decent number of Magic cards that people play in EDH that they want/need in their graveyard.
Hope some of this is relevant/these aren't outside your budget! Good luck and have fun!
9 months ago
Food for thought.
Heroes' Podium I know the focus is on having a big construct army, but you will also have a small army of Urza Clones. Might as well make them big too.
The Peregrine Dynamo This wont work on origional Urza's ability, but should work on the copies?
Unbreakable Formation Here is a budget protection card to help from wipes, otherwise id say run a few more counter spells.
Vorrac Battlehorns will get through a token army that can stop menace.
Urza's Ruinous Blast This is a wipe that will hit your construct army, but your urza's will survive and build a new army, plus the flavor is too good. Urza's Ruinous Blast?, More like Agent Smiths Ruinous Blast.
Hour of Reckoning Constructs will live.
10 months ago
Well hello there! I had way too much time on my hands, so here’s this. By the way, it’s all ordered best to worst. (:
- Circle of Dreams Druid is going to drop loads of mana, assuming you can pay the three green.
- Fallaji Wayfarer is going to give all of your stuff (including your commander) convoke! Not all, but a lot.
- Hamza, Guardian of Arashin is going to make a lot of your creatures cost a lot less.
- Herald of War makes all of your humans dirt cheap if he gets counters. But, oh, what’s that? This deck loves making counters for creatures? Perfect.
- Nissa's Expedition is just Cultivate but it potentially costs a lot less.
- Gaea's Cradle is perfect if you have a small fortune laying around and you’re in need of mana.
- Bennie Bracks, Zoologist every time you make a token? So every turn? Alright, sick.
- Ulvenwald Mysteries lets you investigate the murder of your entire army. A board wipe kills this deck, but this (plus loads of mana) could help bring it back.
- Season of Growth lets you scry a lot, letting you look for pretty much whatever and just pull it out.
- Devouring Light, Conclave Tribunal, Hour of Reckoning are all removal spells but if you’re on a mana budget with a lot of 1/1’s.
- Elspeth Tirel is a board wipe, if you manage to keep her around for long enough. If that’s not what you need, though, she’s got plenty of utility otherwise.
- Coordinated Barrage, Kabira Takedown Flip, and Outflank aren’t super powerful, but can destroy pretty much anything that comes your way. If it’s not hexproofed, shrouded, or indestructible, it will be killed.
- Devout Chaplain says “The power of Christ compels you! Begone!” but this time it actually works.
- Sanctuary Lockdown lets you say “Not this combat phase, Satan,” and if you have enough mana, you can do that again and again and again. Plus, if you decide you can’t, then it’s still a big boy.
- Kamahl's Will will destroy just about anything in sight and can give you extra attacking force, if you can manage a way to keep all of your lands safe.
- Loxodon Hierarch is going to save your deck (which is very sensitive to board wipes) from a board wipe, judy once. Use wisely.
- Scapegoat won’t save your tokens, but it will save everyone else, commander included.
- Kindred Boon can slowly but surely make literally every creature you own indestructible.
- Ephemeral Shields is extra protection that can easily be pulled out of your back pocket.
- Basri's Lieutenant isn’t going to save your deck, but it will buy you time or give you a chance next turn at a kill, if the board wiper was low.
- Song of Freyalise is budget, makes every spell into a convoke spell, and then lets your hammer your opponents with the might of ZEUS!!
- Path of Ancestry should go into every tribal deck!! Well, maybe not every, but it’d definitely be good in this one, so there you go.
- Branching Evolution is just perfect for this deck. Double it, yesssss!
- Hydra's Growth would be perfect on your commander, especially since your best protection works just on them.
- Rick, Steadfast Leader is enough to make a human deck cry. This is no longer a democracy, this is a Ricktatorship.
- Crowned Ceratok, Tuskguard Captain, and Bramblewood Paragon all give your big creatures trample. Just yes.
- Horn of Valhalla can both make a bunch of tokens and then use those tokens to make a big, fuck off 99/99.
- Voice of Resurgence protects you against, or at least discourages the use of, counters and murders on your turn. Why? It makes a big, fuck off 99/99 when someone does.
- Queen Allenal of Ruadach makes more tokens and is a massive body. What’s not to like?
- Hanweir Militia Captain Flip is a mean creature and makes plenty of tokens.
- Primal Vigor, Second Harvest, Anointed Procession, Parallel Lives, and Doubling Season all say “What, you thought I was going to stop at only one million?” Though, I do have a feeling you left these out intentionally. Either they weren’t working or you avoid doubling strategies like these, which totally makes sense.
- Craterhoof Behemoth is, to say the least, a strong card. All of them get trample? And +99/+99? And it has haste? This is a way to turn a game around fast if I’ve ever seen one. The ultimate Might of the Masses creature.
- Might of the Masses is the classic. Instant destruction for just one green. Perfection.
- Seraph of the Masses is a Might of the Masses creature with flying and convoke.
- Shanna, Sisay's Legacy is a Might of the Masses creature with ability hexproof.
- Appeal / Authority is just slow Might of the Masses.
- Huatli, Radiant Champion is Might of the Masses but in Planeswalker form.
- Sigil of the Nayan Gods is Might of the Masses in enchantment form.
- Crusader of Odric is a poor man’s Might of the Masses creature
- Gideon, the Oathsworn just happens to slip and give all of your creatures an absurd number of counters. Not to mention the big body (noticing a pattern yet?) and the one-sided board wipe! He’s got a weird face again, sadly, pass.
- Gideon, Champion of Justice is a board wipe and a big, bad creature all wrapped into one. 7/10, he can dominate me.
- Gideon Jura can goad and destroy stuff. Perfect for removal and instigating fights when you know you’ll win. Not to mention the big scary 6/6 lurking beneath. Also a weird face, pass.
- Gideon of the Trials reads “Fuck your biggest creature, he’s not going to do anything, and also, as long as I’m around, fuck you more.” Nothing crazy, but can definitely make you public enemy #1 for having an effect like that. Pretty normal face, but that ability makes him a dick. 3.4/10
- Kytheon, Hero of Akros Flip is just some kid. Ignore him. This is a child, pass.
- Gideon, Battle-Forged!? Where did you come from? Nothing super interesting here, but for one mana not bad. Weird face, pass.
- Gideon, Martial Paragon can give buffs to all of your stuff, which is definitely not bad at all, and your opponents are automatically dead if he gets that ten ability off. That said, this Gideon can get it. 10/10.
- Gideon Blackblade is eh. He’s okay. He can get it, though. 7/10.
- Gideon, Ally of Zendikar can do some generic Gideon stuff. Make tokens, give buffs, be a 4/4. Eh. 6.7/10.
- Reconnaissance lets you attack with everything and then say “Well, no, actually, I didn’t attack with those.” This is one of those cards in Magic that you just have to believe was invented or inspired by toddler games where they invent the rules as they go along, y’know? Anyway swing at will!
- Peach Garden Oath is one mana for a crazy amount of lifegain. Lets you swing aggressively and pay as much life as you want.
- Kindred Summons gives you the gift of as many humans as you damn please. That said, be careful not to deck yourself.
- Sigarda, Champion of Light is the other Sigarda card you might want to add, since she likes giving you stuff.
- Chord of Calling is just a plain good tutor.
- Flight of Equenauts, Ledev Guardian, Conclave Equenaut, Conclave Phalanx, and Argivian Phalanx, are just free creatures, more or less.
1 year ago
let me just reiterate your card choices aren't wrong. these suggestions are going to be because maybe we have different play styles or different metas. like i really try to keep my removal as flexible as possible and my +1/+1 counter deck is atraxa . Armorcraft Judge its unreliable and is a bad top deck. Avatar of the Resolute it just doesnt scale well to edh. Custodi Soulbinders paying 3 mana just to make a 1/1 is'nt very exciting. Fertilid ive used this one alot and in my games i almost never used it to ramp it was just a vanilla creature.
Return to Dust is just awkward i much pefer Heliod's Intervention. Ruinous Intrusion 4 mana to blow up 1 artifact or enchantment isn't worth it even if does give you a few counters. Lifecrafter's Bestiary with so few creatures its not great. with more creatures in here it could be great. Celestial Judgment there will be games where it will give you the win but there will be games where someone just has something huge out that this just misses or youll have to blow up more of your own stuff then an opponents Hour of Reckoning this is only good in a token deck.
some replacements creatures. Park Heights Maverick, Loyal Guardian, Forgotten Ancient, Walking Ballista, Pir, Imaginative Rascal, Steelbane Hydra, Evolution Sage, Conclave Mentor. non creatures Hardened Scales, Austere Command, Damning Verdict, Tome of Legends, Coalition Relic, Vastwood Surge