Imposing Grandeur

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Imposing Grandeur

Sorcery

Each player may discard their hand and draw cards equal to the greatest converted mana cost/mana value of a commander they own on the battlefield or in the command zone.

IHATENAMES on Akiri, Fearless equipment

2 months ago

I have a draft and I like a lot of what going on Surestrike Trident won me 2 of the 3 games I've played so I highly suggest it. Beyond that here a few things that should translate well to your build.

A few holes i noticed is boardwipes hurt our own plan alot I think 1 is fine Single Combat is what im eying so far but not sure where to cut. I think the Goblin Bombardment was a bad suggestion on my part I imagined more token being in play but most of them are forced to attack so they die easy before they can build up. Skullclamp feels bad but in theory should be good with so many tokens could just be weak here. I couldn't find Imposing Grandeur on mtgo so i didn't play it but assuming your build plays like mine it could be a great midgame card t7 i generally had 2 card in hand. I think the tension between wanting tokens and equipment is a hard line to balance but its really cool when it works.

My list

IHATENAMES on Akiri, Fearless equipment

2 months ago

Ideas.

Bedlam spicy card creatures cannot block. Agro your opponents out.

Imposing Grandeur neat wheel that let's you draw 6 and your opponents probably draw 2 or 3.

Surestrike Trident w/a free equipt cost your creatures tap to deal dmg equal to their power.

Forging the Tyrite Sword slow ramp w/ a equipment tutor.

Skullclamp can be op with all the tokens. Yes most aren't 1 toughness but they will die alot.

Goblin Gaveleer big creature when you add equipment

Goblin Bombardment alot of tokens to throw around

Bitterthorn, Nissa's Animus Sword of the Animist ramp 1 is a living weapon too.

Most x and y Swords are expensive but feel free to consider them.

Although these are interesting ideas I went back through your list and i think you need more interaction.

Think anything from Wasteland type effects to Path to Exile or grave hate Soul-Guide Lantern protection Blacksmith's Skill I'm sure you have some favorites. I'd add at least 3 or 4 more. I personally like it when even If I don't draw my answer to a problem I at least have one in my deck.

Especially grave hate. I don't think I'd suggest Rest in Peace but I really think everyone should run 1 or 2 pieces of grave hate recursion is so popular and powerful these days you need to have an answer or you aren't playing the game.

Happy brewing!

DreadKhan on Ur-Dragon (Recs. Needed)

7 months ago

I'll give you a few tips from my limited experience with 5 Colour decks and how they achieve their mana requirements.

My first point is that combining the Bounce Guild lands with numerous ETB tapped lands will feel incredibly bad, I would definitely throw in more untapped lands if you're going to use that many Bounce lands. I love the Bounce lands, but they should be played mostly with other lands that ETB untapped, like Basic lands, bouncing an ETB tapped land is not fun in my experience.

I would encourage you to lean into Green ramp, there is lots of it that's very good, including options that find dual lands that have Basic types (or even Triomes if your budget permits, but there are budget fetchable duals out there). To make that Green ramp work you probably would want more Forests because a Forest and ramp spell can fix your mana for you.

Another thing I noticed that helps 5 Colour decks is the fact that you can use budget fetchlands of all sorts. The worst of my favourite 3 is Myriad Landscape, followed by Blighted Woodland and Krosan Verge. Krosan Verge can technically find all 5 colours by itself if you use Triomes, because it can find non-Basics, but there is also Murmuring Bosk to help. In addition to these types of fetchlands, you might find some use for the old Panorama cycle from Alara, Esper Panorama, Jund Panorama, Bant Panorama, Grixis Panorama, and Naya Panorama. None of those are truly great cards, but in a pinch they both enter untapped while eventually offering good fixing. A nice perk to using more Basics is that you are better at enduring non-Basic hate, not sure if people use stuff like that in your area.

Their is the odd good land worth looking at if you want budget mana fixing, the pain lands Sulfurous Springs or Adarkar Wastes are very strong fixing options that are relatively cheap, people use these in budget cEDH builds, they're perfect if you want good non-Basics for a low price, the Enemy pair from that cycle (Shivan Reef and Caves of Koilos are generally quite cheap, the Ally pairs are pricy). There is also the odd land like Exotic Orchard that can fix pretty well, but most 5 colour lands that enter untapped are pricey.

My final suggestion is that I found it helpful to run more ramp than usual in my 5 Colour decks, as well as more lands total. My 5 Colour Sisay deck has 39 lands and iirc over 20 ramp spells/effects (some work as combo pieces), and my Reaper King deck has 38 lands and around 15 ramp sources. It's a big hassle to get 5 colours consistently, but if you straight up run extra lands and ramp it becomes much easier.

A few more general pointers, I noticed you don't have Crux of Fate in here, it's usually pretty good in a Dragon deck. You also might like Stinging Study as a big draw spell. It's usually not as good as Stinging Study, but Imposing Grandeur also exists. Bring to Light and Wargate are two pretty strong tutors, perfect if you want to power your deck up a bit.

seshiro_of_the_orochi on Nahiri, Forged in Fury

10 months ago

Ok, this looks pretty fun. But there's by far not enough ramp. If I see it correctly, you have three mana rocks, and that's all. You really want more than that. The same goes for card draw. If I count all of your tutors, you have like ten cards to give access to more cards from your deck. I realize Nahiri is an insane card draw commander, but adding at least some more actual draw seems important. With Nahiri's Mana Value of 6, Imposing Grandeur can already do quite a lot. I didn't look at your interaction cards, but maybe re-examine for yourself if you have enough.

Besides this basic stuff, Steelshaper's Gift and Open the Armory would be useful additions for your equip plan, and with more than a third of your deck being artifacts, I can't help thinking Chiss-Goria, Forge Tyrant would be great in here.

rakdosrunner on Ur-Dragon Tribal Tribal

1 year ago

DreadKhan You have a very good mindset for this deck!

I've actually heavily considered Stinging Study, there's another card similar that I have wanted to put in: Imposing Grandeur.

The deck mainly functions on tap and untap effects to get value and then eventually you find a way to get through for lethal but its not usually combat heavy so cards like Avenger dont quite fit.

I think Patron Wizard is an absolute add with all my tap synergy!

MahBoi100 on I'm Gonna Didgeridoo You in the Ass

1 year ago

seshiro_of_the_orochi Thank you for the suggestions! My Minotaur commander deck was also made from an existing 60-card deck. I was happy to see my old Theros pile turn into something more!

Cryptic Gateway is such an awesome card, and I have seen it do great things in other decks. I have been on the fence about including it because it costs 5 mana, but its ability to churn out cows is not to be ignored, especially in conjugation with Sethron's ability. I just might include it after all.

Imposing Grandeur is an amusing choice for a wheel effect. I like the asymmetry based on the cmc of everyone's commander. I have considered Stinging Study for similar reasons. I have also thought about Reforge the Soul because of Miracle. I definitely think more card draw would do this deck good. I might try to jam in some more.

Thank you for the comment! :)

seshiro_of_the_orochi on I'm Gonna Didgeridoo You in the Ass

1 year ago

Oh, this deck looks incredible, ver, very cool. I have my own 60-card minotaurs, but your deck really makes me reconsider commanderifying it.

Your description made me realize how insane Sethron would be with Cryptic Gateway. You could deploy your very hand of minotaurs for free just with Gateway, Sethron and his own token. This is basically a second Didgeridoo.

A draw spell I like a lot in my Moraug, Fury of Akoum is Imposing Grandeur. Sethron costs 5 mana, so having this seems useful enough, already.

IHATENAMES on The Maraxus Molotov

1 year ago

SirHipHopHippo

Glad to see it's working well. It's such a synergy focused deck that has many different parallel plans. Looks fun as hell to pilot.

Imposing Grandeur is such a wierd card. Would suck in most of my decks but here it's a less equal Wheel of Fortune. Ends up suprisingly good considering people mostly play mostly low cmc commander's. Me included.

But I still don't know where to tell you to cut. But here are some ideas. As you have piloted it maybe you can figure out what is better.

The deck is gotten to the point it's full of gas. Id suggest not cutting the pump spells. Cutting down some of the pump spells might be ok but you only have a few and the keldon cards best hit in practice will probably be literally a tutor for one of them to use a Fling effect in hand after blocks/combat.

Now I'd we take it like that. For now. How about replacing Outpost Siege with the Keldon Flamesage take it as a card draw slot? It might be bad 50% of the time.

Do we take enlist as a Fling esc effect and replace Heart-Piercer Manticore or Grab the Reins perhaps.

Or is Kazuul, Tyrant of the Cliffs or Toggo, Goblin Weaponsmith not pulling enough weight perhaps and you want a different effect. Maybe more so does the rocks help. Does kazul come into play early enough to matter

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