Untap all creatures and gain control of them until end of turn. They gain haste until end of turn.
|Want (2)||Vuuduuhedd , Mlord|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 week ago
Mine was in retaliation to what someone else did to me in a previous game of commander. He Mental Misstepped my turn 1 Sol Ring, which is understandable, and then Strip Mined my only land. I was mana locked for the rest of the game starting on turn 1. And he didn’t even feel bad about it. No apology or anything.
So in a later game, I was playing slivers. It was a pod of 3. Me, the guy I wanted to get back at, and this other person I really enjoyed playing with. This was before Prophet of Kruphix got banned. I had it in play and was playing lots of slivers. The guy I liked played Insurrection and was obviously going to kill me with it. I was a huge problem. But he didn’t have enough firepower to kill both of us. That was until I used Sliver Overlord to tutor and flash out a Bonescythe Sliver. If I was going down, I was gonna get my revenge. I caused the other guy to leave the tournament out of frustration.
Yeah, it was done purely out of spite. I normally don’t do that, but when people get arrogant with me, I don’t handle it well.
1 week ago
Willborn thank you for the comment!
Honestly really the only thing I look for in a starting hand land-wise is a green and a white source, whether that be through basics, nonbasics, or fetches. I've kept far too many two land hands and it's worked out mostly well for me. I'd say I'm satisfied with my hand 75% of the time. With the lower land count with not many backup sources of mana such as dorks and rocks, there is a greater chance of being mana-screwed. However, in my opinion the greatest part of running a low-CMC deck is you are still able to cast spells and you don't need to rely on getting to that fifth or sixth land drop; you're able to work with just three to four lands. The deck is designed to lock out opponents, meanwhile having the ability to constantly be playing two to three enchantments a turn, if not more. If every enchantment was four to five mana, we couldn't do that, however we're able to because 50% of the deck is less than two mana.
I will admit, I should probably look at replacing Ancient Tomb with either a basic or a fetch, as it honestly hasn't done much for me in the long run and there have been times where I wished it was a forest or a plains. However, I do love the utility having many of the lands you mentioned gives us. Deserted Temple pairs great with Serra's Sanctum and Nykthos, Shrine to Nyx. People in my playgroup do run troublesome lands such as Maze of Ith, Glacial Chasm, and even Dark Depths so being able to deal with them with ways such as Strip Mine and Wasteland is super nice. People also run Insurrection-esque cards, so being able to get your own stuff back is a must with Homeward Path. Emergence Zone is more niche, but it can allow us to flash in an enchantment that would screw someone over if we didn't cast it on our turn.
All in all, I suppose in the end it comes down to personal preference. I've been playing EDH with 30 or less lands for years at this point and it just feels natural to have a land count around 28 to 30, especially with lower CMC decks. If you want a higher land count, you could probably cut a few cards here or there in order to get to that point. However, 28 lands works for me just fine, so I roll with it.
Hopefully this answered your questions! If you have any more, feel free to ask.
2 weeks ago
3 weeks ago
play it out
he drops Rakdos, Lord of Riots, on your turn you play any Act of Treason effect move to combat and swing
A. He chump blocks killing off a lesser creature to the general
B. He big blocks killing his own general
C. He can't block he takes 6 general damage (yes you can loose to your own general) and you then utilize Rakdos, Lord of Riots to cast Zada, Hedron Grinder for plus what ever other creatures you want to unload in your hand
No matter how it plays out its good for you, now if you can consistently take his creatures swing them,then sacrifice it before the end of your turn you will be able to control the board state and easily take the win, this strategy is powerful no matter what deck your facing. be sure to include plenty of low cmc single target can trips to reload your hand, and toss some board wipe effects like Mob Rule,Insurrection, Radiate+ Any Act of Treason
4 weeks ago
I love Zada, Hedron Grinder one of my first few decks I built because it was budget friendly but still packed a punch. The removal that is available to you because of zada is actually pretty fun you can gang up on a single target with all your creatures: Go for Blood, Soul's Fire, Arcbond,Commando Raid, Deadshot, Swift Kick.
Also like Ramble said you can use steal effects and sac your opponents creatures to cards like Goblin Bombardment or Barrage of Expendables or your classic Phyrexian Altar. The good thing about the steal cards are you can use them on your own creatures to untap your board or give haste while they also serve to steal.
A few I'd recommend although I personally don't use them:
- Kari Zev's Expertise: Free Cantrips for the price of one!
- Hijack: Artifacts why not
- Harness by Force: Average but with Battle Hymn it has potential to be a budget Insurrection
- Bond of Passion: Pricey but with six goblins on the battlefield its like you're casting six Shocks
- Besmirch: Goad is good
- Traitorous Greed: Can be used for ramp
- Malevolent Whispers: Pump your team or steal
Looking at your decklist we more or less have the same cards which isn't surprising Zada is a pretty linear build if you do goblin tribal, but if you break away there are a couple fun things you can do such as Chaos Warp your entire board. I would cut Dualcaster Mage and Reiterate as they don't do much for Zada because Zada already does what they do but for free. Also Birgi, God of Storytelling Flip is great.
4 weeks ago
Sweet Kiki-Jiki deck :)
I'm not sure what your budget is, or what your playgroup thinks of very impactful cards, but Insurrection could potentially be very good in this (..my playgroup has mixed feelings about it :P ). To me, Insurrection feels like a wincon by itself, but with the chance to copy stolen creatures with Kiki-Jiki, Mirror Breaker, or sacrifice stolen creatures with a sac engine, it's even better. The downside is that it is quite expensive to cast.
2 months ago
Love the monkey deck idea. Why no Insurrection ? Such a fun win con.