: Gain .
: Return target legendary creature to its owner's hand.
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|Commander: Rule 0||Legal|
Latest Decks as Commander
2 months ago
Hey ya'll, looking for
also looking for Endurance
have my binder and also some stuff I need to sort out from all formats, just let me know what are you looking for outside of fetches or crazy RL stuff!
3 months ago
I used to play -Eldrazi Stompy in Legacy 3-5 years ago, before switching to EDH due the LGS where I had moved to having a large EDH community (pre-lockdowns). However, I'm currently in a position where I might be able to play some Legacy events in the near-future, and I want to update my deck accordingly. But I think it's worth briefly noting the developmental-chain that led to the current decklist that I own..
Ironically enough, this deck was originally based on a "budget" Vintage list from The Mana Source (watch it to have a chuckle over how much less the Reserve List cards used to be). My original list was extremely close to this, except invert the 1:4 ratio of Chalice of the Void / Null Rod , and I (originally) ran Simian Spirit Guide ..
Out of the entire decklist, it is the Manabase that has fluctuated the most. For starters, I immediately cut Ghost Quarter after the deck's "maiden journey" due to most decks in Legacy run enough basic lands to render GQ's utility virtually worthless.
This led to me experimenting with running 2-4x Mishra's Factory for about a year before eventually cutting them altogether.
I also bought my copies of City of Traitors one at a time over the course of several months, and it felt right once I got to 3..
Near the end of the period when I was playing this semi-regularly, I noticed that some games would be lost due to simple chump-blockers, so I decided to throw in a copy of Rogue's Passage . But this was immediately before competitive Legacy events dried up out of nowhere, and therefore haven't had the chance to live test any changes since...
Something else that I had noticed was that more & more lists were using Walking Ballista , which intrigued me because the deck needs more Removal, and I'm almost never happy to draw Dismember either. So I replaced 2x Endless One s with WB's..
Karakas seemed to also be in almost every competitive-level list ever, so I eventually decided to get one myself.
I think the most important consideration is Karn, the Great Creator . Not only is it a Restricted in Vintage power-level lock-piece, but turning the Sideboard into a toolbox is huge. Unfortunately, no two decklists seem to agree at all on what said toolbox should contain. Therefore I am at a loss.
The other, far more recent card that has found it's way onto my radar is Yavimaya, Cradle of Growth . This land generally serves the exact same purpose as Urborg, Tomb of Yawgmoth , with the exception of the possibility of a pain-free Dismember , but can otherwise be paired with Elvish Spirit Guide & Cavern of Souls to spawn a -variant sometime in the near-future..
All forms of Delver & Miracles have always been an easy win. I usually don't even bother to Sideboard..
Burn & various Storm decks ultimately come down to if I can drop an early lock-piece or not.
The kind of decks that I've had the biggest problem with are Stoneforge Mystic decks and BUG variants, particularly Shardless Sultai. Generally because a lack of removal spells, and Dismember isn't always enough take out a Tarmogoyf ..
(But I also think it's worth mentioning that this was all when Deathrite Shaman was still legal)
SCORE: 13 | 13 COMMENTS | 3485 VIEWS | IN 7 FOLDERS
3 months ago
Hi. I love UB control archetype so I would like to give my 2 cents. So I'll hope that this helps/gives new ideas ^_^
I think your deck at the moment has unnecessary tap lands. Halimar Depths Vivid Marsh and Polluted Mire and Lonely Sandbar. I would recommend trying Mystic Sanctuary, Sunken Ruins, Field of Ruin, Fabled Passage or Castle Vantress. Karakas is also viable option even though it acts like colorless land in UB.
I also need to recommend Search for Azcanta Flip because it can win control mirrors almost by itself. Shark Typhoon and Omen of the Sea are my personal additions usually because both of them are 2 for 1 effects.
For sorcerys I have not been impressed with Yahenni's Expertise and I have played Shadows' Verdict and/or Dead of Winter instead of it. Also Bloodchief's Thirst and Baleful Mastery are cards that I can't stop recommending because they are just that good, the ability to get rid of an creature or planeswalker while being cheap removal if needed is just so good.
For creatures I will recommand Murderous Rider it is another hero's downfall with 2 for 1 thanks to adventure, I have never been impressed by Teferi, Mage of Zhalfir because he usually doesn't do enough for 5 mana. For planeswalkers if your meta has decks that have creatures Ashiok, Nightmare Weaver is surprisingly effective and talking about Ashiok Ashiok, Nightmare Muse is a real game closer because both +1 and -3 are extremely good and an army of 2/3 will win the game at some point.
For instants I will just write recommendations because there are so many: Archmage's Charm just does everything you would want, Commence the Endgame uncounterable threath + card draw and is especially good mirror breaker, Cryptic Command it also does everything, Disallow the stiffle can save games sometimes (like countering planeswalker "ultimate"), Erebos's Intervention I personally like this card very much because it can buy so much time against aggro decks, Hieroglyphic Illumination works as early game can trip and mid/late game divination, Spell Snare on draw this is amazing and usually the best cards are 2-3 costed so this usually hits something important and last but not least Force of Negation because it is another force. I would recommend little bit more targeted removal because edict effects are worse against decks that play mana elfs or other low impact 1 drops.
I personally wouldn't play your artifact package but because I haven't played with artifact package I won't say anything about that because I don't know how good it is.
These are just my recommendations and these aren't absolutes. Here is also list if you would like to compare different building choices
I hope that you found this helpful ^_^
4 months ago
I'm aware Karakas is officially banned, however my playgroup doesn't adhere to the official banned list. We have our own list we go by.
7 months ago
I didn't mean mono G does tokens better, I meant, if you have a token deck of any variety, seeking support cards, splashing green will probably benefit you more than splashing white.
My argument was made in that regard, not comparing mono colors, but comparing reasons to play white in your deck over the other available colors.
Fun fact: if you look at the commander ban list, all banned white cards are there because they're literally too annoying to play against:
Balance - dump your hand of free artifacts, make everyone discard their hand, sacrifice their creatures and their lands, and gloat.
Iona, Shield of Emeria - forbids magic from being played.
Karakas - every deck has at least one legend the deck was built around. Free bouncing that is as annoying as it gets.
Limited Resources - forbids magic from being played.
Shahrazad - I heard you like magic, so I've put some magic in your magic, so you can play magic while playing magic. Having fun yet?
On top of that, out of the seven cards banned for racist depiction, three are white. Maybe that's why the color gets a time out right now.
All I hear about this from Wizards, from random MaRo or Gavin conversations, or the Tolarian Community College videos dedicated to the topic, states that Wizards is aware of the problem, and is thinking about how to solve it. Seeing how they work about three years in advance, we might see some change in upcoming years.
11 months ago
It also famously works with Mangara of Corondor. Activate his ability targeting his victim, then with his ability on the stack, you tap something like Karakas targeting Mangara to return him to your hand. Then, without any other plays, you resolve the stack. Your karakas activation resolves first, putting Mangara in your hand. Then his exile ability resolves exiling his target but not him because he is in your hand.
You had to do a lot of explaining back when Mangara of Corondor was legal in Standard.
There are other cards you can do these tricks with as well. You can make a pretty oppressive deck with them.