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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Kefnet's Last Word
Sorcery
Gain control of target artifact, creature, or enchantment. Lands you control don't untap during your next untap step.
moo1234 on Card creation challenge
1 month ago
Lowly pawn
Human - Soldier
lifelink shadow
whenever ~ deals combat damage to a player put an advance counter on Lowly pawn
When the 3rd advance counter is placed on pawn exile it and return it to the battlefield transformed under your control
1/1
"once a lowly pawn became"
Queen
Legendary creature - Human
Whenever queen attacks destroy target creature then if that player controls no creatures they lose the game
9/9
"more powerful than the king"
during amonkhet there was a cycle of 5 cards to Rhonas's Last Stand Bontu's Last Reckoning Kefnet's Last Word Oketra's Last Mercy Hazoret's Undying Fury
these cards have a very cool design style because one of Amonkhet's mechanics was exert where you go all out in one go and if you don't win oops. but it's a calculated risk.
make a new card along the same lines like (Squee's last mistake or something) that might be playable
moo1234 on Card creation challenge
2 months ago
Camp fire's Stories
Enchantment
Constellation - whenever an enchantment enters the battlefield under your control, Exile the top card of your library
at the beggining of your upkeep put all cards exiled with Camp fires stories into your graveyard.
Once per turn you may cast a card exiled with ~ without paying it's mana cost.
"The frozen tundra stretches out forever, but once there was a green land."
technically ninja'd but next challenge was wild
I was looking at existing cards that could be busted with overload. and tbh I was slightly underwhelmed that I couldn't find any crazy interactions. I mean there's cool and slightly broken things but a two card expensive combo should be crazy. Cards like Act of Treason, or Kefnet's Last Word and Commandeer, to just take over the entire board.
But if that challenge was to just break the game Donate exists.
If you overload donate it says: Each opponent gains control of each permanent you control...
I assume a black hole would appear.
Next Challenge: make a card to help lanturn control
Hardhitta7 on Urza’s Pet Dragon
3 years ago
abby315 thank you for the suggestions! I like Acquire , getting my friends The Great Henge out of his deck sounds like fun! Kefnet's Last Word could be fun too. Blatant Thievery , Sublime Epiphany and Sea Gate Restoration Flip are good as well. Gonna add those tonight.
I tried shy away from Blasphemous Act as I’m trying to make this deck different from my other two decks and they both have it but maybe I’ll include it anyways.
I do like Shimmer Dragon . Is Malcom, Keen-Eyed Navigator good with out many other pirates?
I like the eggs too I’ll add some of those.
You don’t like the 0 drops with my commander? Seems like they would be good. Spellbook might not be that good though. I figured Storm the Vault Flip fit the deck.
I run 32-33 lands in my other decks but they have a lot more cantrips and card draw so maybe this one needs more.
Too the other comments my play group is very casual so I don’t want infinite combos or Stax pieces, I’ll add that in the description.
abby315 on Urza’s Pet Dragon
3 years ago
Some instant/sorcery possibilities for you:
Acquire
Kefnet's Last Word
since you can uniquely avoid the downside of not untapping your lands
Shrewd Negotiation
Expropriate
Blasphemous Act
Sea Gate Restoration
Flip
Blatant Thievery
Sublime Epiphany
You could also run take-extra-turn spells to pretty good effect, but that's up to you.
Here are some additional cards to consider that are good in a R/U artifact/Treasures deck:
Hellkite Tyrant
Malcolm, Keen-Eyed Navigator
Shimmer Dragon
I might swap in "eggs" for artifacts rather than ones that need to go to the GY to draw you cards, since you want them on the field for your commander's ability:
Golden Egg
Guild Globe
Prophetic Prism
And some ideas for cuts, just based on being overall weaker cards:
Storm the Vault
Flip
Zahid, Djinn of the Lamp
Call the Skybreaker
Pull from Tomorrow
Spellbook
Urza's Bauble
Welding Jar
Mishra's Bauble
Magma Opus
Finally, and I hate to suggest it since it means more cuts, but I think you should eventually be at 35 or 36 lands even with all of the ramp. 33 is pretty low unless you're running the full Mana Vault / Mana Crypt etc. cEDH manabase. I hope this gives you a good place to start!
RambIe on The amonkhet "last stand" cycle …
4 years ago
Kefnet's Last Word could be amazing if you snatch the right target like idk Isochron Scepter
or as Omniscience_is_life suggested Seedborn Muse
Bontu's Last Reckoning would be great with Sudden Substitution
but that's kinda the catch all these cards "Could" be amazing "IF" so over all i would have to agree with RNR_Gaming
"There are just so many better options in commander"
SpammyV on The amonkhet "last stand" cycle …
4 years ago
I've used Kefnet's Last Word in a Uyo, Silent Prophet deck since I had one lying around and it's a Control Magic I can copy repeatedly with Uyo's ability. When you can copy it four or five times it becomes a lot more worth it.
moo1234 on The amonkhet "last stand" cycle …
4 years ago
So remember in Amonkhet that cycle of cards which all did something pretty powerful for their cost, but then had the massive downside of almost making you skip a turn:
From what I can tell they are:
In commander losing a turn is pretty bad. I have my own opinion's on each of them, but there is a clear worst in commander (spoiler it's Rhonas's Last Stand)
Anyway, I only have used Bontu's last yell in commander, and it's pretty good early game,and a last resort late game (overall as it goes a pretty good card).
Amyway my question is: Does anyone have their own experience using this cycle and what do you think of them?
jakeelephant006 on its too late they are already under your bed
4 years ago
This deck performs very well with some decently large deficiencies. I think you need to cut some weaker cards (sorceries and creatures mostly) and add in more Ninjas and ninja synergies.
Cards to Cut: Creatures: Definite cuts are Jeskai Infiltrator, but I'd also heavily consider trimming Dark Impostor, Deathcult Rogue, Etrata, the Silencer, and Nezumi Cutthroat.
Sorceries: Definitely cut Hour of Eternity, Kefnet's Last Word, Paranoid Delusions and consider trimming Ghostform, Slip Through Space, or Stealth Mission.
Artifacts, Enchantments, Instants, Planeswalkers, and Lands: I would definitely cut Briber's Purse, Fatal Push, and Vraska, Scheming Gorgon while also giving thought to the merits of including Skygames, Bontu's Monument, Forge of Heroes, Unclaimed Territory, and of, or at least the Amonkhet, cycling lands.
The cards I have recommended are either slow, have low to zero synergy with the rest of the deck, or are typically weak in commander.
Cards to Add Creatures: Ninjas, ninjas, and more ninjas (plus some cheaper unblockables for good measure). There are 19 Ninjas in mtg history (excluding changelings). You have 11 in this deck. I think you ought to have more. The cheapest are Mistblade Shinobi, Okiba-Gang Shinobi, Skullsnatcher, Throat Slitter, and Walker of Secret Ways. Higure, the Still Wind and Ink-Eyes, Servant of Oni are both reasonable splurges in terms of powerful Ninjas to acquire. Now for other creatures to enable Ninjitsu. First off, I could have included Changeling Outcast in the last section since it is also a Ninja and you should absolutely be running it in here. Other small unblockables for you to Ninjitsu into are Gudul Lurker, Slither Blade, Tormented Soul, Faerie Seer, Mothdust Changeling, Gingerbrute, Dimir Infiltrator, Baleful Strix, Invisible Stalker, Augury Owl, Sage Owl, Spire Owl, and Cloud of Faeries. All of these cards are less than 3 cmc, and are either entirely unblockable or have good etb/ltb or dealing combat damage synergy (and are mostly pretty cheap too). I'd recommend adding at least 3 or 4 of them in addition to the above ninjas.
Other cards: This section is mostly for general things that you could do to make this deck more consistent and enjoyable to pilot, but there are a couple specific synergies I think you're missing out on. They're both pretty intertwined so I'll just address them together. I think you could be putting in a few more cards that are good to reveal off of Yuriko's trigger and ways to manipulate the top of your library so you get those card when they are most impactful. I am referring to cards like Treasure Cruise, Sibsig Muckdraggers, Temporal Trespass, Dig Through Time, Draco, Consign / Oblivion, Murderous Cut, Far / Away, Curtains' Call, Into the Story, Submerge, Commandeer, Commit / Memory, Discovery / Dispersal, Rags / Riches, In Garruk's Wake, and any other high cost card that has an alternate mana cost, mana reducing ability, split card, or is a high impact card. Then you could also throw in a few ways to manipulate the top of your library like Brainstorm, Ponder, Serum Visions, Tamiyo's Epiphany, and Crystal Ball. The only other synegystic thing you could put in here is making your other creatures Ninjas as well with Conspiracy, Xenograft, Arcane Adaptation, and Amorphous Axe.
Otherwise, you could probably add in some more ramp (Sol Ring, Mind Stone, Star Compass, etc.), card draw (see cantrips above and Last Thoughts), board wipes (could probably replace Bontu's Last Reckoning with some of the ones from the last section or just add those ones or some other good boardwipes) and spot removal or counterspells (I don't see a lot of good ways to deal w/ non-creature permanents in here).
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