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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
As Kindred Discovery enters the battlefield, choose a creature type.
Whenever a creature you control of the chosen type enters the battlefield or attacks, draw a card.
2 weeks ago
This is a great looking deck! Nice inspiration here for my own dragon deck! Draconian Dragons - Miirym, Sentinel Wyrm EDH
Is it unnecessary to have all three haste-enchantments do you think? I already have "Rhythm of the Wild" and "Fires of Yavimaya"; I had forgotten about "Temur Ascendancy" when building my deck. Should I have all three or just cut Yavimaya as you did?
Let me also recommend this brand new card from Baldur's Gate: Kindred Discovery. Will fit very nicely here.
2 weeks ago
I'm not sure how you could force an opponent to cast their 2nd spell each turn. Usually you attempt to limit them, not encourage them. I suppose Arcane Melee and Helm of Awakening might be a good place to start?
And, if you do Kindred Discovery naming Knight, you'll draw whenever you get that token, which during your own turn will also satisfy your draw requirement to get even more cards, as well.
4 weeks ago
Just discovered this.
Normally Ganax would ETB and create a treasure for himself. However, prior to Ganax resolving, stack Miirym in front of him. Miirym resolves and she creates the token.
The token of Ganax will see itself and make you a treasure token.
OG Ganax will see the token and give you a treasure token.
OG Ganax will also see himself, giving you your third treasure token.
The way this can be turned infinite is with Parallel Lives or a similar token doubler. Because now what actually happens is a little more complicated.
- Ganax ETB
- Miirym triggers above Ganax's ETB effect
- Miirym creates her token copy of Ganax
- Parallel Lives gives you a 2nd copy
- These two copies see each other
- +2 treasure - one from each seeing the other
- +2 treasure - one from each seeing themselves
- OG Ganax sees two Dragons ETB
- +2 more treasure
- OG Ganax sees himself as well
- +1 treasure
But recall, Parallel Lives sees all of this happening and is going to double all of those treasure tokens, too. So your +7 treasure are now +14.
You're about to run out of gas if you don't have draw. So, slap some draw on top of this. Garruk's Uprising, Temur Ascendancy, Kindred Discovery, etc. Anything that draws you a card whenever a creature ETB. Works best if they do not care if it is a token or nontoken creature. So a card such as Guardian Project does help, but it won't draw you for the tokens.
If, within any of these three, you draw another appropriate Dragon (Or already had one in your hand), you have now gone infinite. Because if you cast, say, your Savage Ventmaw what happens is the following:
- All three Ganax see Savage Ventmaw
- Before you resolve their treasure triggers, you have Miirym + Parallel Lives
- You get a total of x3 treasure for OG Ventmaw
- x3 treasure for the 1st token
- x3 for the 2nd token
- You draw +3 more cards for Garruk's Uprising (Or the draw engine of your choice)
- And recall, Parallel Lives doubles your treasure, as well. So that +9 treasure just became +18
So you just spent 6 mana to produce 18 mana, and you just played 1 card to draw 3 cards.
As long as you have a sufficient density of Dragons in your deck, you are now infinite.
Alternatively to a token doubler such as Parallel Lives, you can use Goldspan Dragon to allow your treasures to add x2 mana. If you do this, it'll work as well. This is because if you have two Ganax online and you get two Savage Ventmaw, you will produce x4 total treasure tokens, but these x4 will produce x8 total mana.
So it'll be tighter on mana costs, but still gets you ahead.
However, you won't draw as many cards, so you may sputter out a bit too soon. So while Goldspan Dragon is an appropriate stand-in, she is like Guardian Project in that she is not as efficient as some other options.
If you really want to be dumb about it all, you can make it infinitely more janky.
I think you can figure out what happens here, if you add Maskwood Nexus into the mix, haha.
- And note: Neither Miirym nor Ganax are "may" abilities. You absolutely must create the tokens. So if you do not have an ETB damage effect, such as Dragon Tempest, to take down life totals - yes, this is a TRUE infinite loop that will cause the game to end. Lmao. Don't see too many of those anymore, do we?! :D
1 month ago
I never really considered this until just now, reviewing my newest deck. I have it setup that all three colors are evenly represented among my lands. So I have 15 lands that produce , 15 that produce and 15 that produce . Now of course this does not mean I have 45 lands; We must recognize that lands such as Command Tower, City of Brass and Haven of the Spirit Dragon produce all three and are thus counted "three times". Similarly, a card such as Breeding Pool counts toward both and , while Cinder Glade counts toward both and .
By evenly distributing mana production among lands, theoretically I am always getting the color(s) I need, on average. However, this does raise a concern. An average is not an absolute. There are times during playtest when I become overly saturated with mana.
Moving over to the pips tracker, only shows up 12 times. That is not to say there are 12 cards with in it - There are 12 total pips within the entire deck (Excluding those on lands, of course). So, a card such as Kindred Discovery counts 2x pips, despite it only being 1x card. In total, there are 9 cards in the deck with 12 total pips.
When looking at the percentages, mana production compared to pip requirements is as follows:
: 15 total lands for 33.33% compared to 22 pips for 22.92%. A difference of +10.41% excess mana production.
: 15 total lands for 33.33% compared to 12 pips for 12.50%. A difference of +20.83% excess mana production.
: 15 total lands for 33.33% compared to 62 pips for 64.58%. A difference of -31.25%. A very serious net loss of mana production.
The staggering displacement of requirement feels like it should be addressed, and can be taken from .
However, when doing this, what appears to happen is the deck becomes significantly less reliable when I do have spells to cast, as now I am far more likely to have mana instead.
So, the question is, how do you reconcile this? Do you always try to keep your mana production even, or do you try to tie your mana production to the pip percentages?
Or, is there a happy median, somewhere in between?
- EDIT: None of this takes into account mana rocks and / or mana dorks. So Arcane Signet would add an additional pip to each of the three colors. Similarly, Savage Ventmaw adds 3x and 3x . Likewise, Klauth, Unrivaled Ancient adds however much I happen to swing with of all three, in theory. So, for the purposes of the discussion, let's only focus on the lands and costs, not rocks and dorks ^-^ Thank you!
1 month ago
I just finished making the skeleton of a deck for Miirym, Sentinel Wyrm and playtested it. Created 96 treasure tokens in a single turn because I had out Parallel Lives with my Commander. Ended up getting Miirym to be an 8/8 thanks to Jade Orb of Dragonkind and Rhythm of the Wild. A few turns later, I dropped Old Gnawbone who got me not only the one token from Miirym, but the second from Parallel Lives. Since Miirym makes the token non-Legendary, State Based Actions do not apply to the token Parallel Lives creates. Old Gnawbone was also an 8/8 thanks to Jade Orb of Dragonkind but I decided to give him Haste rather than the +1/+1 counter from Rhythm of the Wild.
When I attacked with Miirym, as well as Old Gnawbone, I created 16 treasure tokens upon combat damage. Or, at least, I would have.
Ended up playing an enormous swath of my deck immediately afterwards because of Garruk's Uprising. Every single Dragon I cast, which were unable to be countered thanks to Rhythm of the Wild, ETB and drew me three cards - Once for the creature and two more for the tokens created by Miirym, Sentinel Wyrm and Parallel Lives.
That would have been a Turn 8 win.
And that, my friends, is how a Timmy plays Magic >:3
Commander / EDH
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1 month ago
Intet, the Dreamer, your service for all these years has been admirable and greatly appreciated, buttttt holy hell is Miirym awesome. 100% taking over for Intet as my dragon tribal commander.
Wrathful Red dragon is just a bigger, meaner Thunderbreak Regent and I am all for it.
I've heard that Ancient Brass Dragon is an absolute flavor fail, but with that said, the Ancient "insert metal alloy" Dragon cycle seems pretty cool. Not sure if the red or blue ones are worth taking up a slot over other dragons in my Temur list, but definitely interesting. I am curious as to what the green and white ones will do.
I absolutely love the artwork on Rescuing Chwinga. No idea what those little spirits are or do in D&D, but that is some cool art.
CloudKill is exactly the type of card EDH needs more of: cards that reward one for playing higher CMC commanders. The format has skewed towards lower cmc, hyper-efficient, value based commanders, which is perfectly fine, but it's also nice to see rewards for playing those more expensive commanders.
Contraband Livestock is another excellent removal spell for white.
Balor is just cool. I want it for my Rionya, Fire Dancer deck, as attacking with multiples of this is gross. Also, it's pretty rare for us to have a mono-red demon. I guess it must be a D&D flavor thing?
2 months ago
I don't agree about Jodah, Archmage Eternal or Fist of Suns. I think both of those cards actually hurt your deck instead of help it. Your mana costs are not high enough for replacing them with WUBRG. Neither of those cards brings what Morophon, the Boundless does to the table. I would dump Fist of Suns for Fellwar Stone or something like Cryptolith Rite. Even Birds of Paradise or something similar is a way better card for this deck than either of those. I would dump Winged Boots for Lightning Greaves. Haste is better than flying and shroud is better than ward.
You have way too few slivers in your deck to "Swarm" anyone. Let alone a table full of opponents. Your deck also has a lot of cards that are targeted creature removal. I would dump a lot of that removal for adding quality slivers that provide removal or create removal for you. Take a hard look at your sorceries and instants and see if there is a sliver that does the same thing. Then replace that card with the appropriate sliver. You also need more card advantage to refill your hand once you start slamming slivers down. You can combo using your mana slivers, Intruder Alarm and cards like Vanquisher's Banner. With those cards in play, every time you cast a sliver you will draw a card and untap your slivers which can let you chain through your library in no time.
For more card advantage and more slivers I would suggest the looking to add some of the following depending on your budget; Herald's Horn, Icon of Ancestry, Cryptic Gateway, Descendants' Path, Guardian Project, Kindred Discovery, and The Great Henge. Since you don't have Sliver Queen you can make more slivers with Maskwood Nexus or Birthing Boughs. Realmwalker is another great card. Adding 4-6 of some of these will really speed your deck up.
Good slivers to replace sorceries, instants or land you take out:
Necrotic Sliver, Essence Sliver, Two-Headed Sliver, Fury Sliver, Belligerent Sliver, Galerider Sliver, Bonescythe Sliver, Venom Sliver, Syphon Sliver, Diffusion Sliver, Hibernation Sliver, Brood Sliver, Crypt Sliver, Blur Sliver, Opaline Sliver, Toxin Sliver, Tempered Sliver.
You don't have to use all of these but some of them are insanely good like Necrotic Sliver. You don't need any removal spells if you have a bunch of slivers and this one in play.
2 months ago
Thanks, Guerric! There’s a lot to parse here, so I may take it in parts.
Firstly, the extra lands are temporary. My target is 36, but I had 13 extra spells, so I added 7 basics (35% rate) to be able to goldfish effectively. Sometimes I can learn a bit more about the deck and make changes that way. As I pare down spells, I’ll take out lands too. I thought about Crucible of Worlds, but opted against it because it would change my play style, but without tutors or duplicate effects it’s too high-variance.
The Stifle is mostly there to stop graveyard hate, which tends to be one-off abilities (Bojuka Bog, Scavenger Grounds, Tormod's Crypt, Relic of Progenitus) and which could really mess up my plans. That’s a good point on Dovin's Veto; maybe I’ll swap it for a Negate.
I really like Reconnaissance because it not only allows me to attack into unfavorable board states but also gives pseudo-vigilance, allowing me to commit all my zombies without worrying about the crack back. Anything to maximize those Varina triggers! Flawless Maneuver might need to come out, though.
I’ve used Plumb the Forbidden to great effect in my Mazirek deck. Since it’s instant speed, it’s really good at turning creatures that would die to unfavorable combat or a board wipe into card advantage, and since it’s 2 CMC I can always just put the mana into Varina if I don’t wind up needing it. I had Kindred Discovery in there originally, but in a deck that’s both ETBing and swinging this much it seemed like overkill (plus it’s crazy expensive). A lot of my perspective on card draw may need to change, too. Like I said, I’m not used to using my graveyard, and while Varina let’s me look at a lot, I’m still uncomfortable throwing cards away. After all, they’re all in there because I want to cast them! I need to get better at choosing what to pitch (which is kind of the whole point of making this deck), but corollary to that is figuring out how much draw-to-hand I need and how much I can lean on my ‘yard.
A lot of the deck techs I’ve looked at leaned into Varina’s activated ability. I didn’t much like that because (1) it makes her into a glorified token factory, (2) I want to push myself to use the cards in my graveyard, and (3) why would I want to spend 2 mana and two cards for a vanilla zombie when I can spend 2 mana and one card for a Corpse Knight, a Wayward Servant, or 3 mana for a Diregraf Captain. In the little bit of goldfishing I’ve done, though, she’s dumping cards so fast that exiling two of them isn’t even a problem. I had originally taken Tormod, the Desecrator out, but wound up putting him back in because of the number of cards I was exiling. I’d like to bring it back toward a reanimator strategy, and I think Syr Konrad, the Grim would be a good payoff for that.
You have a ton of good suggestions, including Crashing Drawbridge, Dusk / Dawn, Necromancy et al. (I knew there were others, I just couldn’t remember them!), Living Death/Rise of the Dark Realms, Haunting Voyage/Patriarch's Bidding, and the talismans, but I still need to cut 13 spells to even get down to 100 cards, and then more to make room for any of them. This is my problem!