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Legality
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 |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Leyline of Sanctity
Enchantment
If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
meinzel on
Abzan Blasting Solemnity
1 month ago
Thanks for the insight jdogz32!
I actually even have a version of the deck with Thran Vigil where I replaced Young Wolf with Putrid Goblin to utilize Thran Vigil's effect. However it massively alters the mana-curve from from a 1-drop, two 2-drops and two 3-drops to literally zero 1-drop but four 2-drops. Taking into account the Profane Tutor you have way to many options for turn 2 while completely giving up the chance to do something significant on turn one. With Thran Vigil you eventually even give up on the chance of a natural turn-3-win.
I like the idea to add either Zulaport Cutthroat or Blood Artist at least to the sideboard to circumvent hexproof/shroud. When checking for reasonable or expectable hexproof effects in modern, only Leyline of Sanctity came to mind, which I can get rid of rather easily with maindeck Boseiju, Who Endures or Prismatic Ending. I can ignore Veil of Summer since both win conditions are artifacts.
In the mentioned alternative version I actually considered Kitchen Finks. However it doesn't constitute a win condition in itself and therefore will still falter to e.g. mill or decks with other unconventional win conditions. It might be interesting against burn-type, but even then I rather win the game directly.
wallisface on
1 month ago
jbump75 you’re currently running both so i’m not sure what we’re comparing them against. Both are strong but Sanity can get around Leyline of Sanctity which can otherwise be a big pain for mill decks (i’d rate Maddening Cacophony over Glimpse for this reason).
Delphen7 on Venerated Rotpriest Combo Discussion
1 month ago
Having been competitively playing the list since its spoiling, I'll share some thoughts.
Discard
As nbarry223 noted discard is absurdly good against the deck. My LGS has a couple of 8Rack floating around, and I've discovered its a horrendous matchup. Smallpox is also awful.
Chalice
I run Cavern of Souls so I can cast Rotpriest through Chalice and Rotpriest doesn't care if the spells are countered. Most decks don't have Caverns though, so Chalice would be good, unless more people pick up on the tech.
Leyline is good against it as plakjekaas mentioned, but no one really plays it. I'm personally running Glistener Elf which doesn't care about it, but most versions, especially the Breach variants, will probably just fold to it.
Speaking of Breach, it's the most popular iteration right now, and it's fairly weak to graveyard hate, as Breach is how it tries to build up storm. Some lists aren't on it though, so antigraveyard is not a catchall.
Removal
Bolt and Heat often can't kill Rotpriest (Gather Courage and Mutagenic Growth), but Fury usually does enough damage and Solitude just eats it. Prismatic Ending/Leyline Binding work as well, but it seems to not be as heavily played right now.
Countermagic
Eh. The only things I actually care if they resolve are Rotpriests, and most decks aren't countering that t1 (Unless Minor Misstep picks up play).
Combo
Combo has been one the better matchups thus far. Fire / Ice is usually not enough to kill the Rotpriest, and the deck tends to move faster than Rhinos, Creativity, Prime Time, and Hammertime. TBH I don't know if there's any deck that can win as fast as it can on a good hand, especially since stock Hammertime no longer plays Ornithopter.
Melira
I don't think the deck could function through either Melira, but I doubt it's worth the sideboard slots right now. I'd say if your local meta has a fair share of Rotpriest, the slots could be worth it, but just entering a tournament blind I wouldn't run them.
TL;DR The MH2 elementals are the best ways to remove Rotpriest once its on the field. Preventive measures work best though. Chalice, Leyline, Discard etc.
plakjekaas on Venerated Rotpriest Combo Discussion
1 month ago
Leyline of Sanctity is also a great way to not die to the Rotpriest.
zapyourtumor on
Scam Rack
2 months ago
I actually really like the inclusion of 4 Voidwalkers since it gives the undying cards another target besides Grief, especially since one voidwalker can cast cards exiled with a different Voidwalker (or its past dead self).
Having so many fetches in mono B for deck thinning is probably not necessary imo. I would probably put like 2-3 Urborg, Tomb of Yawgmoth along with 3-4 Urza's Saga. Urborg also goes pretty well with a couple horizon lands like Silent Clearing. Force of Despair is a cool card that a lot of 8rack players were excited to test out when it got spoiled, personally I don't think running 3 copies is a great idea in a deck already pitching cards to Grief but you could maybe run 3 combined between mainboard and sideboard.
Path of Peril is a really funny boardwipe since a) you can sack your Dauthi anyways and b) it doesn't hit Grief. Obviously some antisynergy with Saga but its probably fine if you sequence plays correctly.
This is definitely a deck where I would put some copies of Surgical Extraction in the sideboard.
20 lands is probably on the low side, although you aren't running any Raven's Crime. Need testing for that one.
The tweaks I'd make before playtesting would probably be:
Mainboard:
-4 Bloodstained Mire -4 Verdant Catacombs -2 Force of Despair -2 Shrieking Affliction
+2 Urborg, Tomb of Yawgmoth +4 Urza's Saga +1 Godless Shrine +1 Silent Clearing +1 Pithing Needle +1 Nihil Spellbomb +1 Path of Peril +1 Bloodchief's Thirst/Funeral Charm/Dismember idk
Reasoning: with Saga, you can cut on Afflictions since you can tutor racks more consistently, Needle and Spellbomb are just mainboard saga target staples, and then some other removal to replace Force of Despair. Funeral Charm can let a big construct through with Urborg. What removal you choose to run is probably meta dependent.
Sideboard:
This is definitely a lot more meta dependent so I can't comment as much.
Here Necromentia can probably be replaced with Surgical Extraction.
Go Blank is decent grave hate but can be replaced with extra Nihil Spellbomb or 4 Leyline of the Void, personal preference. Also good to note that Go Blank can sometimes be too slow (vs grinding breach) and also doesn't shut down some decks as effectively as leyline like Murktide, Scam, Grinding Station, Yawgmoth, Living End, etc while Leyline stops all of those in their tracks.
Delirium Skeins is a sideboard card against Leyline of Sanctity if thats ever a problem.
Path of Peril or Bontu's Last Reckoning can replace Damnation if you find yourself badly needing a t3 boardwipe.
Collective Brutality classic sideboard card against burn, and probably much better than March of Wretched Sorrow in 95% of situations.
You can also move the Spellbomb + Needle package to the sideboard if you think mainboard is too crowded with the scam package.
TypicalTimmy on Whats a custom card you …
3 months ago
Best way to thwart graveyard hate is to give yourself hexproof, a la Orbs of Warding / Aegis of the Gods / Leyline of Sanctity. Things of that nature.
multimedia on I want this deck to …
4 months ago
Hey, this is by far your best deck of the decks you've asked for help on. There's good deck building with a purpose.
The area that needs improvement is the manabase. 16x basic Plains is not going to cut it compared to many less Forests and Islands. The color pie of your deck shows primary white, but it's deceiving since you want a more balanced amount of land sources for each color to consistently cast Arcades. I say consistently because you need to control Arcades or most of your defenders are really not worth it.
Because you're playing green defenders who ramp and green ramp spells then it's important to have green mana more than the other colors in the early game, this isn't shown by the color pie. White and green are the two most important colors then blue. The majority of blue sources should come from dual lands that way the land can make another color except just blue. 8 sources of blue is not enough sources, you want more sources of blue which at the same time will increase sources of each other color.
On a low budget to balance the manabase for equal color fixing play some more always ETB tapped lands. This can unfortunately slow the game down some which means you want to make up for it with card quality.
- Yavimaya Coast --> 1x Plains
- Adarkar Wastes --> 1x Plains
- Fortified Village --> 1x Plains
- Port Town --> 1x Plains
- Vineglimmer Snarl --> 1x Forest
- Bant Panorama --> 1x Plains
- Path of Ancestry --> 1x Plains
- Krosan Verge --> Myriad Landscape
- Tangled Islet --> 1x Forest
Why are you playing so many cards that give you hexproof? Leyline of Sanctity and Shalai, Voice of Plenty are second and third most expensive price cards, but they don't help the strategy or have really any interaction with Arcades. If playing Leyline and Shalai then Ivory Mask and Aegis of the Gods aren't needed. Teyo, the Shieldmage is fine since it at least does something else, creating up to two defenders for draw with Arcades. Honestly, keep Shalai for this effect plus other effects and cut the others?
legendofa on
Defending budget commander deck
4 months ago
With only 14 total instants and sorceries, I'm not sure Mnemonic Wall is pulling its weight here, especially as a five-mana 0/4. It can probably go.
This is more of a meta call, but Aegis of the Gods is more vulnerable than Teyo, the Shieldmage, Leyline of Sanctity, or Ivory Mask. Unless you expect to see a lot of targeted effects, Aegis would be my next cut.
Hover Barrier doesn't really do anything that other cards can't do better. There's a third cut.
After this, play through a few hands and see which cards sit in your hand for a long time being used, what might be under-producing, and what just might not be working.
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