Combos Browse all Suggest
- Lightning Greaves + Ornithopter
- Elvish Piper + Lightning Greaves
- Blood Artist + Lightning Greaves
- Auriok Steelshaper + Lightning Greaves + Paradise Mantle
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Artifact — Equipment
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip (: Attach to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)
1 week ago
GHoag thank you for your most critical feedback. I agree with a lot you have to say on this. There are a few things I'd like to discuss further. I'll mirror your format so you know how I am responding to what. Thank you for the praise on the list so far, there is definitely some things to be worked out still. "The pinnacle is a concept only to the unambitious" -flavor text from a card I don't remember lol. (sorry for the novel below)
Regarding Fetchlands, I think the deck thinning is negligible or very hard to notice at most. This aspect of them definitely can't be a bad thing. But playtesting has shown that the negative effects of including them are negligible. I have never been upset about running all 4. Also, the synergy these lands has with Vantress Visions (Virtue of Knowledge) feels reeeally good.
Rite of Replication is expensive mana wise. The purpose of Rite is to get through your whole deck in one go assuming Unesh is on the field, which is not always the case. In my playtesting, it has been very hard to resolve due to mana cost, and when you do meet the mana requirement it is never safe from interaction. Given these flaws, this card might as well say "if you are targetting Unesh and this card resolves, you win the game." With the FOFs, you can pick up all counter magic and free mana rocks on the way down your deck to cast & protect Thassa's Oracle. A non-negligible side effect, this makes choosing piles easier to do because you no longer have to grab sphinxs or other wincons. This wincon is still relevant at this mana cost. I think the jury is still out if this is the best choice though. With inifinite mana you can do something similar, and I'll talk more about this below. Q: Why not add Personal Tutor? Simply because you don't need 3 copies of Rite. I already don't like Mystical Tutor, but the versatility to grab any instant makes it worth it. By the time you meet the mana requirement, you will have seen Rite or Mystical Tutor. Personal Tutor is too narrow to have in a slot, even on the 'Rite' plan.
cEDH meta talk, there is Turbo, midrange, and stax (early win, midgame win, lategame win respectively.) The average win without any interaction is turn 6-7 on this revision. This solidly puts Unesh into midrange. I think he can be sped up a bit with more revisions. Turn 4 is a late win for Turbo, but with enough interaction to stop the turbo player we can get to the midrange and win the game. Unesh suffers against a a few stax pieces. The main ones being Torpor Orb (which doesn't see a ton of play these days), and Null Rod and Collector Ouphe. Collectore Ouphe doesn't feel so bad with our interaction suite, and Null Rod is even more of a nuissance. If both are on the field, it is an absolute nightmare for Unesh.
Creatures: Yes a lot of fat was trimmed, and it took some time to really narrow down the best Sphinxs in these slots. There is still room for improvement here. For instance Vexing Sphinx feels awful. The reason I added it a while back was because he can be played early game for a bit of card draw. The card draw from this is not worth the mana spent, the fact that even with Unesh out he is 2 blue to cast also feels very bad. I will definitely replace him with another Sphinx, probably Argent Sphinx or Metallic Mimic. For 2 blue I am much happier to see the mana sink on Argent Sphinx. And for 2 colorless I am happy to see possibly the next cheapest sphinx not already in the deck. Enigma Thief though high CMC, I can reliably cast him for his prowl cost at 2 cmc, and his removal is top notch. Dream Eater though the removal is not the best, it is still good. The kicker here is honestly the surveil 4. You do Unesh FOF first, then surveil 4 and hopefully you can put all 4 in the graveyard. Still dream eater does feel a bit slower than everything else. Scholar of the Lost Trove, upfront I feel very strongly about this card. It's not because this is a pet card, it's because I think its very powerful in this deck. Even at 5cmc which is what I normally cast it for, it feels like insane value. You get the Unesh trigger, and a wincon from the graveyard that the opponents thought they didn't have to deal with anymore. After doing some math on this, the average cost of an Unesh trigger with Unesh on the field is ~2.25 cmc in the current revision (that is the cmc of a card generating the FOF divided by the total number of things generating FOFs excluding Rite). At 5 cmc, casting the Scholar gives you a 4 cmc game winning artifact and a ~2.25 cmc Unesh trigger. Not to mention, it gives you flexibility in choosing piles. For instance, If an opponent erroneously puts Panharmonicon in a pile by itself, you can shamelessly take the other 3 cards in that FOF. Palinchron is also rather expensive to set up, but not as expensive as Rite. I think it is a good back up win condition. If Rite doesn't resolve, or if Isochron w/ dramatic reversal doesn't resolve, we need at least one other way to combo off. With ways to tutor for High Tide this win condition has been online surprisingly often, and is definitely threatening. That said having this AND Rite feels too heavy mana wise. I think I am pretty much sold on Isoscepter because of how inexpensive it is. With recent mana rock additions as well as Mox Diamond and Grim Monolith (mentioned below) the wincon is online for far cheaper than Rite and effectively does the same job, also dramatic reversal can be used as a one time use now which makes it good on it's own.
Lands: After a day of listening to cEDH podcasts, this is what I came up with. Urza's Saga is nuts. After playtesting with these lands I felt a big power spike. Thank you for mentioning Mystic Sanctuary again. I didn't think about it being able to retrieve a wincon which is pretty relevant. I will consider slipping this one back in there. I also think that losing just one more Island wouldn't be very impactful. What do you think about Command Beacon? After playtesting, I think there is such a niche case when this card is good in cEDH. I think I prefer an Island here given the more recent revisions.
Enchantments: Agreed, all of these are great cards. Not much to change here.
Instants: I don't think there are any cuts to be made here. After playtesting I think I need to add more Instants to more reliably shut off early combo wins. Demonic Consultation and Ad Nauseum are rampant. Even fitting in a Dispel or Spell Pierce to the deck would go a long way.
Artifacts: Work needs to be done here. I agree with a lot of what you are saying. Lightning Greaves feels bad because board interaction is light and stack interaction is high in cEDH. Caged Sun is usually too expensive to play without cheating it in with Scholar. But scholar wants to hit other game winning cards anyway, so Caged sun needs to go. Grim Monolith and Mox Diamond need to go in. I have been reluctant to add them to the list because I don't have paper copies. You are spot on with these two though. I am not high on Moonsilver Key, but I do like Wayfarer's Bauble. The bauble putting a land into play is important to getting palinchron online, and this also sees great synergy with Vantress Visions similar to the fetch lands. Though bauable is definitely worse than mox diamond and grim monolith, it would be my last cut. Mox Amber indeed doesn't power Unesh out, but we don't need it to. I will say that my playtests have really favored this card. Being able to play more mana artifacts after a FOF for free will keep the FOFs rolling. Mox Amber feels very good. Mox diamond is superior, but I won't take out Mox Amber for it.
REVISION: After synthesizing both our viewpoints, here is a revision that I will go ahead and push. I think you will like this mostly, but let me know your doubts.
- Replace Vexing Sphinx with Spell Pierce.
- Replace Lightning Greaves with Dramatic Reversal.
- Replace Caged Sun with Isochron Scepter.
- Replace Lorien Revealed with Muddle the Mixture. I am okay with an effective land cut here after playtesting.
- Replace Moonsilver Key with Mox Diamond.
- Replace Wayfarer's Bauble with Grim Monolith.
- Replace an Island with Mystic Sanctuary.
EXPLANAITION: This rev cuts the Rite wincon and adds the less expensive Isoscepter wincon. There is still backup wincon in Aetherflux. Isoscepter is backed up by Palinchron, and Aetherflux is supported by Palinchron. Obviously, the goal with infinite mana is to play Thassa's eventually. Dramatic Reversal is good enough on its own now because of the artifacts added recently. I honestly think this is the cheapest that the wincon package can be while still being robust enough to not fizzle out. With these wincons, Unesh doesn't have to be on the field, which makes the deck less reliant on him, mitigating one of the deck's biggest flaws. Cutting Lightning Greaves will likely be inconsequential due to low board state interaction. Muddle and Spell pierce add some more stack interaction while Muddle can find combo pieces. I went with Spell pierce over Dispel because it can hit stax pieces as well as stopping an early combo win. Cutting a sphinx now relies on Ghostly Flicker to be part of the 20%. Mystic Sanctuary and Scholar of the Lost Trove are used to retrieve wincons from the grave if necessary.
I heavily considered subbing Dream Eater for Argent Sphinx. I will need to playtest that change before committing to it.
2 weeks ago
No problem dude! Glad to help, truly.
As a longtime brewer of this particular Commander, I'm definitely seeing a few cards here that I would cut in favor of more card draw, Ramp, Tutors, & Interaction to get you to your power pieces like Vilis, Broker of Blood. Please don't take this the wrong way, but it will be a shorter list to include the things that I would personally keep in the list, sans Lands. Here we go:
Everything outside of these ones should be replaced with value pieces imo! I'd also heavily recommend that you pick up a copy of Razaketh, the Foulblooded. It was just reprinted in Commander Masters, and is hovering around ~$8 at the time of this post! It was just like $25-$30 a little while ago. Insane. I'd also recommend looking through the Dominaria Remastered set, lots of spicy reprints in there that have taken a price plunge & could be great here like Sneak Attack & Gamble.
2 weeks ago
I'd really second Azoth2099's remark about adding protection for Oloro. The boots (Lightning Greaves, Swiftfoot Boots) are excellent choices, though I'd also recommend stuff like Mother of Runes and/or Giver of Runes to help keep Oloro on the battlefield for you.
3 weeks ago
Oloro, Ageless Ascetic is one of those Commanders I've always suspected could be busted, but never extensively brewed. That being said, I still gathered some data on him...
Firstly, you need more Mana sources. Being a 6-drop is a big deal nowadays, & you're gonna need way more Rocks & possibly a few Rituals as well if you want to get him out on time. I'd recommend running 10+ Rocks - all of your Guild Signets and Talismans plus a few more, and a handful of Instant-speed Rituals like Dark Ritual & Cabal Ritual. You'll need as much Mana available to draw cards with, which we'll get to in this next paragraph.
Secondly, I'd recommend some low-cost Lifegain Spells that will scale with the activity of both you & your opponents like Archivist of Oghma, Blood Artist, Deathgreeter, Leonin Elder, Soul Warden, Soul's Attendant, Profane Memento, Ashes of the Abhorrent & Spectrum Sentinel. All of these will draw you a bunch of cards as long as your Commander is on the field. Prism Ring & Tablet of the Guilds would likely do a lot of work here as well. Sedgemoor Witch could be a great value engine here, too. Things that allow you to devote your floating Mana to your Commander's triggered ability without having to necessarily pay Mana for each Lifegain trigger OR wait for your own upkeep to draw cards are solid gold here.
Thirdly, once you resolve your chunky 6-drop Commander, you need to protect it! Your entire deck engine relies too heavily on Oloro, Ageless Ascetic's presence to allow him to be easily removed. Lightning Greaves & Swiftfoot Boots are non-negotiable imo. Along with a few ways to Tutor them up, like Steelshaper's Gift & Enlightened Tutor.
It might end up being quite a bit faster than a typical midrange deck, though, as you'll be drawing a ton of cards per turn cycle on your way to your combo win.
3 weeks ago
Thanks for the formatting advice! I was wondering if i made a mistake there but I first thought the "Update" Field maybe works different.I updated the update^^ As the Lightning Greaves arrived today, i excluded the Sol Talisman for them. Now I will wait until Sunday :) I will Check out if Path to Exile is doing its thing, otherwise i will replace it with something more versatile - as recommended.
3 weeks ago
As always legendofa has a lot of great suggestions. You have access to a lot of T1 dorks like Delighted Halfling and Llanowar Elves etc. to ensure you can reliably get Doric out by turn 3. Cards that could provide haste like Lightning Greaves or Concordant Crossroads also might be worth giving everyone at the table haste. I also use Runadi, but that only works for more expensive creatures. I think Legend makes a great suggestion in aiming for smaller legendary creatures that will be out before Doric and ready to attack. Since you need 1G every time you want to flip her, I'd go a little heavier on the ramp and T1 dorks. If you want you can always go for green anthem type effects to buff your smaller legendaries like Thunderfoot Baloth and Sylvan Anthem.
3 weeks ago
Is Lotus Cobra something you could consider for early game ramp paired with Yedora, Grave Gardener Combo power? Could be a cute idea, I thought about it and it is kinda just win-more with the stuff your already doing.
Primordial Mist Gets mentioned in your archives a bit. Maybe it does not align with the decks goals perfectly. Personally I think it could be too good to look past. 1. Passive value just by existing on the board 2. Mana sink options (With CMDR, and the Beast Whisperer draw doodads The card also can combo off with the right amount of cost-reduction and in general creates a lot of value. I realize this list does its thing in a pretty streamlined manor and probably benefits from staying on task. Final argument: Mists feels good on an empty board or a full one, it can do sneaky back end things like offering a way protect morphs if you have flash available.
It may also be worth noting that while Ugin, the Ineffable is expensive at 6 mana it makes your rocks and combo pieces cheaper and offers some removal and a body.
I LOVE what you have done with the deck btw.
1 month ago
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