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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Mask of Memory
Artifact — Equipment
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip (: Attach this to target creature you control. Equip only as a sorcery. This card enters the battlefield unattached and stays on the battlefield if the creature leaves the battlefield.)
4 days ago
This, I like this. First of all, I had no idea you could use Sekki like that. +1 from me
Some suggestions for the two problems you want help with:
Early game: One thing you could do is run a bunch of mana dorks. All the Llanowar Elves variants will help you ramp into Sekki faster, give you early creatures to equip Sword of the Animist and Mask of Memory onto, and will make green draw spells like Shamanic Revelation more useful if you haven't been able to make spirits off Sekki.
Card Draw: Green has some fairly strong card draw options for a go tall strategy that you could still consider in Harmonize, Rishkar's Expertise, Momentous Fall, Runic Armasaur, Ohran Frostfang, Hunter's Insight, Soul's Majesty, and Hunter's Prowess.
1 week ago
Mask of Memory- Digs twice as deep as a Sword of Fire and Ice, with added synergy with graveyard decks. Also great with any commander with evasion or double strike. My go to card draw equipment. Casualties of War- Expensive to cast, but feels so unbelievably back-breaking at times.
3 weeks ago
How bout these? Keen Sense, Rogue's Gloves, One with Nature, Mask of Memory, Destructive Urge, Latulla's Orders, Kusari-Gama, Scepter of Celebration, Umezawa's Jitte, Bloodforged Battle-Axe, Bloodthirsty Blade, Goblin Diplomats.
Just a heads up that the way The Reaver Cleaver is worded (gives the equipped creature the ability via "" rather than the equipment having the ability), if your opponent controls Tahngarth then your opponent will make treasure tokens. Similar issue with Snake Umbra and Popular Entertainer. Bear Umbra would also work this way except that Tahngarth doesn't "attack" when he is given to opponents, they just get him as an attacker. This means Frontier Warmonger will not trigger for Tahngarth when he is attacking during an opp's turn.
1 month ago
Buddies cancelled so I played 3 pub games instead:
As we played through the game it became clear that Esix was the big threat. The board was wiped twice, once with N'ghathrod's Hex and a second time with Sigarda's Day of Judgment. Archangel of Tithes helped get a few early attacks in against Esix as they usually tapped out to play some bigger spells.
I was able to keep Esix in check a few times by using Path to Exile on their commander when they were about to pop off. I also used Oblation again on Esix when they cast a Pest Infestation destroying my Crucible of Worlds and Vanquisher's Banner but netting 12 pests. Finally, I had a Kabira Takedown Flip but only 2 creatures on the field so it couldn't deal with anything on Esix's board so I used it on Sigarda's Soul Warden.
At the final turn I had Sanctuary Warden equipped to Sword of Feast and Famine, Righteous Valkyrie and Angelic Field Marshal. In my hand I had Avacyn, Angel of Hope, Emeria Shepherd, Sword of Hearth and Home and a Seraph Sanctuary. Giada had been removed 3 times this game so she cost 8. Esix was at 6 but also had a Sublime Epiphany with open mana and a Craterhoof Behemoth in hand with 19 creatures, mostly 1/1 tokens on board.
As I'm writing this I realized I had the answer but didn't realize it at the time. If I had casted Sword of Hearth and Home Esix would have countered it and bounced my Sanctuary Warden forcing it out of their hand. I could then equip the Sword of Feast and Famine to another angel and swung for lethal since they had no flying blockers. I could have also moved to equip Sword of Feast and Famine to another angel which they could've countered once, but I had open mana to do it again. Despite losing this round let's count it as a win due to my misplay.
Kraum also kept a risky hand but it paid off for them in the short term. They cast a Show and Tell which let me only drop Angel of Vitality but they dropped an Omniscience and proceeded to play out their hand giving themselves an immense board state on turn 3.
Kraum made a serious misplay here as they used a Cyclonic Rift on my Sol Ring and a bounce spell that returned all creatures with power less than 5. This was supposed to wipe the board but Angel of Vitality was a 5/5. They followed this up with a Wheel of Misfortune paying 35 life expecting us to bet high life totals so they wouldn't get the wheel. Unfortunately for them we bid pretty low numbers and Kraum took the full 35. With no flying blockers on board they were dead next turn.
With Kraum out of the game and a fresh 7 card hand I ended up dominating the board. Some nice synergies were using Sword of Hearth and Home on Sanctuary Warden to 2 cards a turn, one for ETB, one for swinging. Bishop of Wings with Resplendent Angel and Angelic Accord gave me double angels on my end steps. Finally, having Emeria, The Sky Ruin and 7 plains let me fill my boardstate quickly. While the game took longer I never hit another board wipe and closed it out with 64 life.
I was excited about this hand because it had 2 new cards that hadn't come up in the last couple games I played so I wanted to test it out. While it should have curved out pretty nicely, having only Folk Hero as the draw card with a single angel should've been a warning sign. My early board state included Giada, Font of Hope, Soul Warden and Luminarch Ascension. As predicted, Luminarch Ascension was able to get 3 counters on it after a single turn.
However I was hit by a board wipe early on and had to decide whether to use Luminarch's ability or recast Giada. I foolishly recast Giada only to have her removed again with Skysovereign, Consul Flagship. When Sigarda went to blow up Luminarch I produced 3 4/4 angels with 6 mana to give me some blockers. I had also drawn into The Ozolith but it was only able to add 1 counter on it.
For the rest of the game Kykar solely targeted me with their growing vehicle board state. Since Giada now cost 6 and Skysovereign was pinging for 3 every turn I couldn't waste the mana to recast her which turned off Folk Hero. I cast Angelic Curator just for a blocker since it would be hugely advantageous against vehicles but it was promptly removed with Dispatch by Kykar. I was also able to draw into a Mask of Memory but was stalled out since Kykar had Spirit token blockers, Atraxa had their commander and Sigarda also had their commander. I was the first to be knocked out and this was a definite loss. I did cast Pyre of Heroes but didn't draw into any angels until late game so it had no effect.
Luminarch Ascension is a great card but also a lightning rod. In the third game it presented a threat early on and if Giada hadn't been removed twice so early it could've helped end the game. Not getting those +1/+1 counters on the angels hurt my game plan quite a lot.
The Ozolith saw play but had little impact. Again, if Giada hadn't been removed early I could've dumped all those counters onto it and preserved threats.
Pyre of Heroes also saw play but had little impact. The overall flow of the game meant I was essentially stuck. Eye of Vecna would've been more impactful here but since Kykar had such an oppressive board state I would need to play much bigger threats to make a difference.
While Giada may not always be necessary to our gameplan, not having her and being unable to cast her slows us up so much that opponents can just out ramp or out threaten us pretty quickly. Dodging an entire table's board wipes and single target removals is pretty tough and makes me consider Lightning Greaves or Swiftfoot Boots again.
1 month ago
Hey, Creeping Bloodsucker is a new Vamp in the latest set Jumpstart 2022. It's a two drop repeatable no mana cost source of Blood with Strefan.
Braids, Arisen Nightmare is another newish card who's very good in multiplayer Commander for repeatable draw. Draw a card for each opponent who didn't sac, that helps to keep your hand full of Vamps to cheat onto the battlefield with Strefan. It too can be a repeatable no mana cost source of Blood by sacing a Blood token or Vamp. You can stack the beginning of end step triggers to resolve Braids first and then Strefan, that way you create Blood for each opponent who lose 2 life from Braids.
In Rakdos when your Commander has flying and you want to attacking with it then Azra Oddsmaker and Mask of Memory are good repeatable draw sources. No mana cost repeatable draw like this can really help to have Vamps in your hand to cheat with Stefan.
Chaos Warp and Feed the Swarm are important removal in Rakdos because they can remove an enchantment. I'm also a fan of Reverberate in Rakdos since it can copy an opponent's instant or sorcery which could be removal. Enchantments that restrict you from attacking can slow you to a halt or wreck you if you don't have some way to remove it. Stefan cheating a Vamp onto the battlefield from your hand tapped and attacking does get around Ghostly Prison effect, but that's only one Vamp on your turn and you'll have to pay mana to attack with Stefan.
Good luck with your deck.
1 month ago
I am hoping for some community feedback on something. My plan has been to cut Harsh Mercy for Darksteel Mutation, as I found the former didn't help much, and in situations where I wanted it more single target removal was what I wanted. Mutation can also sideline annoying combo commanders, and so I intend to add it. I also intended to add Smuggler's Share in place of another card draw piece, but have had trouble deciding which one. Currently Smuggler's Share is in in place of Harsh Mercy since those situations are set, but I need to go back and cut the draw piece so I can put Darksteel Mutation in. Here are the options as I see them-
Critics of my earliest list didn't seem to care for this card, but I've found it to perform well. It is 3 cmc, which makes it a perfect turn three play, and it allows us to net clue tokens for free every turn since we are pretty much always attacking. Additionally, replacing this with Smuggler's Share wouldn't do anything to lower our curve, whereas cutting a pricier card would. While we do, of course, have to pay each time we want to sac one for a card, I've found that we can often do this and are often happy to do so. With our low curve we often may want to hold mana open for removal, Lapse of Certainty, board protection pieces like Cosmic Intervention, and even creatures with flash. If we don't need to do any I have often been glad to make use of it by drawing cards on my opponent's end step right before my turn. I've also found this card incredible in a blowout. When everything has been destroyed, it is great to be able to spend a bunch of mana and re-draw our hand to keep in the game. It has saved my game at least once. As such I think I am least inclined to cut this one, but I am putting it out there as it is still nowhere near the most superior tier of card draw, which in this deck would be Mask of Memory.
When playing with Mangara I have found him to be a powerful draw engine. His first ability rarely comes into play since I usually have big vigilant blockers that deter attacks. Still, it is there. His second ability has been amazing though. In my playgroup at least, most players are casting at least two spells per turn by the mid game, and I have got a lot of cards off of him. I've found his lifelink ability situationally good as well, since his toughness allows him to attack more often than one might think. The weaknesses of Mangara are that he costs four mana, which is more than we like to pay for an engine piece, and that as a creature he is arguably the most fragile permanent type. I haven't found in my experience that he gets hit with targeted removal too much since I usually have more threatening pieces on the board which draw that. He does die to board wipes though, which is not really true of most of our other draw pieces. That being said, when he dies to board wipes, I have usually already drawn several cards off of him, justifying the four cmc I put him on the board with. As with Thorough Investigation I am not inclined to cut him, but he is four cmc and thus deserves to be considered.
Some might consider it a heresy of sorts that I even suggest cutting this card as it is a staple draw engine in most tribal decks. In my mono-green elf deck it is incredible and makes for one heck of a draw engine. It essentially turns every angel we cast into a cantrip- we draw a card to replace it. We'll usually draw at least one card during our turn off of it, and sometimes we'll draw two. There is also the anthem, which we always appreciate in an aggro deck even if we don't need it. That being said, it's nowhere near as good here as in my elf deck. There I have gratuitous amounts of mana, more creatures than lands, and very cheap creatures, allowing the card to take over the game if not answered. Here our resources are more limited, the 5cmc is felt more, and our ceiling isn't so high. We therefore have to more carefully consider the downsides. The most obvious is that at 5cmc this is our most expensive draw piece. Paired with that, it is a pretty fragile permanent type, as players tend to pack lots of artifact hate. Moreover, this is precisely the type of permanent players tend to remove, as it keeps our tank full of gas in the long run just by doing what our deck does. The floor for this card is that our opponents blow it up before we draw a single card off of it, putting us back a turn at a point we can't afford that. It would be worth it if we could play it and draw two cards off of it the first turn, but at 5 that this is highly unlikely, meaning it has to survive a turn or two before we can get a return on our investment. Also, this is just a personal consideration, but if I cut it I can put it in my Trynn and Silvar deck where I think it will do great work and draw less hate. This card as such is much higher on the cut list than the prior two.
At the outset it is worth mentioning that this card has a bit of a symbiosis with the last card on the list. When I initially made this deck one focus was on using lifegain for card draw, but since then two of these life-draw pieces, Dawn of Hope and Cosmos Elixir have been cut. As such, cutting either of these last two cards would pretty much eliminate this theme. With that noted, onto the card. This card has almost always been on the chopping block as I revise the deck, but so far it has always made it through, and not for nothing. To begin with, as an enchantment it is a more resilient permanent type. People tend to pack less enchantment removal, and when they have it in hand they are wise to use it on truly game-winning enchantments. I always chuckle inwardly while playing my Teysa deck when someone blows a Disenchant effect on one of my mana rocks just before I play Necropotence or Bolas's Citadel. Needless to say, if they have it they probably aren't wasting it on this card, which will probably last the whole game. This card is essentially an Angel's Feather stapled to a Phyrexian Arena, albeit without the life loss and with a limitation on the draw instead. As such its ceiling is simply drawing a card every turn and gaining some life. It's floor, on the other hand, is just having an over-costed Angel's Feather on the field, which is still just fine. This card as such furthers two of our gameplans- life gain and card draw, and as we cast lots of white spells it will gain us quite a bit of life, especially if Angel of Vitality is on the field. I've found it almost always draws me the card as well. This card will almost never wow us, but Phyrexian Arena continues to be a staple card not because it wows us but because drawing an extra card per turn turns out to be pretty great. Another argument in favor of this card, and this has only to do with flavor, is that it belongs in an angels deck. We have both Bruna and Gisela in the deck, so if we can't have Sigarda herself we might as well have one of her spells. You can also pick up a beautiful, full art foil of this card for about a buck, making it a cosmetic delight. As such I am pretty reluctant to cut this, though I have always considered it.
I have wanted to play this card forever, and this deck was the first commander deck where I had enough life gain to make it worthwhile. I think in considering this card, we need to do a ceiling-floor-middle analysis. The ceiling for this card is incredibly high. We swing in with a crazy amount of lifelink damage, and then dump our mana into drawing a ton of cards. The floor is like with Vanquisher's Banner- we play it turn four and it immediately gets blown up before we draw a single card. Even then, we spent four mana on it and not five. The middle though is really good though, as at per card we will draw lots of cards even with small lifelinkers, and this could arguably be called the most powerful draw piece in the deck for that reason. As an artifact, it is a pretty fragile permanent type and will likely be targeted for removal. That being said, the mid to late game comparison to Vanquisher's Banner is useful. Let's say I have eight mana available and a single big lifelinker in the air. I can play this for four, swing, and then immediately draw four cards off of it when I gain the life. This will usually have made the turn worth it even if the card gets blown up afterwards, and of course, of it does not get blown up, we'll probably win that game. Banner on the other hand would draw us one card if we could cast an angel after it, but wouldn't do much more than that. As such, given this card performs well at most levels, I think it's more likely than not that I keep it in, but it is on the list.
1 month ago
Grind thanks for the recs! Any suggestions on 1 for 1 replacements? Seems like Mask of Memory is a better version of Mask of Riddles (minus the Fear, but this deck gives me other evasion options) and maybe Teferi's Ageless Insight could be a solid substitute for Bident of Thassa. Or I could just find a way to run them together and get some wacky card draw