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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Artifact Creature — Golem
When Meteor Golem enters the battlefield, destroy target nonland permanent an opponent controls.
14 hours ago
Wasn't there a fix already proposed? The "French" Mulligan, I believe it was called? Where you draw 7 and, when you decide you'd rather not keep a hand of 6 lands and 1 mana rock, you take those seven cards and throw them at the bottom in a random order. You draw the next seven and decide if you'd like to keep. If you do, you choose 1 of the 7 and that too goes to the bottom.
If you do not keep, all 7 go to the bottom and you draw the next seven. If you keep that, you choose 2 cards and those go to the bottom.
- (They may all get shuffled in, I'm not sure.)
Either way, the best way to end poor draws and needless mulligans is to just adhere to proper deck building techniques, such as land ratios and mana curves. That won't guarantee you 100% of the time that a hand is usable, but it will significantly improve your odds.
Although the BEST method is to implement redundancy. For example, having a "midrange" deck with only 5 removal spells is entirely pointless. You'd want probably 12 removal spells, so you constantly draw back into something new, to keep the midrange game going. Hell, you may want something like 12 instant / sorcery removal spells, a few kill-ability spells such as Steel Hellkite and Meteor Golem, probably like three solid wraths to reset the boardstate, and maybe even a Planeswalker or two that can kill creatures just to have some added and repeatable utility thrown into the mix.
Redundancy. Now when you take a hand, as long as your mana curve is tight and your mana base is fluid, you'll be able to be more flexible in your plays.
We, in Commander, don't get the benefit of running playsets of the best spells in the game. We don't get 4x Counterspell and 4x Lightning Bolt and 4x Mutagenic Growth. So we have to make due with a Dreadbore and a Terminate and a Murder and a Go for the Throat and a Walk the Plank and a Fatal Push. Because now, if you draw a theoretical hand of say, 3 lands, some enchantment, an expensive creature and two of anything listed above, you're probably going to be good. Because you can get your lands out and hold your removal against someone's Commander to buy you time - as is how you'd want Midrange to play. As an example.
But, seeing as this is a General forum, the idea still remains. Redundancy. Run 2x, 3x and 4x of the very best cards. Now, your hand is far more predictable and solid, all the time.
Redundancy is how you win games.
6 days ago
It's not really a great card, but Shivan Gorge can deal some damage to each opponent, which can let you shave mana off of spells for a turn. There is also stuff like Spear Spewer that pings each player, that's a much better way to achieve that goal I suppose. There are also Kessig Flamebreather and Firebrand Archer that can turn any non-creature spell into damage, not sure you have enough stuff to justify them, but felt they were worth a mention. There is also good old Pyrohemia/Pestilence, which can ping each opponent (and it clears out x/1s if tokens are an issue in your area). Not sure if you will be able to get in for damage consistently, but Rite of the Raging Storm tokens usually suck to block, so you might get 5 damage per turn in some metas.
I feel like it's worth throwing in something like Carrion Feeder or Viscera Seer if you want a sac outlet that can clear out lots of bodies and derive value from it, Feeder even works with Pitiless Plunderer (or another 'mana from dead creature' card, Pawn of Ulamog and Bog Initiate will work on a budget) and Gravecrawler to go infinite.
Final point, maybe a few Annihilator creatures that have high MV as their drawback, they tend to be colourless anyways, so can give a full discount and be free sometimes. Artisan of Kozilek and Pathrazer of Ulamog are good examples that aren't too pricey, but Titans are obviously more expensive/powerful, it's worth noting you'll always get cast triggers, even if you're casting them for nothing/very little. Some of these can also let you run cards that care about high MV, like Protection Racket and Timesifter, both are very strong in some metas. Heck, I think I'd just run Protection Racket either way now that I think about it, I'm not sure there is a drawback to that card in this deck, it's big drawback is that it's bad in combo decks because people won't give you combo pieces, but in a deck that isn't attached to any one card you can run it safely. There is also Meteor Golem, Platinum Emperion and even Platinum Angel to offer some value if stuff like Darksteel Colossus or Blightsteel Colossus are over the budget, and there are big old utility beaters like Tsabo Tavoc that are worth a look, you can shave 5 mana off still.
Rakdos is a pretty nifty Commander, hope you're having fun with him!
1 month ago
Here are some suggestions:
Card Draw: Laelia, the Blade Reforged, Morbid Opportunist, Keep Watch, Breya's Apprentice, Moonveil Regent, Smothering Abomination, Reconnaissance Mission, Necrologia, Future Sight, Kothophed, Soul Hoarder, Will Kenrith, Harvester of Souls, Ruin Grinder, Deepfathom Skulker, Sandstone Oracle
Targeted Removal: Rapid Hybridization, Wild Magic Surge, Terminate, Resculpt, Reality Shift, Forbid, Daring Apprentice, Transmogrifying Wand, Ravenous Chupacabra, Chaos Defiler, Glorybringer, Mystic Confluence, Necron Deathmark, Reaper from the Abyss, Rowan Kenrith, Curtains' Call, Duplicant, Meteor Golem
Synergy: Ghoulish Procession, Jadar, Ghoulcaller of Nephalia, Drana, Liberator of Malakir, Blight Mound, Braids, Arisen Nightmare, Fleshbag Marauder, Gravelighter, Irenicus's Vile Duplication, Magus of the Abyss, Anowon, the Ruin Sage, Ruthless Winnower, Ogre Slumlord
Threats: Quietus Spike, Elturel Survivors, Relentless Assault, Gratuitous Violence, Sarkhan the Masterless, Westgate Regent, Precursor Golem, Necropolis Regent, Walk the Aeons, Combustible Gearhulk, Embercleave, Sharding Sphinx, Angrath's Marauders
1 month ago
Also, what do you think of Cavalier of Dawn to replace Meteor Golem? It works well enough for me in Esper, so I would think would be easy enough to cast in dual color. IME, giving someone a 3/3 body is 100% worth saving the 2 mana.
And finally - Ghostly Flicker and/or Illusionist's Stratagem could be solid includes if you want to change up how your "value" works: Since you have lots of creatures that return instants/sorceries, it goes from with Momentary Blink to , but repeatable as long as you have Archaeomancer or friends out. These also fill a different role than Semester's End since they return the targets to the field immediately, and not at the next end step. (Can also go infinite mana/draw with Peregrine Drake as the second target).
2 months ago
Gidgetimer has made some great suggestions for you to start off with. The only thing I would change is I would start with 10 ramp spells, due to your commander costing 6 mana to cast. I'd probably settle around 40 lands, especially if you go the landfall route, but 38 is a good number. You might not have to go as heavy on card draw spells, since your commander has card draw tacked onto it.
Keep in mind that with your commander in play, every land drop is also a card draw spell. With that in mind, I'd lean heavy into land ramp spells, like Rampant Growth, Three Visits, Cultivate, Kodama's Reach, and you could even get into the 4 CMC versions of these spells. Tatyova, Benthic Druid is a good backup for your commander, too.
More interaction, especially along the lines of removal, is also another good way to give you staying power in the game, and Gidgetimer mentioned lots of good ones. I really like Gomazoa; that's the first time I've seen it, and a nice budget option to boot. Meteor Golem is pretty horrible in here, and I don't think it should ever really be run in Simic deck; it's a better fit in colors with trouble hitting enchantments, like black, red, and Rakdos decks. Don't forget counter-magic; that's essentially removal, as well, and most of it you can find at the 2 and 3 CMC range. Counter-magic can also double as protection for your important pieces, and you could also consider running something like Lazotep Plating to help out, too.
Hopefully everyone here has been able to help you out a little to get started. Please respond back to us, and give us a little more information on the route you want to take the deck, and what kind if budget your are working with. Then we can really focus things in.
2 months ago
Without info on a budget it is a bit hard to suggest upgrades. However; as said before you need to lower your mana curve and focus the deck on either landfall or beaters. I would also cut 6 of the lands to go down to 38 and add in much more ramp. Cutting:
would give you 13 free spots. If you filled those spots with 1 and 2 CMC ramp and cheap removal your games would go much smoother. Personally I'd go with 8 ramp and 5 removal, and here is where what your budget is will matter for choices.
3 months ago
My suggestion for potential cuts for Meteor Golem are either Drana, Kalastria Bloodchief or Steel Hellkite. Perhaps Plague Wind, seeing as it's a rather inefficient board wipe imo. If you need a boardwipe, maybe Mutilate?
Hope this helps a bit! :)
3 months ago
I'm digging up the first deck I ever built to try to smooth some things out:
Commander / EDH
SCORE: 52 | 78 COMMENTS | 2869 VIEWS | IN 7 FOLDERS
I'm looking to add Meteor Golem, both as a high CMC card to pitch, and as recurring removal. I'm also adding Shadow of Mortality, because it has a huge CMC. I probably need to find a spot for Feed the Swarm.
I'm also looking at the ramp package, possibly trimming it down. Grim Monolith is a great card, but I'm not trying to combo here, and therefore, it's more of a one-shot use in this deck, and probably should be replaced. I've been considering some of the more recently released two-mana rocks, like Liquimetal Torque would be more useful.
Those are a few of the things I'm looking at changing. Any help is appreciated!