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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
: Add .
, , Sacrifice Mind Stone: Draw a card.
3 weeks ago
Thanks for the upvote
White has gotten some great toys of card draw.
Other cards like.
And to a lesser degree.
Also my cmdr Djeru, With Eyes Open will always replace its self with elspeth.
1 month ago
There are some nice reprints in this set, but I would rather not have MtG and D&D crossover, despite their similarities. It is nice to finally have new artwork on Mind Stone and to finally be able to have a foil version of Skullwinder, and Bramble Sovereign has become quite expensive, so it will be nice to have a reprint of it, as well.
It also is nice to finally have a card of Elminster, but his card is very underwhelming. He certainly is not weak, but, in the lore of the Forgotten Realms, he is one of the most powerful mortal magic users who ever lived, so a card of him should be much more powerful than that.
1 month ago
I would definitely look at some mana rocks (artifacts that make mana) for your deck to help you speed up. Some can even help you with card draw or other things later when you don't need them for mana. I like Mind Stone as an example. I would keep these to 3-drop or less.
Some creatures can help with card draw too. Tomebound Lich, Master of Death, and Liliana's Standard Bearer can all provide card selection on bodies (that you can re-use later if needed). Surveil isn't quite card draw, but in a zombie deck, it should do about the same if you're playing enough reanimation.
Additional card draw I would look at is sacrifice card draw like Village Rites, Reckoner's Bargain, and Deadly Dispute. If you can combine the sacrifice from these cards with an effect your zombies may have, they're extra worth it.
One thing you may consider doing with your deck is seeing how many zombies you get per mana/card spent. Scarab God cares about quantity of zombies to be super effective, so maximizing that is key!
1 month ago
Predators' Hour, Damnation, Twilight Prophet, Drana, Liberator of Malakir, Blasphemous Act, Mind Stone, Fire Diamond, Call the Bloodline, Flameshadow Conjuring, Vampire of the Dire Moon, Reflections of Littjara, Feed the Swarm, Thassa, Deep-Dwelling, Nullpriest of Oblivion, Champion of Dusk, Ghostly Flicker, Essence Flux, Displace, Bedevil, Rakdos Charm, Malakir Rebirth Flip, Teferi's Time Twist, Reality Shift, Pongify, Hurl Through Hell, Illusionist's Stratagem, Olivia's Wrath, Kindred Dominance
1 month ago
Hi AaKkisa! I've written a primer on this deck and we have some discussion on that page which I'll link below. In the meantime, I'll give some thoughts!
I think you have a lot of things right here. You have a lot of good weenie angels, which is key. You have some good draw engines, though in my opinion leaning a bit more into lifegain and playing Well of Lost Dreams is really good. I might also cut one of the more pricey draw engines like The Immortal Sun in favor of something more synergistic like Sigarda's Splendor, but that's just me. Thorough Investigation is also a great draw engine in my experience that costs only three. I'd also add The Book of Exalted Deeds so as to complete your angel token making suite. I also think you could afford to drop a board wipe, particularly Wrath of God which hits your own stuff. There is at least one good angel I don't see in Angelic Sleuth, which gives you lots of draw in a wipe or mass blink situation. The biggest thing I would change is ramp. Since you always have Giada turn two, one and three mana ramp pieces are often better than 2cmc ones, and you don't need as much ramp as in another deck. Some of the colorless 2cmc cards like Mind Stone or ones that enter tapped like Marble Diamond are lesss ideal. Cards like Herald's Horn, or land fetchers like Sword of Hearth and Home and Dowsing Dagger Flip are better.
At any rate, I hope that's of help, but you can also check out my approach here in the below primer if you are interested!
Commander / EDH
SCORE: 22 | 24 COMMENTS | 740 VIEWS | IN 9 FOLDERS
1 month ago
1 month ago
Profet93 Thanks for the recommendations.
I have messed around with Mystic Forge and it's associated combo a bit but I ended up cutting Sensei's Divining Top as I felt that it was unnecessary more often than not and not having ways to shuffle consistently made it way worse if I didn't have a way to go infinite with it. I mighy try Mystic Forge again but I felt that it was too slow in my testing. cEDH nowadays has the "turn 3 rule" where you need to be threatening a win or overwhelming advantage by turn 3 consistently by turn 3 if you want to be relevant. From my testing, cutting a lot of the random value pieces for extra ramp has allowed for a lot more turn 2 or 3 Eldrazi Titans and a lot more success against cEDH decks.
Manascape Refractor has been very good in testing. Mishra's Workshop is my personal favorite but it also copies Inventors' Fair pretty frequently. Ancient Tomb or City of Traitors makes it into a Worn Powerstone (which I already run). Bazaar of Baghdad and Eye of Ugin are useful as well, especially when I have access to Unwinding Clock and can repeatedly activate a random tech land every turn. At one point, this deck ran Candelabra of Tawnos as a way to repeatedly use tech lands but I would argue that Manascape Refractor is a much better way to accomplish that. High Market, Homeward Path, etc. are also surprisingly useful. On that topic, using it as a High Market with access to infinite mana through Rings of Brighthearth + Voltaic Key + Chromatic Orrery (also gives infinite untaps of all artifacts) allowed me to win once as I didn't have access to a different way to sacrifice and recast Kozilek, Butcher of Truth.
I had no idea that Soul-Guide Lantern even existed. I'm not sure if I would call it a strict upgrade to Relic of Progenitus but it is definitely good. I might swap out Tormod's Crypt for it so that all of my graveyard hate can be cycled if it isn't relevant.
Regarding the Metalworker combo, a lot of the primer is outdated. I tried updating it a few times but I ended up changing out 20ish cards so I figured I would wait until I had a pretty stable list to update it. The Metalworker combo is absolutely a backup option though. Typically by the time I would go for that combo, I would have access to casting Kozilek. As for Field of the Dead, I am not a fan of tap lands and roughly 1 out of every 20 games with this deck would even go long enough to get to 7 lands for it's ability to be relevant. I think Field of the Dead would be good in a casual meta but I try to play this at cEDH tables as this deck is ridiculously unfair to play at casual tables.
Reliquary Tower is a good budget option but it might as well be a Wastes with the way the deck runs most games. I typically mulligan for some form of acceleration and try to immediately get to 10 mana which usually empties my hand. Kozilek will get me a new hand, but very rarely will I pass with more than 7 cards in hand, and if I do, I haven't had the scenario yet where I had to ditch anything useful.
The main form of drawing power in the deck is my commander. Mikokoro, Center of the Sea, War Room, Ugin, the Ineffable, sacrificing Mind Stone, Hedron Archive, or Dreamstone Hedron are the only other ones I have for card advantage. This deck is basically an all or nothing deck intent on playing really early Eldrazi Titans, going infinite, or playing stax to slow everyone else down (usually some combination of the 3). As colorless does not have access to particularly great interaction, I have tuned the deck to be about as fast as physically possible. Most games I am able to cast Kozilek, Butcher of Truth on turn 3 or earlier (admittedly almost always at least 1 mulligan for fast mana). Although some times people will have answers, that early in the game is enough to cause problems for most decks. The plan from there is to either just kill my oponents or do as you said where I cast Kozilek, draw some cards, ramp some more, and repeat. Although the situation will occasionally show up where the game goes long, this deck absolutely shines when it is doing terrifying things really early.
If you have any other questions, feel free to ask.
2 months ago
Most of the folks in the comments above have already proposed a lot of good cards.
In terms of ramps, some that I use in my mono-white angel tribal deck that also focus on lifegain are:
- Arcane Signet (thank you, captain obvious)
- Marble Diamond is a reliable 2CMC rock producing . It enters tapped, but it still the best you can get for cheap.
- Tooth of Ramos is helpful if you need to accelerate one turn.
- Heraldic Banner I find great in decks that are focusing on attacking, which is something your commander wants.
- Mind Stone only produces , but for mono white the card draw ability is a precious plus.
- Pearl Medallion is not the cheapest card to acquire, but the discount on casting cost is incredibly useful, especially later in the game
- Wayfarer's Bauble is still land rampt that can be used in white.
Other cards I found useful in my deck and I could recommend:
- Treasure Map Flip: the card selection ability can be useful to optimize your draw, then it becomes and additional land that gives you either extra ramp or card draw with the treasures.
- Oath of Lieges is a simmetrical effect, but in mono white you'll be likely to benefit from it the most, especially if there are greedy Green and Simic players at the table.
In terms of win conditions other than combat, in my deck I used an older card called Test of Endurance, an alternative of which could be Felidar Sovereign. The big problem is that they are very much telegraphed, so you'd have to be able to protect both them and your life total until the following turn. Since you will be playing a lot of spells and gaining a lot of life, an unoriginal card that could help you close the game is of course Aetherflux Reservoir.