Minimus Containment

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Minimus Containment

Enchantment — Aura

Enchant nonland permanent

Enchanted permanent is a Treasure artifact with ", Sacrifice this artifact: Add one mana of any colour", and it loses all other abilities. (If it was a creature, it's no longer a creature.)

multimedia on Tariel wrecker of holes

4 months ago

Hey, you haven't really made a complete deck yet to begin optimizing? Since there's only 14 lands here and you have to know that's not enough lands for a Commander deck?

There's some good ideas here, such as stealing opponent's creatures, attacking with them and then sacing them, but you want more sac outlets for this strategy. Making opponents discard cards is good, but giving an opponent the choice of what card to discard can be problematic for Tariel since opponent is not going to discard a creature. There's some reanimation and lots of recursion here which is good in these colors, but there's few enablers to get your creatures into your graveyard.

Some causal budget deck building advice to get started.

To start add 36 lands, they can be all basic lands to begin, can change some to dual lands later. Have 36 lands so you fill all the spots that are needed for lands and to clearly see how many cards have to be cut for lands. The double faced cards represented as lands here are all terrible cards for the mana cost. Cut them all and replace them with basic lands?

To add more lands next cut all the Pacifism removal? This type of creature removal doesn't interact with Tariel, Reckoner of Souls because it doesn't kill opponent's creature putting it into opponent's graveyard. If you want to utilize Tariel's ability then your opponent's creatures have to be put into graveyards, not exiled or stuck on the battlefield unable to attack or block.

The next cards to cut to add more lands are the high mana cost creatures who don't do enough for Tariel, Reckoner of Souls. Tariel is the high mana cost spell you want to cast more than the rest, the other spells played should have some interaction with him or interact with opponent's creature in some way such as In Garruk's Wake. Keep Wake, cut the rest?

Cards to cut last are some that just aren't doing enough for the mana cost and don't have any interaction with Tariel, Reckoner of Souls or the other strategies being played.

All these cuts make enough spots for 36 lands. When you have enough lands then you can begin to optimize the rest of your deck. Good luck.

ClockworkSwordfish on All Valuable Magic Cards I own H-Z

10 months ago

A number of these quite liberally push the boundaries of what's considered "valuable"... Pollenbright Druid? Minimus Containment? Really?

1empyrean on Trouble with Helix Pinnacle...

1 year ago

You could also use Sun Titan (or other similar cards) to bring Minimus Containment (or other similar cards) out from your graveyard.

NorinTheWise on I'm either crazy Aura genius!

1 year ago

king-saproling:

  1. Soul Tithe: This card is really narrow. If the game piece is part of their win condition they will just pay. Many threats are not high in mana cost. It mainly acts as removal for mana rocks or early game pieces.

  2. Bound in Gold: Minimus Containment was just printed and is by far the superior. I have found that triggered abilities tend to be as or more threatening than activated abilities. "Loses all abilities" vs. "can"t activate abilities" is a HUGE difference.

  3. Faith Unbroken: This is too risky. It creates a potential for huge loss on your part with little loss on the opponents. They can now use creature removal to get rid of the enchantment, which is always easier. Then you lose your creature, enchantment, and give them theirs back. It's also expensive to cast!

  4. Coalition Flag: I have looked at this countless times and this is the first time I put together the fact that it also redirects good targeting abilities as well as bad! Someone forgets it's their and casts Colossification, Boom! You have the biggest creature on the board! I always thought of it as a single time protection for your better creature from a Path to Exile single target removal style effect. I will look into this, maybe play test it a bit.

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