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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.
- 36 lands (Command Tower)
- 10 ramp sources (Arcane Signet)
- 10 draw sources (Magus of the Wheel)
- 10 removal for opponent's creatures (Plaguecrafter)
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.
- Pious Interdiction
- Pacifism
- Withercrown
- Arrest
- Choking Restraints
- Luminous Bonds
- Nahiri's Binding
- Minimus Containment
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?
- Gloom Sower
- Returned Pastcaller
- Baleful Beholder
- Scion of the Swarm
- Epicure of Blood
- Boneclad Necromancer
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.
- Skymarch Bloodletter
- Death Cultist
- Contaminated Ground
- Hold at Bay
- Spreading Rot
- Seismic Shift
- Rubble Reading
- Tectonic Rift
- Settle Beyond Reality
- Goblin Instigator
- Marauding Blight-Priest
- Skemfar Shadowsage
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.
tindolos on
Sefris Dunegons
9 months ago
2022 Deck Overhaul
The budget version was pretty fun and goofy to play but I started looking for more consistent ways to get through dungeons and win.
Out
- Arcane Endeavor
- Atris, Oracle of Half-Truths
- Baleful Strix
- Burnished Hart
- Cataclysmic Gearhulk
- Champion of Wits
- Clay Golem
- Cloudblazer
- Component Pouch
- Curator of Mysteries
- Dungeon Map
- Ethereal Valkyrie
- Extract Brain
- Fellwar Stone
- Grave Endeavor
- Hostage Taker
- Merfolk Looter
- Meteor Golem
- Minimus Containment
- Noxious Gearhulk
- Obsessive Stitcher
- Phantom Steed
- Phyrexian Delver
- Propaganda
- Rod of Absorption
- Sepulchral Primordial
- Solemn Simulacrum
- Soulherder
- Sunblast Angel
- Swords to Plowshares
- Wall of Omens
- Wayfarer's Bauble
- Vanish into Memory
In
- Acererak the Archlich
- Animate Dead
- Barrowin of Clan Undurr
- Blood Artist
- Bloodghast
- Carrion Feeder
- Cave of the Frost Dragon
- Command the Dreadhorde
- Consecrated Sphinx
- Counterspell
- Deadeye Navigator
- Doom Whisperer
- Dovin's Veto
- Dungeon Descent
- Ebondeath, Dracolich
- Faithful Mending
- Frantic Search
- Gray Merchant of Asphodel
- Hall of Storm Giants
- Hive of the Eye Tyrant
- Jin-Gitaxias, Core Augur
- Master of Death
- Nadaar, Selfless Paladin
- Path of Peril
- Phyrexian Reclamation
- Phyrexian Tower
- Reassembling Skeleton
- Reveillark
- Talisman of Dominance
- Talisman of Hierarchy
- Teferi, Master of Time
- Triumphant Adventurer
- Viscera Seer
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
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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.
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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.
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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!
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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.
king-saproling on
Galea, Kindler of Hope
1 year ago
Some aura-based interaction could be cool to include here, and there are a lot of options: Song of the Dryads , Darksteel Mutation , Reprobation , Frogify , Kasmina's Transmutation , Lignify , Mystic Subdual , Heliod's Punishment , Imprisoned in the Moon , Ichthyomorphosis , Deep Freeze , Minimus Containment , Faith Unbroken , Disruption Aura , Mark of Eviction
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