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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's is still a land.
: Target Assembly-Worker creature gets +1/+1 until end of turn.
3 months ago
If you like stealing creatures and have access to Blink Thassa, you might like Callous Oppressor. I'd also look at Helm of Possession for the same reasons. TBH I think I'd run Sower of Temptation over Gilded Drake with your Commander (Drake is a great card, but at least if you kill off Sower's creature you can just flicker Sower to get a new creature, at which point you can flicker Sower to steal something else), either way it's also worth a look.
If you're looking for ramp in Blue, I'm a fan of the usually clowned-on Dreamscape Artist, Myriad Landscape and Retraced Image, but I think it's probably a reasonable choice to run stuff like Arcane Signet/Fellwar Stone if you're struggling to get your ramp numbers high enough. A sneaky trick I heard about from The Command Zone (it's a Youtube EDH channel) is that you can use creature lands like Mishra's Factory or Faerie Conclave as a form of Blue ramp if you can copy them when they are creatures, Magic has few issues with cloning/copying lands if they are also creatures. Another unusual form of 'ramp' is to use the odd card like Walking Atlas to cheat extra lands in, but you probably would want a few more lands or card draw.
As one-off theft effects go, I find Bribery, Inevitable Betrayal and Cultural Exchange to all be pretty solid, Exchange does want you to have token generators, but Blue isn't bad at making small tokens. Bribery effects can be a LOT bigger than a theft effect, so Betrayal is deceptively powerful vs the right type of deck, but most decks have a few really strong creatures at least, and you should have multiple opponents to choose from.
It's not a Theft effect, but Rite of Replication is hilarious in practice, getting a single copy for 4 is pretty much market rate, getting 5 copies for 9 is crazy when it happens.
6 months ago
With Keruga, the Macrosage as a Companion, manland cards like Blinkmoth Nexus, Mishra's Factory, Mutavault, Faerie Conclave, Ghitu Encampment, Mishra's Foundry, and Treetop Village give you some options for the early turns.
6 months ago
I think Nether Spirit and Tombstalker are problematic together as they anti-synergize. You may use delve to remove additional Nether Spirit from graveyard but I found this combo to be risky when you end up with both in the graveyard. I'd say you either you go creatures in general or you stick to 1-3 Nether Spirit and use artifact creatures from lands like Mishra's Factory or Chimeric Idol.
7 months ago
A card that is Generically Good is a card that doesn't have to do anything to be a good inclusion in a deck. New Norn isn't something I would call Generically Good because she is highly dependent, as you said, on ETB triggers.
I agree that New Sheoldred is a problem because she doesn't have to do anything to win the game, just sit there, and her cost means there's little effort to putting her into play. (That she's practically the curve topper in mono- Control in Standard isn't helping her case.)
Another card that you can call Generically good is Mishra's Foundry, from Brother's War. It's a land, and colourless, so it can fit into any deck, provides mana, and can become a creature in a pinch - and if you have multiples, they can add onto it if it's attacking. On larger formats, compounding this with Mishra's Factory can be quite viable if you don't mind having a large component to your mana pool.
Generically Good isn't bad. Just be careful that you don't wander over the line into Generic GoodStuff, which is, as noted above, cards that tend to be auto-includes when they are even remotely viable options. Just look at what pops up in 5CGoodStuff decks to see what I mean.
9 months ago
9 months ago
10 months ago
So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.
On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.
Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.
Potential Land List Show
1x Ancient Den
1x Buried Ruin
1x Mech Hangar
1x Power Depot
1x Flood Plain
Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.
For the rest, I’d say Ondu Inversion Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.
That leaves you with 109
Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.
10 months ago
I really like the use of Eradicator Valkyrie I've definitely had games where it has run away with things and people are like, what is that card : )
And I'm not sure if any of these would help, but here are a few that I've found useful in a sac deck.
Mishra's Factory because sometimes you just need one more body to clear their board : ) But you do need a lot of black for you creatures, so I'm not sure if it would work.
Deadly Dispute is just such good value and it's one of the best spells to cast on their end step.
Nether Traitor is great fuel for sacs, and with a couple on the board can really add up damage.
But your list looks pretty solid as is, I just figured to throw out a few things that have worked for me : ) Looks awesome!