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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Creatures without flying can't attack.
3 months ago
Moat I have asked my playgroup beforehand if they where fine with me playing it and they didn't mind. As I'm the target of most removal I need some protective pieces and this card does wonders. I don't see it leaving this list soon
Draconic Muralists is also a protective piece as my board gets wiped a lot. It helps me rebuild faster, but so would Black Market Connections. I'm just afraid that I don't have the hp to afford it as I only have 1 lifelink effect in the deck in Scion of Draco. Demonic Tutor is probably what should go in
as for Wheel of Fortune I'm toying around with either wheel or Greater Good. And I'm still not sure on which one to play. Black Market Connections could also take its place but again 6hp is a lot with only 1 lifegain effect. I'm playing wheel right now as its nice to have a way of resetting your entire hand
3 months ago
I would say that any pick would be a lateral move. I like Kaalia of the Vast because she drops early, you could probably get more dragons out with her early game compared to Morophon, the Boundless or Ramos, Dragon Engine, but those guys would be a lot better late game. Having never played or seen the deck played I don't know how fast it is, just from looking at it, it looks mid-range, so Kaalia, theoretically, would help get dragons out and attacking faster. Draconic Muralists seems like an expensive tutor with a hurdle to jump through, he could be a potential cut as well, I get he is a dragon that ticks the tutor box but I think I would rather have Demonic Tutor. Moat I have never seen this played but something tells me your friends hate you when you play it, potential cut to make games more fun for your playgroups, also its a big scary dragon deck why hide behind a fort (that price tag definitely makes you want to play it though). Your commander is already a reliable draw engine, maybe cut Wheel of Fortune, the rest of your draw spells are on point. The last thing I can think is maybe Purphoros, God of the Forge, with only 33 creatures and a couple of token generators, has he been putting in enough work?
Aside from that I recommend Black Market Connections, draw, ramp and gives you a dragon token all for the low low cost of 6 life.
5 months ago
This deck was an idea to use some of my old cards, and also see just how nuts I could go with Kwain, Itinerant Meddler. This deck is a spider-web of synergy and combos, multiple infinite combos, and complete bonkers level shenanigans lurking behind a friendly-looking magic rabbit. This is not a budget deck, but in a gracious nod to Lewis Carroll, it is incredibly fun to go "down the rabbit-hole".
At it's core, the deck is group hug with card-draw, card based mana-ramp, and multiple options for life-gain. I use a few card-draw creatures as well, such as Shabraz, the Skyshark for their synergy with Kwain. Alternate win conditions include Approach of the Second Sun, Jace's Archivist, Windfall, Jace, Wielder of Mysteries, Triskaidekaphile, and Test of Endurance; but the deck is also perfectly capable of beating someone to death with a giant fish - or a giant anything thanks to numerous life-gain options paired with an Archangel of Thune.
The deck has several prison elements with Moat, Silent Arbiter, and Archon of Emeria, as well as Propaganda, Ghostly Prison, and Sphere of Safety. Silent Arbiter and Crawlspace help directly reduce the deck's exposure to attack, along with Gwafa Hazid, Profiteer for any specific threats or "when attacks" triggers. Finally, since this deck does not rely on creatures or doing damage to win, and generates lots of cards in hand, Meishin, the Mind Cage is an easy way to reduce all opponents' creatures to 0 power. For direct damage and targeted attacks outside of combat, the deck includes The Wanderer and Greater Auramancy.
Card draw, treasure tokens, and unlimited hand-size combine with four different Tutors, an Urza's Saga, and a Teferi's Puzzle Box help you keep multiple options in hand, and hopefully keep Kwain hopping one or two steps ahead of your opponents (Remember to use the tutors before your Teferi's Puzzle Box hits the board). Tidal Barracuda, and Vedalken Orrery let you cast anything on anyone's turn. Walking Atlas helps get rid of lands anytime it's not tapped (another combo with Mind Over Matter), and Drumbellower and Teferi, Who Slows the Sunset make sure you're able to untap on every turn, so you can play cards anytime - including win-cons like Laboratory Maniac or Jace's Archivist on an opponent's end-step, then draw for the win.
Circling back to Sphere of Safety - the deck runs 18 enchantments natively, but also features Enchanted Evening to turn everyone's permanents into enchantments. (The deck also conveniently includes Cleansing Nova to destroy all enchantments, which is an absolutely devastating total board wipe when paired with Enchanted Evening, especially if you have Avacyn, Angel of Hope in play on your side). With Enchanted Evening on the board and Sphere of Safety, every permanent you control also counts toward your opponents' cost to attack you for each creature they target you with. Comboing Enchanted Evening, Avacyn, Angel of Hope, and Greater Auramancy means every permanent has both indestructible and shroud, and prevents your planeswalkers from being targeted (or targeted for attacks) directly.
I am only running two counterspells, Mana Drain and Force of Negation, so the deck uses Dovescape to lock down any stray non-creature spells, as well as Tidal Barracuda and ultimately Forced Fruition to further reduce any errant spellcasting. And in this deck, Dovescape not only helps creates magnitudes of tokens, but each of those tokens is potentially an enchantment when it hits the board. With Enchanted Evening in play, those tokens, or ... literally ... any ... other card you play, combos off Archon of Sun's Grace to instantly create infinite (enchantment) pegasus tokens, and become effectively a 1 card infinite combo of 2/2 flying (avoiding Moat) lifelink pegasus. Every. Single. Time. any permanent hits the board under your control after you have both in play.
The Deck includes a The Tabernacle at Pendrell Vale to help keep down on the riff-raff, (plus kill off a few billion pegasus every turn), and helps tie up opponent's mana; meshing with the prison cards we already use. For its own mana, there are some basic mana-rocks and a Smothering Tithe to help offset some of the higher casting cost spells if Braids, Conjurer Adept is not on the board.
The Smothering Tithe pairs well with sheer card-draw provided through Forced Fruition, Temple Bell, Kami of the Crescent Moon, and Kwain, Itinerant Meddler to almost guarantee several dozen treasure tokens each turn and help the deck rapidly ramp to maintain both card and board advantage towards casting an Omniscience.
More combo madness, Teferi's Puzzle Box helps spin through the deck looking for lands and combo solutions. Teferi's Puzzle Box also combos really well with Shabraz, the Skyshark and Alhammarret's Archive, effectively doubling the card-draw effect of Teferi's Puzzle Box each draw phase - and Sphinx of the Second Sun provides double the draw-phases per turn, so you're geometrically quadrupling your cards in hand each turn (and possibly playing them for free). And, for every card you draw, the shark is growing, your life is growing, and if you have the Archangel of Thune, everything else is growing too.
If you want to discard cards from your hand, to hit Triskaidekaphile for instance, or just go infinite with your commander, you can use Mind Over Matter, Omniscience, or Peace of Mind to manipulate your hand-size and either play or discard. The deck includes an Ulamog, the Infinite Gyre, Timetwister and Elixir of Immortality to shuffle your graveyard back into your hand, as well as Displacer Kitten and Angel of Finality to exile your opponents' graveyards with a quick bounce.
Kwain, Itinerant Meddler + (any of the above) == even more nuts
There's more I could write about with additional combos and card interactions, but those are the highlights. The deck is just all-out madness to play and can quietly build and recycle cards until it comes out of nowhere with an 600/600 flying shark. I enjoy it. I hope you will as well.
8 months ago
8 months ago
Thanks for the encouragement I am glad you like the deck! I tried to be disciplined while making it. Splashy cards that spam out a lot of angel tokens are powerful, but low cmc angels seem to be the way to go wide fast.
All of those are good suggestions, so I can add them to the maybe-board. I'd certainly love to have a copy of Moat if for no other reason than it is fun and iconic! I certainly wouldn't question Mana Crypt either. I personally agree with you about paywalls in magic, and I think the reserve list in particular is a great evil because it locks people out of playing some fun old cards. I want as many people to play magic as want to, and I think these people keep certain demographics out of the format, which is sad. I don't personally have any issue with proxies as such for especially expensive cards, especially those on the reserve list, and would allow those in a group I am playing in. The reason I don't do it myself is simply because I want to play my decks anywhere, and someone could definitely object, resulting in me either not playing the deck or having to switch cards out on the fly, which is inconvenient. As such I don't even proxy cards I own to have more copies just because I don't want to hassle with it, but I have no issue with anyone I play with doing so!
As for Smothering Tithe, I actually own three copies of that card which I purchased when it was under five dollars, so my exclusion of that card is a bit more intentional, though I wouldn't question anyone else who wanted to play it! My theory on tithe is that it is best in slower, more controlling decks that amass value and win with big splashy plays or combos. I've tried it in other aggressive decks like this and found it was just too slow for the playstyle. With Giada being the optimal turn two play most of the time the earliest we could play tither here is turn four, which is when we want to begin gold-fishing and playing key draw or support pieces. Tapping out to play tithe would slow that process down quite a bit, and we don't really need the amount of mana it provides in this deck. I also like tithe in blue decks with counterspells to protect key pieces, because it can be removal bait, and if someone removes it before we've made at least four tokens we come out at a loss. It's amazing in my Teysa, Orzhov Scion and Aminatou, the Fateshifter decks but I'm not sure if it fits ideally in Giada, but I could be wrong!
8 months ago
hi! love the deck. honestly really impressed with how low you've kept the avg. CMC, considering it's an Angels deck. great job!
proxies are controversial, and I used to refuse to grab them on principle. but honestly, we shouldn't let playing great, fun cards become a class privilege. that, to me, is more against the spirit of the game than grabbing a piece of "fake" cardboard. I would seriously consider proxying a few of the cards that are over-the-top expensive, but I totally understand if that's off the table!
9 months ago
How does this deck win? I don't see much of a strategy beyond "swing at my opponent's face," and while there's nothing wrong with that necessarily, it's also not the best. I mean, all your opponent needs is a Moat, and suddenly a bunch of your spells are useless.
If I'm honest, it's not necessarily accurate to call this a "deck". A deck is 60 cards that are played around a "win condition," a specific spell that I play and then my opponent reads it and they just go, "...Oh for [bleep]'s sake" and concede. For instance, I have a crappy $15 Green Modern Ramp on a Budget where the specific objective is to land Bellowing Tanglewurm, or an Overrun if I can't find it. Those are my "win conditions." So far as I can tell, you don't have win conditions, and that means you don't have a deck. Rather, you have a "pile" -- 60 cards that are played. That in itself is not a bad thing, per se; you mentioned that you're early in your career, and everyone starts out with piles. I didn't craft my first deck for 6 years. Piles just feel good when you're new to the game: "Let me get every cool thing I can get my hands on! Yeah, this is gonna feel awesome to play!" And I'm sure it will! I'm just less sure it's going to win. =)
I mentioned that a deck ought to be 60 cards. That may seem counter-intuitive, since that's the smallest allowed size in Modern. But it actually makes sense. Take my green deck as an example. If I'm relying specifically on Bellowing Tanglewurm to win, then what happens if I don't draw it? Problems, right? Therefore I have four of them (the max allowed), and maximize the chances of drawing them by reducing the deck size to 60 cards. I now have a 1-in-15 chance of winning whenever I draw a card. This is the biggest that chance can be. I am now as equipped as possible to go out and win games. Your chances... Well, considering you don't have a win condition, we kind of don't need to know your chances. But if you did, you can see how they'd be less.
Finally, I don't think your land-to-spells ratio is right. I used to do 2-to-1 as well, but since then I've switched to 3-to-2 -- 36 spells to 24 lands. I just find this to be a lot more consistent.
I'm not trying to get down on you here. I've been playing this game since 1995. I've learned a few things in that time. With these observations, I hope to pass some of them on to you. =)
1 year ago
trippy_mcfly I love all those creatures, in any other deck sure; but I wanted DARGINS lol. The 3 dorks are... "food" :) IDK, good suggestions but hmmmm... you got me thinking actually. Stay tuned.