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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Human Knight
When Mosswood Dreadknight dies, you may cast it from your graveyard as an Adventure until the next turn.
(You may cast Mosswood Dreadknight from exile if you sent it on an adventure.)
Sorcery — Adventure
You draw a card and you lose 1 life.
(Then send this card on an Adventure in exile. You may cast the creature portion from exile.)
(You may cast Dread Whispers for from anywhere if you would have permission to cast it in that zone, then exile it on an adventure instead of putting it into your graveyard. When you have not chosen to cast Dread Whispers and put it on the stack, this card is treated only as Mosswood Dreadknight in whatever zone it is in.)
(When not exiled on an adventure, Adventure cards function identically to modal double faced cards when regarding to the interactions of cards that look at them or attempt to cast them.)
3 weeks ago
It's not really an "infinite" loop, since it's not self-sustaining, but yes, you have the idea right.
Mosswood Dreadknight is one of the more powerful Adventure cards, thanks to its self-recursion. Most other Adventure cards are single-use for each side--compare Faerie Guidemother, for example, where you can cast Gift of the Fae, then later cast the creature side. When the creature dies, it goes to the graveyard and stays there as normal.
Flavorwise, it's inspired by the Green Knight, who has a legend about storming into King Arthur's court challenging someone to give him a good axe whack, but whatever someone does to him, he will do to them. Sir Gawain steps up and cuts off his head, but the Green Knight picks up his own severed head and rides off, saying he'll see Sir Gawain next year to return the favor. So that's where the self-recursion comes from; the Green Knight can't be killed by the usual methods.
3 weeks ago
Hey, I've been away from the game for a good amount of time and coming back to tons of new keywords and stuff. I am so confused with Mosswood Dreadknight. So here's what I'm thinking (and I'm sure it's probably wrong), but please help me understand:
My turn: Tap Swamp and 1 to play Mosswood Dreadknight (the Adventure part), successfully resolves and the card goes to exile. My next turn: Next turn I cast Mosswood from exile as the Creature. It ETB's and exists, but let's say it gets Lightning Bolted immediately and dies. Since it dies and goes to the GY, I can cast it again as an Adventure during my current turn or until the end of my next turn. Let's say I decide to play the "dies, cast from GY" Adventure again. The Adventure successfully resolves and then do I exile the card again and then can cast it as a Creature again?
Essentially what it looks like I'm seeing is an infinite loop of: cast Adventure, exile, cast Creature from exile, evetually dies, cast Adventure from GY, exile, cast Creature from exile, eventually dies, and repeat.
What am I missing? Or is this right? Seems broken haha
Thanks for any help!
2 months ago
I did some due diligence and looked into the dungeon mechanic & some lines to set it up. I think your best three cards are Varis, Silverymoon Ranger, Acererak the Archlich and Intrepid Outlander. Varis and Outlander push you in a creature-heavy direction whereas Acererak wants long games to accumulate value. I think it's important to focus on cards that let you grind and get those cast triggers & creatures. You can stay Black / Green for a solid two-color manabase with Castles and Eye Tyrants, or you could consider splashing white for some incredible creature cards like Wedding Announcement Flip. I think 2 colors is the way to go but an Abzan build opens a lot of great doors. It's worth a test.
For one-drops, I think 4 Thoughtseize and 4 Fatal Push is a good standard for a reason. It fights combo decks, aggro decks & control decks well. You can always swap out the Pushes and Thoughtseizes for matchups where they're irrelevant.
For three drops I think you want 4 Varis, Silverymoon Ranger for sure. It's important to remember a lot of "Venture Into The Dungeon" creatures are a bit too expensive for Pioneer & need to stick around to accrue that value. Varis gives you venture triggers for playing spell you already want to be playing so moving him up to four seems like an easy inclusion. Idk if you need 4 Murderous Rider for this deck if you include all the removal I suggested, but 2 or 3 is understandable. I honestly wonder if Acererak should be limited to 2 copies. He doesn't impact the board when you play him for several turns in a row but he's a 5/5 that attacks for 7 in the late game after you've completed Tomb of Annihilation.
A note on Glissa Sunslayer: She's amazing on boards where combat matters but awful against any opponent who doesn't care about getting attacked. Putting her in a shell where people have to fight her gets you the most value. If you disrupt your opponent's hand and force them to get into the red zone she'll take you far.
As weird as it sounds I don't think the Tomb of Annihilation -> Acererak should be the only focus of the deck. It's nice to set him up but it might be worth it to play a curve-out game into Lost Mine or Mad Mage. Something to think about perhaps.
2 months ago
2 months ago
2 months ago
Hello K4nkato thank you for the feedback!
Mosswood Dreadknight is a good recommendation. How do you recommend squeezing this in?
I considered using Assassin's Trophy for removal but Murderous Rider as a creature with lifelink (and Zombie synergy) helps off set the loss of life when traversing through Tomb of Annihilation. I found this additional life gain to be quite handy as the deck can complete Tomb of Annihilation quite fast and is pretty consistent.
Castle Locthwain is a great idea and I’ll add it to the deck- thanks!
2 months ago
I have a few observations:
1) Your curve is too high. Too many hands have nothing to do on turn 1 & turn 2. Against midrange decks like Rakdos Midrange they’ll likely have Bloodtithe Harvester in play with Fatal Push ready to kill your three drop (they sack a blood token to trigger Revolt). Unless you open an Intrepid Outlander you’ll be defenseless until turn 4 or 5. You should diversify your curve with more 1 and 2 drops to smooth out your plays. While it’s not directly dungeon related I think Mosswood Dreadknight would be a great 2-drop.
2) You don’t have enough interaction. A combo deck like Greasefang, Okiba Boss can combo on turn 3 before you have a chance to remove her with Murderous Rider. If you remove her vehicle with You Find a Cursed Idol but don’t kill her she’ll just combo again the next turn. There’s a lot of great removal options in G/B like Abrupt Decay or Assassin's Trophy that handle tons of different matchups.
3) You don’t have a good plan for over-the-too value decks. The dungeon plan takes time to grind (not a bad thing), but your need to give yourself the time to grind. If you play against a deck with something like Bring to Light or Enigmatic Incarnation you might get completely ran over by Omnath, Locus of Creation or The Scarab God. You can fight back against these decks with unconditional removal like Go for the Throat and discard spells like Duress and Liliana of the Veil.
4) You need some more card draw. If you’re lowering your curve you should expect to play longer games & can pull ahead of opponents with card draw engines. Castle Locthwain pulls you ahead of your opponents in long games. Hive of the Eye Tyrant gives you an option to win the Dungeon back from an opponent when you’re out of creatures & closes long games against control decks. Field of Ruin is great for midrange mirror matches bc it blows up your opponent’s castles.
Dungeons can be a hard mechanic to work with but it rewards you for playing long games & slowing your opponent down. If you run a solid midrange deck with Dungeon cards to break parity and pull you ahead you’ll have a solid game plan.