Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Oldschool 93/94 | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Pioneer | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| Pre-release | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Standard | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Unformat | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Mountain
Basic Land — Mountain
: Add .
StopShot on What exactly is the hard …
2 weeks ago
Disclaimer: (This is not a "who-is-the-antagonist" post. This matter has already long been resolved respectfully with an in-game vote. This example is given to point out potential gray-areas over what defines a 2-card combo with the intent to invite thought and discussion on what the nitty-gritty details and restrictions should entail when deck-building combos under the bracket system.)
The other day my playgroup had a bracket 3 match that caused an argument over what constitutes a 2-card combo over a play one of my opponents made. Bracket 3 officially states that there are:
No 2-card combos (before turn 6)
[Combos are] game-enders, lockouts, or infinites
In the game my opponent played a turn 1 Enlightened Tutor to fetch a Sol Ring, turn 2 played the Sol Ring, and on turn 3 played a Volcano Hellion having it deal 1 trillion damage to itself, but with its ETB ability on the stack they casted Archon's Glory bargaining the Sol Ring to give the Volcano Hellion lifelink which would result in my opponent gaining 1 trillion life by turn 3.
The playgroup insists the play is a 2-card combo that violates the spirit of bracket 3, because:
- The combo was pulled off by turn 3 and not turn 6 or later.
- The combo is a 2-card combo and not a 3-card combo as any sacrificed permanent required to bargain Archon's Glory shouldn't count in a mana-rock heavy format.
- The infinite life gain counts as a lockout since some decks would be unable to realistically break the lock via commander damage.
My opponent and a bystander watching the game argue the play fits within the confines of bracket 3, but for different reasons from each other:
- Ramp and Sol Ring shouldn't be factored in on how early a 2-card combo can occur when deck-building combos, otherwise ramp should count as an extra card in the combo making it a 3-card combo as the ramp was necessary for pulling off the combo early.
- If there had not been any ramping the combo would have occurred by turn 5 at the earliest with no means to win until turn 6 or after.
- The card bargained with Archon's Glory should count as card 3 as it was necessary to pull off the combo which is why they're running Archon's Glory over a card like Swift Justice.
- It doesn't fit the bracket definition of a combo as it's not a game-ender because it doesn't end the game, it's not an infinite because it's a one-time effect that is not loopable by itself, and it's not a lockout because it doesn't impede the functions of anyone's deck and players can still cast spells and attack no differently than before.
There was also discussion if bargaining a token for Archon's Glory would have still made it a 3-card combo if they had sacrificed a treasure token instead of a mana-rock. This further begged the question if and when any card should be counted as being a part of a combo like in the combo Flameshadow Conjuring + Felidar Guardian + Mountain. (The Felidar Guardian always blinks the Mountain effectively untapping it so you can always pay the Flameshadow Conjuring's triggered ability while the hasty token blinks the original Felidar Guardian to restart the loop.) Since the basic land is necessary for the combo, would a basic Mountain count as card 3 of the combo or does it go against the spirit of the 2-card combo rule? Molten Echoes + Felidar Guardian isn't allowed in comparison as it's a 2-card combo that doesn't require blinking a mana source to generate infinite hasty tokens, yet that combo is no less difficult to pull off than the Flameshadow Conjuring variation.
How would you best define what is or is not a 2-card combo before turn 6?
Altoman on
The Wicker Man, Recaned
2 weeks ago
I have a feeling you are missing the point and I just want to make sure. You don't really care about the +1/+0 part. You care about the free haste on big boys.
Turn 1: Mountain, Faithless Looting. Discard Ulamog's Crusher and Dragon Breath
Turn 2: Swamp, Exhume
, Return Ulamog's Crusher with Dragon Breath attached to it. Attack and win.
If you tell me you already considered all of this and still don't like it, then i'm sorry for insisting and I will stop bothering you.
Have a good day.
plakjekaas on What do you want more …
3 weeks ago
Oh so you do agree the Commander format is unique due to its restrictions compared to other magic formats? Can we keep it that way?
Difference in sets? Well Legacy then. Those people shell out hundreds of dollars for two color mana bases already anyway, let alone five.
Yeah, 100 card singleton vs 60 card 4 copies. In commander, every game should play out different by design of its restrictions, so there's a lot of room for the social aspect. In Standard/Modern/Legacy, your plan needs to come together as consistently as possible every game to beat the opponent. Now what good is a Sideboard going to do in commander, except for consistently having access to the same cards every single game through Wish effects? The same good Demonic Tutor, Vampiric Tutor, Imperial Seal and Gamble are going to do, which is why those cards are gamechangers that you'd need to disclose using. That's why Companions are pretty universally considered the worst mechanic to ever be put to cardboard. In a game built on variance as a key component, too little of it will ruin the play experience. The 4 copy rule was only made after people tried to play 40 Lightning Bolts with 20 Mountains which made for especially uninteresting gameplay.
You can list every detail I didn't mention, in which the formats are still different, but every change you've suggested thus far would make those differences less pronounced and their play patterns and play experience more similar. You recognize Commander to not be the same as Modern, but by everything you said in this thread, I infer you want to feel similar playing either format, instead of celebrating their difference.
As someone who plays Commander especially because it's unlike any 1v1 competitive 60 card format, I'm trying to explain it's a terrible thing to lose your identity as a format because you have to accomodate people who don't like to stick to the well established rules and traditions that made Commander the most popular way to play magic. Especially now that the format is curated by the same party that prints and sells the cards, it's important to adhere to those traditions, and not let the format be blandly blended together with all others so you need even more copies of the same expensive cards that are good in every deck in every format.
Idoneity on
Affinity for Rubber Chickens (Chiss-Goria EDH)
2 months ago
Love this list. It's very silly and it's very cool. That's enough for my +1.
However, what sort of commenter would I be if I were to abstain from imparted recommendations? Tribute to the Squeaky Mister.
Imma be mindful of budget. Welding Jar is a fantastic piece of utility that furthers your affinity plan. They do substantially less, but Mishra's Bauble and Ichor Wellspring each act the same in that regard.
It's no artifact, but Spiteful Banditry poops out treasure tokens when and after it wraths.
Something I did in my artifact list to increase artifact count is replace lands with Traveler's Amulet style effects. For the same reason, I also run Wanderer's Twig, Renegade Map, Mycosynth Wellspring, and Expedition Map
.
For your big squeakies, I couldn't recommend Ruin Grinder more. It's easy to slot in because it's secretly a Mountain, and it let's you draw in a pinch.
I'm sure you know Portal to Phyrexia, but I figured I'd mention it.
One of the best artifacts in the past few years is Brass's Tunnel-Grinder Flip. It's just good. I've never been displeased with one in hand, as it always minimally replaces itself and card filters.
A final recommendation that forgoes budget concerns is Memory Jar. It's one of the best draw effects an artifact deck can muster. A one-sided, one-turn wheel is as good as it gets, especially when it's cast with affinity.
Of course, all of these suggestions are brought about by a different mind, so employ only what you see fit. You know which squeakies he likes best, so not all of these may be up to snub.
Love the deck! Stay silly!
Icbrgr on
Boros Skalds
10 months ago
Mainboard Modern format transfer Suggestions:
-
2x Battlefield Forge + 2x Mountain < 4x Arid Mesa
maybe cut Showdown of the Skalds for Manamorphose... maybe a 2-2 split?
Balaam__ on Balaam__
1 year ago
@NeoLegacy I didn’t want to bombard your deck page any further but I wanted to share this build I threw together. It’s just one possible iteration, and it isn’t far from what you have now (just a bit more streamlined). It’s also all one-mana-cards as per your stipulation.
•18x Mountain
•4x Goblin Arsonist •4x Goblin Javelineer •4x Goblin Sledder •4x Reckless Lackey
•4x Barge In •4x Brute Force •3x Infuriate •3x Rush of Adrenaline •4x Crash Through
•4x Lightning Bolt •4x Lava Spike
Enough lands to get the job done.
Goblin Arsonist because things die, and it’s 1 point of bonus damage. Same goes for Goblin Javelineer. Goblin Sledder for the eventual death blow; when enough goblins have enough buffs but Trample isn’t quite enough to push through for lethal, just sacrifice the right things (after the opponent blocks) to further buff a specific creature for lethal. Reckless Lackey for the same reasons you had him.
The buffs are self explanatory and are the best the format currently offers. Barge In in particular is especially effective.
Lightning Bolt and Lava Spike for removal and extra direct damage.
I didn’t include one but sideboard for artifact hate, graveyard hate, and anything your playgroup constantly drops during games.
Again, this is just one path and I’m not trying to tell anyone how to build, I just thought maybe it might help you perfect yours as you see fit.
jethstriker on Need help to make the …
1 year ago
This deck is a pain to deal with if you're piloting a Xerox shell, haha. Some of my thoughts:
-
I'm not sure of Ancient Tomb in this deck. Maybe a package of Lake of the Dead + Urborg, Tomb of Yawgmoth might serve you better.
-
Since you only have Winds of Change as the red card in the mainboard, and you already have Lotus Petal, I think it's better to have a single or two Badlands than to play Mountains. You already have Chains, you can afford a Badlands.
-
Maybe include more tutors to reliably find your prison pieces.
builderboy7 on Scion of Draco - Land …
1 year ago
Since Scion of Draco cares about basic land types in specific, a land like Taiga or Stomping Ground
will reduce Scion of Draco's cost by as they count as both a Forest and a Mountain, (look at the -- after land saying it's both a Forest and a Mountain on Stomping Ground
, it's templated the same way for Taiga). If you had a card like Dryad of the Ilysian Grove, one land will count for all 5 basic land types, thereby reducing the cost of Scion of Draco by mana.
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| Want (11) | XxSirKittehxX , olofgustav , armman , TechNoble , bladeoathkeeper , C0LDE , qao50 , Saywhatnow , TrueRandom11 , Pare771 , freshie9000 |

















