Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
- A question regarding the use of Mox Opal.
- Can I tap multiple Mox Opal's for mana before sacrificing them?
- Can I tap a second mox opal for mana before statebased actions?
- Does the player on the play have an upkeep first turn?
- If I have a Scrap Trawler in play, a Walking Ballista on the graveyard, and I sack a Mox Opal, would Walking Ballista return to my hand?
Metalcraft — : Add one mana of any color to your mana pool. Activate this ability only if you control three or more artifacts.
1 week ago
I am currently interested in making a mostly competitive Syr Gwyn, Hero of Ashvale commander deck. I’m aware of staples such as Path to Exile and Sol Ring, so I’m not asking for card suggestions that are on the nose. I’m mostly looking for highly competitive card draw engines and equipment pieces.
I want to make this approximately a 7-8 turn board wide win and highly functioning deck. Combo pieces in mardu that work well with Syr Gwyn, lands that can impact play, and on theme creature suggestions are what I am after. My first idea was to create a cheerios style voltron deck to draw out huge numbers of cards and stack up Syr Gwyn for a board wide win.
These are already on the brew list.
Ideas are to keep costs low, and find some multi-target options like Myriad or copies that can send my commander damage into multiple directions.
These are options I’ve considered for final touches as a direct damage option with the commander.
1 month ago
1 month ago
2 months ago
I love your deck and have been using it as a template as my regular deck for random pub games. While it performed pretty well without any upgrades, I found it ran out of steam mid to late game after I get blown out by a board wipe. After a game or 2, players would usually exile Giada the moment it hits the board, slowing down our ramp signifcantly. Also, if we miss a land drop mid-game, we're basically stuck waiting for a good draw. I realized that building an early oppressive board state begs for a board wipe when everyone else is still building but it sets us back significantly. With that in mind, I cut a lot of the lower CMC angels and built more towards value/recursion. Based on your comments it seems that this deck is more budget focused but since I'm making this my main, I've decided on pulling the best cards from other decks for some spicy upgrades. Let me know what you think below (sorry for the wall of text):
Archaeomancer's Map - This one isn't as good as Land Tax but it can help us keep pace with Green ramp and drop the tapped lands on opponent's turns when we can't use them efficiently.
Smothering Tithe - I've played this card in 2 other decks and it's always been great. It usually pays for itself by the time it comes back to you and if not removed can add plenty of mana over the course of the game.
Smuggler's Share - I have mixed feelings about this card. The smarter opponents will play around it, but should still give us some card advantage overall.
Nykthos, Shrine to Nyx - Value with a strong board presence.
Ancient Tomb - Helps with the artifacts and equip costs, life loss is not a concern in this deck.
Cavern of Souls - I hate when blue counters our big angels, so this stops it.
All the fetch lands - Arid Mesa, Fabled Passage, Flooded Strand, Marsh Flats, Prismatic Vista, Windswept Heath. This reduces our number of basic Plains to 11-12 but I haven't had issues with it yet so far as long as we have access to colored mana in my starting hand.
Stoneforge Mystic - Amazing with Sword of Hearth and Home. Keep blinking it and grab the rest of your equipment package for free. Second target would usually be Lightning Greaves just to get some protection on the board or make some hasty angels.
Pyre of Heroes - While Search for Glory can fetch some of our legendary creatures, I prefer getting them straight onto the battlefield. I wouldn't use it on the lower cmc Angels, which I mostly pulled out, but on the higher cost ones to cheat out big angels. The dream is to target the one-off 5 cost angels like Karmic Guide or Sigarda's Vanguard to pull Sanctuary Warden for the card draw into Emeria Shepherd for the recursion or Bruna, the Fading Light Meld to bring out Brisela, Voice of Nightmares Meld Meld
Sword of Fire and Ice - I haven't added this one in yet but I think it's a strict upgrade over Rogue's Gloves. Getting the pro blue/red and pinging things off the board is just so much more value for the extra 1 cost.
Lightning Greaves - Short of board wipes, single target removal is the bane of this deck. I usually voltron Giada with all my equips and let the other angels synergize the board.
Emeria Shepherd - Especially strong recursion with fetches. Dropping this on the right turn with a fetch in hand can be game ending.
3 months ago
Cards to remove for more interaction, protection, and draw:
Looking at adding the following:
4 months ago
With the amount of land tutors being available in this deck, have you considered using the Dark Depths + Thespian's Stage combo?