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|Commander: Rule 0||Legal|
: Add to your mana pool.
5 months ago
I've never really been a fan of the ban list used for commander. I don't think it addresses potential problem cards the right way. There's always going to be a new problem card printed. I also think there's cards stuck on there that use to be scary and just aren't now. Like when Worldfire came off and no one really cared lol. So I wanted to just go through the mental exercise of designing a new ban list. First thing is I wanted to bring back the old "banned as commander" and therefore have 2 ban lists. The argument I heard most against this is that it's complicated but we play the most complex deck design game in MTG. I think people can handle 2 ban lists. For the banned from the 99 part of the list I was thinking I'd focus on fast tutors and fast mana. Like I said there will always be more problem cards. Many that aren't banned are arguably stronger than banned ones currently. For example Godo, Bandit Warlord + Helm of the Host is arguably easier and more consistent than Cromat + Coalition Victory.
So here are the 2 lists, they do not contain everything. Just wanted to start the idea and see people's thoughts.
Banned from the 99- Mox Emerald Mox Jet Mox Pearl Mox Ruby Mox Sapphire Black Lotus Channel Sol Ring Mana Crypt Mana Vault Worldly Tutor Enlightened Tutor Personal Tutor Vampiric Tutor Demonic Tutor Mystical Tutor
I would also simply declare that Companion doesn't work in Commander. So you can play your Lutri, the Spellchaser if you so desire. I think this mechanic as a whole was poorly thought out and poorly tested, hence the changes and bans across multiple formats.
1 year ago
Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:
- Abomination: too weak in power level
- Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
- Birthing Pod: synergizes poorly with the rest of the card pool
- Black Dragon: too weak in power level
- Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Bloodcurdling Scream: too weak in power level
- Cavalier of Night: too on-theme for a black card
- Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
- Dack Fayden: too powerful
- District Guide: synergizes poorly with the rest of the card pool
- Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
- Dread Reaper: too weak in power level
- Edric, Spymaster of Trest: too powerful
- Eviscerator: too weak in power level
- Grim Strider: too weak in power level
- Hypnox: too weak in power level
- Jungle Creeper: too weak in power level
- Mind Bomb: too weak in power level
- Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Nicol Bolas, the Deceiver: too weak in power level
- Nix: too weak in power level
- Obelisk of Alara: too weak in power level
- Patagia Golem: too weak in power level
- Phantasmagorian: too weak in power level
- Prismite: too weak in power level
- Rootcoil Creeper: synergizes poorly with the rest of the card pool
- Shattering Blow: too strong of an answer to the artifact archetype
- Shatterskull Smashing Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
- Smelt: too strong of an answer to the artifact archetype
- Smog Elemental: too weak in power level
- Spirit of the Night: too weak in power level
- Storm Spirit: too weak in power level
- Tibalt's Trickery: introduces too much variance for an enjoyable experience
- Unholy Strength: too weak in power level
- Vampiric Link: too on-theme for a black card
- Wooded Bastion: this was included on error instead of its Golgari counterpart
- Alpha Authority: an interesting enchantment that should help protect large creatures
- Archfiend of Spite: a strong value play or reanimation target for black, which was deemed the lowest in power level upon initial testing
- Blade Splicer: works well with the artifact and golem archetypes, plus is a human for tribal matters cards
- Chillbringer: works well with the blue aggro archetype, plus is an elemental for tribal matters cards
- Comet Storm: an interesting damage spell that will be replacing more typical red board wipes
- Crippling Chill: works well with the disruptive blue plan
- Darksteel Forge: a strong payoff for the artifact archetype
- Diabolic Tutor: a solid addition to black
- Distant Melody: a strong value play for tribal decks
- Door of Destinies: another tribal matters card
- Dread Presence: a solid addition to black
- Flashfreeze: a conditional counter spell
- Funeral Rites: a solid addition to black
- Golem Foundry: works well with the artifact and golem archetypes
- Gyruda, Doom of Depths: companions are now part of the card pool! This one fits well with the reanimation archetype
- Icehide Golem: works well with the artifact and golem archetypes
- Illuminated Folio: an artifact draw engine, common in this card pool
- In Bolas's Clutches: a strong and fun card
- Infernal Contract: a solid addition to black
- Jegantha, the Wellspring: this companion is an elemental for tribal matters cards
- Keruga, the Macrosage: this companion is an incentive to play with some of the clunkier but more fun cards in the cube
- Kokusho, the Evening Star: a solid addition to black and a dragon for tribal matters cards
- Lifecrafter's Bestiary: a strong draw engine for green creature decks, an archetype not well supported in this card pool
- Loyal Retainers: works well with the reanimate archetype, plus is a human for tribal matters cards
- Mindleech Mass: a strong reanimation target and payoff for black decks, plus is a horror for tribal matters cards
- Moldervine Reclamation: a strong draw engine and another enabler for lifegain decks
- Monastery Mentor: a strong payoff for prowess decks, an archetype not well supported in this card pool
- Morophon, the Boundless: another tribal matters card
- Nicol Bolas, God-Pharaoh: a strong card used to bolster Grixis in the card pool
- Pact of the Serpent: a strong value play for tribal decks
- Retrofitter Foundry: works well with the artifact archetype
- Skeletal Wurm: a strong reanimation target and payoff for black decks
- Sludge Monster: a good creature that works very well with Toxrill, the Corrosive, plus is a horror for tribal matters cards
- Sorin's Vengeance: a payoff for black that may add diversity to deck archtypes
- Soul Foundry: yet another artifact engine that is a major part of this card pool
- Storm the Vault Flip: this card was meant to be included in the pool originally for the "treasure matters archetype"
- Teferi, Timebender: another Teferi planeswalker, included mainly to justify the continued inclusion of Teferi's Sentinel
- Time Elemental: a soft lock with Stasis and also a good interactive card for blue decks
- Torgaar, Famine Incarnate: a strong reanimation target and payoff for black decks
- Twilight Mire: this card was meant to be included in the pool originally and is good fixing for Golgari, a color combination encouraged in this pool
- Worldfire: a very wacky card that is the epitome of Cumly Cube
1 year ago
Don't think it's you mate, it's almost 10 am my time and I woke up yesterday right around... 10 am. So I'm almost at 24 hours straight messing around on the ole interwebs watching League of Legends playoffs from around the world.
My only real point was that there are reasons why, specifically, Welcoming Vampire couldn't be functionally identical to Mentor of the Meek. If Markov decks had a choice between a Vampire or a non Vampire that do identical things there's no real choice to make, there'd only be one right answer. If the cards do slightly different things then being a Vampire isn't really as relevant, the choice a player has to make is more focused on which type of efficiency they want in that card slot, or, potentially even deciding to run both and then be allowed a choice in game when they decide to tutor it up based on what they need at that moment in that game state.
There are tons of functional reprints for tons of cards, so WotC is certainly willing to print cards of identical powerlevels with slightly different texture or flavor, but it's not something they can do all the time because certain circumstances sometimes need to be considered so that a functional reprint isn't actually just an outright upgrade for a specific archetype/format/whatever.
As for Necropotence, it's not a card that's personally on my list of "completely busted degenerate nonsense". Just the watch list, lol, and it's been on that list going on 3 decades now. You want cards that should never have seen the light of day? Look at Hullbreacher, Opposition Agent, Time Walk, Ancestral Recall, Paradox Engine, and the original Moxen (seriously, why play lands at all if I'm allowed to just run 20 Mox Sapphires instead per the original rules of mtg?).
2 years ago
Grubbernaut My point is more that the effect doesn't seem to match up with the intend of the Commander - if I understood the OP correctly. Moreso blue-white isn't really an aggro orientated color pairing.
Zurgo Helmsmasher is a T3 deck on the competitive cEDH scale (at least to some lists), so while building an exclusively 0 MV deck is unlikely a wise strategy for this Fox, there's already Voltron strategies on the competitive scale that seems slower than what you can do here. In the 0 MV spots you can take advantage of cards like Mishra's Bauble, Spellbook, Briber's Purse, Everflowing Chalice, Chalice of the Void, and there's a few more 0 MV artifacts that are decent enough that they wont hinder you much in an aggro shell while providing opportunities to massively grow the fox (not including high priced cards like the Mox Sapphire). Anything past +4/+4 per turn seems too much for a free trigger on a 2 mana card. Include most if not all of the Cycling lands so you can ditch lands for gas if flooded. Blue and the built in card advantage + filtering of the Fox is sure to give you cards in hand to use your mana or keep it open for responses. And blue gives you plenty of ways to avoid combat blocking as an obstacle, so you only really need to mind responding to removal.
And I haven't even thought that much about how to built that deck, so there's probably more you can do. (The more I think about it, the more I actually want to build the deck, just to see what you can possibly do - but I don't think that's the intent of the Commander and I don't actually want this version to see print.)
Obviously Paradox Haze for double the draws, double the counters.
It's definitely not going to be a T1 deck, but are we really trying to make competitive ready Commanders with little thought?
Also how many decks are really winning on turn 3? It's definitely possible, but I doubt it's a majority of the time. I don't have much experience with cEDH, but considering the decks that are put into the top tiers of the cEDH lists, I think it's more realistic to say they end around turn 5-6 on average.
(And if we're talking cEDH you can speed up the clock and cast Fox t1 and attack on t2 for 6+ damage and then again next turn to take that player out most likely and at that point you can possibly clap a player per attack.)
2 years ago
Hey! Your decklist looks great, it has all of the essential parts down pat (cheap/evasive creatures, powerful ninjas and lots of topdeck manipulation). You could definitely play it as-is, even if it's been a while! But I also want to mention some ideas that I have for potential cuts/additions:
Deep-Sea Kraken : Very unlikely to hard cast, and you can probably win the game before removing all its suspend counters. Instead, you could play Blinkmoth Infusion or Draco , which are equally uncastable, but deal more damage.
Conspiracy and Xenograft : I played these for a long time, but ended up cutting them in favour of more extra turn spells, which are more consistent for closing out the game. My favourites to play in Yuriko are Temporal Mastery which can easily be a Time Walk , and Temporal Trespass which can be cast for UUU, but deals 11 damage.
Bolas's Citadel : A bit of a nonbo in Yuriko decks, which generally want to play super-efficient, high cmc spells. I don't have a direct replacement in mind, but I'll include more suggestions at the end.
Massacre and Toxic Deluge : Yuriko needs creatures on the board more than most decks, so I generally don't play boardwipes that destroy creatures. I prefer to play something like Evacuation or Devastation Tide so I don't lose them permanently.
Teferi's Veil : I'm kinda unsure how this synergizes with Yuriko. Could you let me know if I'm missing something? I'm not super familiar with phasing.
Universal Automaton : A very simple, yet effective ninja
Sorry this got so long, I hope all of my points made sense! Feel free to let me know what you think! Thanks again for the kind words about my primer!
2 years ago
Now cracking a fetch is so much worse than just when Aven Mindcensor existed, which I will still run, or when Notion Thief existed wheels or even just some extra draw was scary, Hullbreacher just is so much worse.
I am cutting Smothering Tithe, and I do love that card but it's just bad in comparison, can't pitch it to Force of Will/Force of Negation, 1 cheaper, flash, means I can drop Enlightened Tutor which I didn't love but sorta ran for a few good options, it's easier to get on my current tutor package, and also has flash.
With 4 flash hatebears, all of which are onesided and hates hard on any lists I know of, but is also cheap and the new ones give me huge benefits, I can get draw, tutor my opponents decks, get treasure tokens, cut off my opponents draw, tutors, and all at flash speed. Insanely powerful.
My Urza list is now going to crush with Hullbreacher cutting draw which giving me tons of Mox Sapphires to give me free cards, and Jeweled Lotus is another Black Lotus/Mox Sapphire depewhen it's drawn. Beautiful.
2 years ago
I find it no coincidence that the majority of posters freaking out in this thread are primarily casual brewers. I have been thinking and discussing this card with friends since it was spoiled, and I think it is far from the death of competitive, and I urge anyone claiming that to think about the actual decks of competitive edh. I think this card will cause the most damage to casual and high powered jank decks, and its impact on cedh will be limited to a small handful of decks that will run it.
It is obviously a powerful card, but the cedh meta is already full of powerful cards. We should begin by evaluating how the card works and is used
- 3 of the same color mana, only to be used on commanders. Outside of some niche cases like using the mana for Glissa Sunseeker, the mana will be used to accelerate into commanders.
- Commanders with WUBRG costs will benefit the least. Commanders with 1 or 2 colors will benefit the most. This is due to how the colored mana goes into casting costs. For example, Kess, Dissident Mage will only be able to get 2 ramp from it, as the cost only allows 2 of the same colored mana to be used. However, the lotus will work well with commander tax and be fully usable anytime after the first time a commander is cast
- If your commander is already in play, drawing a lotus will not advance your game plan in the slightest (this is a very important caveat)
Competitive decks already tend to run commanders low to the ground. Competitive decks also splash harder in 3-5 colors, with 1-2 color decks being less common. You also see quite a few 3 and 4 color partner piles in competitive. Jeweled Lotus has bonus value with double the amount of targets, but once again you are getting lots of waste because the desirable partners are already low CMC to cast. Many will choose to ignore the lotus for their partner piles, most notably Tymna + Thrasios
I firmly believe the biggest splash this will make in competitive is with all-in combo decks and strategies. Having the possibility of a dead draw later in the game if it isn't in your opening 7 is a big turn off for many decks, especially when layering is so heavy and slots are already at a premium. Decks that are all-in don't mind mulliganing to find Jeweled Lotus, and it will do its best work when in the opening 7.
Here is my list of what decks I think will possibly run Jeweled Lotus and why
- Urza, Lord High Artificer: Hit turn 1 Urza's easily. It is a Mox Sapphire if drawn after Urza is already in, negating the dead draw possibility.
- Sidisi, Undead Vizier: This deck is all-in to play Sidisi and find Ad Nauseam. The 3 mana burst can hit a lot of fast Sidisi's, but it can also be useful if Sidisi gets countered and you need to get to 7 mana to try again. Sidisi can mulligan aggressively to find Lotus if it wants to
- Godo, Bandit Warlord: 3 mana towards your 11 mana to win. It is colored, so can be used to play Godo, allowing you to keep hands with exclusively colorless mana. Godo is another deck that can mulligan aggressively for Lotus
- The Gitrog Monster: This deck is very commander dependent, and totally willing to sacrifice cards to ram the commander turn 1 or 2. Once again, this deck will be aggressively mulliganing anyways
- Prime Speaker Vannifar: Get commander in, tap it to win. Hitting turn 1 Vannifars will help the game plan immensely. Helps to recover when you need to play commander a 2nd time for a win attempt
- Elsha of the Infinite: Can use all 3 mana produced, avoids dead draw scenario by playing it off the top. This deck is 100% commander dependent, so having 3 towards playing Elsha a second time is good insurance for the deck.
- Tasigur, the Golden Fang: Able to play Tasigur faster without delving your entire graveyard or having any graveyard at all. Not a huge power swing like other commanders, but a very likely include. In fact, you can use the lotus, then delve it, effectively making it 4 ramp for Tasigur's first cast.
- Muldrotha, the Gravetide: Can't be used as combo back up for LED, but it can come back from the GY for free in case Muldrotha gets removed to make subsequent casts easier. Once again, not a huge power swing but noticeable and likely inclusion, especially since the Muldrotha combos require Muldrotha on the field
- Kraum, Ludevic's Opus: The main partner commander I think that will really want the lotus. Landing this turn 1 or 2 will let the Kraum player quickly and easily bury others in card advantage.
- Tana, the Bloodsower: The only other partner commander I think will really want to auto include the lotus. Getting this out turn 1 can build up saprolings very fast, and it makes the Tymna coming in after extremely live. Will probably only be seen with Tana + Tymna, but that is the primary Tana partner for cedh anyways
Jeweled Lotus may see play in other decks as it is the flavor of the month, but I bet that ultimately many competitive builds will abandon the card. Some decks are uniquely positioned to capitalize on the speed of a commander landing sooner, and those decks will really love the card.
The printing of Opposition Agent will likely cause significantly more problems for the format, especially since Maralen of the Mornsong became a deck overnight. Coincidentally, Opposition Agent shuts down about half of my list of decks positioned to abuse the new lotus, and the half it leaves won't combo out to win as soon as the commander resolves from the fast mana.
Jeweled Lotus is a powerful card, and Wizards should never have printed it. That being said, I firmly disagree that it will kill competitive edh, and I firmly believe it will do far more damage to casual and high powered decks.
3 years ago
Drawing a lot of cards will help get what you need and the tutor card help with that and their are only 2. So you may want to look at Champion of Dusk. This is a good draw card to help you get to the infinite combo you are looking for. Also, a good land would be Castle Locthwain. Just another solid way to draw the cards that you need. You only have one actual swamp and 1 island in the deck however. This would make Castle Locthwain come in tapped if you did not have the swamp out. This also makes Polluted Delta very inefficient. You would only ever use 2 max and then the other 2 are chump. There is nothing wrong having some basic lands. I would try and have at least 6 of each. This way for every 10 cards, you are looking at least 1 of each based on the initial statistics of a randomly shuffled 60 card deck.
Seeing as you have Dark Ritual, Black Lotus, Mox Jet, and Mox Sapphire, I assume you are going for fast play. Given that, I would just note that Cryptic Command is great for the options, but it is quite expensive and heavy on the blue. Easy to get mana locked out of this blue spells.
Bitter Ordeal was another thing I wanted to bring up. I'm not sure it works to wipe out a library as you said, or I misunderstand it. I know with Viscera Seer and all the bats, you can scry a lot, but I think the card you scry either goes on top of the library or bottom, not the graveyard. Also, the bat that is sacrificed is a token. It does not actually go in the graveyard. So you could not wipe the deck out this way.
I would encourage using Gifted Aetherborn. It is another great death touch and life link vampire. I think Viscera Seer may not be as useful based on the previous paragraph as you think. That would give you room for the extra death touch and life link. I would really utilize the life link so that all the pay life cards don't end up killing you.
Overall, I think the deck is great. Infinite combos are generally hard to generate, but you have a good path towards it. Sorry if this was too much. Please play with what you enjoy overall.