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Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal



Destroy target creature.

Shazica on

1 week ago

I have a very similar deck with Reyhan, Last of the Abzan and Ishai, Ojutai Dragonspeaker as commanders. I was looking into having Atraxa as a commander instead, but Atraxa is infamous for being a very strong creature that amasses tons of scary, unpredictable value - it is a poison deck? Is it a +1/+1 counters deck? Is it a superfriends deck? Most often, you will find that the other players have Rule 0-ed you as the archenemy before the game begins.

There are two things you can do about this. You can either rise up to the challenge, or you can change commander.

If you want to take on the challenge of constant Archenemy because you want to keep Atraxa, then you have multiple cards that are too weak. Some of which are Arcus Acolyte, the three Myojins, Pollenbright Druid, Murder, Magistrate's Scepter, Chromatic Lantern, Vivisurgeon's Insight, and Expand the Sphere for starters. There are probably 10-20 more I would consider cutting, since these are too casual for the level of play you're signaling with Atraxa. Instead, run low-mana spells like Nature's Lore, Night's Whisper, Fierce Guardianship, Heroic Intervention, Flawless Maneuver, Deadly Rollick, Mystic Remora, Cyclonic Rift, Negate, Swan Song, the WUBG shock lands with their fetches, the list goes on... This won't make your deck cEDH, this will make it more reliable, reactive, and consistent in answering most of your opponents stuff.

If you want to change commanders, you can go for Falco Spara, Pactweaver for value, Anafenza, the Foremost for aggressive, Ghave, Guru of Spores for combo, or the partner pairings of Cazur, Ruthless Stalker  Flip + Ukkima, Stalking Shadow, or Nikara, Lair Scavenger + Yannik, Scavenging Sentinel. All of these will force you to abandon a fourth color, but restriction breeds creativity...?

Side note 1: You can still run Atraxa in the 99, that is a more commonly accepted usage.

Side note 2: You have two Ivy Lane Denizen.

Stardragon on Yugioh in MTG

1 week ago

legendofa,shadow63, DreadKhan

Exoida- Yeah it is steep but I really didn't know what to with him while keeping the spirit of his yugi card. It was 10 permanents at one point but I felt that 10 over 5 turns was to easy to pull off in Golgari as token gen is a real thing in those colors. And while having an alt win con is nice I hated how useless each card was so I made the main body a beatstick at the very least, it maybe too cheap mana wise but I refuse to lower it stats it's exodia, it deserves thicc stats.

As for Blue-Eyes it actually an incomplete card I just couldn't think of anything to it proper justice. I made the Protection from small creatures a thing beacuse I didn't feel like OG highest ATK stat monster should be cump blocked but other than that I'm at a loss.

Dark Magician- Everyone is complaining on how wordy it is it really isn't than wordy at all there way more mtg and yugi cards that way more wordy this. But since no is commenting on the effect itself i guess it's good. As for why X is 3 no particular reason just a good solid number in magic. Side note I want to make Dark Magician Girl as well (we need the yugi Wifu) but I don't how to translate her effect it magic, I may have totally change her effect which ruins her any Ideas are welcome

Red-eyes- It's just a Balefire Dragon with an extra effect tacked on, and you do need 5 or more creatures or walkers to die for it's effect to proc. While technically it is repeatable each turn, it'll be hard for an opponent to continually create 5 creatures or walkers each turn after red-eyes attacks particularly since they lost 2 cards in process to keep the engine running and it has no protection by itself so simple Murder will take care of it.

Pot of Greed- Yeah its busted but I didn't want to make balanced as it balancing it I feel ruins the spirit of what pot of greed is. It banned for reason the best I'll consider is adding an additional blue mana but doing anything eles to balance it would ruin it.

TypicalTimmy on Pull a Rabbit Out of …

1 month ago

I made it as an Unfinity card. Honestly could be an instant, since it functionally does less then Murder in that your opponent gets the rabbit token.

Stardragon on Spare a Coin for a …

1 month ago

I'm making a kill steal creature deck with Athreos, Shroud-Veiled as the commander. Is there any cards that will allow me to put more than one coin counter on more than one creature at the end of each of my turns? Proliferate won't help me here, and neither will Blink nor Flicker since it's effect is not an etb effect. Plus any good instant kill not exile spells are also appreciated

Kill spells in my deck already Doom Blade

Drag to the Underworld

Go for the Throat

Hero's Downfall

Infernal Grasp


Murderous Cut

Link to Deck Your soul will decorate my mantel

kei_kugiyama on More Than Meets The Eye

3 months ago

cool deck dude. im sure you can use some sorceries or instants or stuff too? Prismatic Omen helps with color fixing. Refurbish could be nice. Chromatic Lantern is a good color fixing artifact. some good old removal like Doom Blade, Murder, Hero's Downfall, or even good old Lightning Bolt works too! these are a lot of random suggestions but basically try to add some more removal or utility cards?

DrukenReaps on Ink-treader ideas

3 months ago

Ink-Treader Nephilim link for the lazy ;)

You'd be silly not to include Feather and Kalamax, I think.

Equally important would be getting hexproof on your commander or every Murder sets you back to nothing... run Counterspells too! get right around 10 protection effects and see how it goes. You might increase or decrease over time from there.

TypicalTimmy on Doubling Cube instead of Mulligans

3 months ago

Wasn't there a fix already proposed? The "French" Mulligan, I believe it was called? Where you draw 7 and, when you decide you'd rather not keep a hand of 6 lands and 1 mana rock, you take those seven cards and throw them at the bottom in a random order. You draw the next seven and decide if you'd like to keep. If you do, you choose 1 of the 7 and that too goes to the bottom.

If you do not keep, all 7 go to the bottom and you draw the next seven. If you keep that, you choose 2 cards and those go to the bottom.

  • (They may all get shuffled in, I'm not sure.)

Either way, the best way to end poor draws and needless mulligans is to just adhere to proper deck building techniques, such as land ratios and mana curves. That won't guarantee you 100% of the time that a hand is usable, but it will significantly improve your odds.

Although the BEST method is to implement redundancy. For example, having a "midrange" deck with only 5 removal spells is entirely pointless. You'd want probably 12 removal spells, so you constantly draw back into something new, to keep the midrange game going. Hell, you may want something like 12 instant / sorcery removal spells, a few kill-ability spells such as Steel Hellkite and Meteor Golem, probably like three solid wraths to reset the boardstate, and maybe even a Planeswalker or two that can kill creatures just to have some added and repeatable utility thrown into the mix.

Redundancy. Now when you take a hand, as long as your mana curve is tight and your mana base is fluid, you'll be able to be more flexible in your plays.

We, in Commander, don't get the benefit of running playsets of the best spells in the game. We don't get 4x Counterspell and 4x Lightning Bolt and 4x Mutagenic Growth. So we have to make due with a Dreadbore and a Terminate and a Murder and a Go for the Throat and a Walk the Plank and a Fatal Push. Because now, if you draw a theoretical hand of say, 3 lands, some enchantment, an expensive creature and two of anything listed above, you're probably going to be good. Because you can get your lands out and hold your removal against someone's Commander to buy you time - as is how you'd want Midrange to play. As an example.

But, seeing as this is a General forum, the idea still remains. Redundancy. Run 2x, 3x and 4x of the very best cards. Now, your hand is far more predictable and solid, all the time.

Redundancy is how you win games.

wallisface on Lots of exile

4 months ago

Some thoughts:

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