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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Whenever one or more creatures you control deal combat damage to a player, tap all lands that player controls and untap all lands you control.
3 weeks ago
This looks awesome! Have you considered Nature's Will? It could act as a nice redundancy for the effect you want to create with Isochron + Reversal.
1 month ago
1 month ago
Nice deck. I'd probably main-board Realmwalker though. Reason: your deck contains a number of ways to untap your permanents. Having walker means you have a great resource that allows you to top-cast after attacks. And walker is effectively a merfolk itself, so it's got great synergy with the rest of the deck. Speaking of untap-resources, I think Nature's Will is worth considering; especially combined with the ways in which you can make your merfolk unblockable this can prove pretty devastating.
3 months ago
I've always liked Brood Sliver, Leeching Sliver, Syphon Sliver, Thorncaster Sliver and Venom Sliver. Some other fun ideas: Nature's Will, Coastal Piracy/Bident of Thassa, Cover of Darkness and Patriarch's Bidding.
3 months ago
I think that this deck list is still a bit unfocused. It is basically saying that it wants to stall things out and win with poison counters, and it has the Magistrate's Scepter + Coretapper + Atraxa, Praetors' Voice combo for infinite turns, but there are a number of cards included that will only do synergistic things some of the time that will water down your meaningful draws.
Some cards to consider to increase your potential to kill with poison counters include Evolution Sage, Tekuthal, Inquiry Dominus, Inexorable Tide, and Phyresis Outbreak. I'm also kind of partial to Viral Drake. Tekuthal can act as an alternative to Coretapper for your Magistrate's Scepter combo.
I think that a lot of your STAX stuff will often feel lackluster since you aren't running any support to help you break parity on them. To get the most out of Winter Orb and Stasis it helps to have cards such as Nature's Will or Sword of Feast and Famine. There are also cards that tap down permanents/artifacts that you can use to tap down the Orbs at the end of your opponent's turn so that you can untap all your lands on your turn.
Cards that drain life like Scheming Aspirant and Bloodchief Ascension probably aren't worth it if you are trying to kill with poison counters. The life gain that you get off them is also pretty negligible. Although, if you had Mindcrank to combo with the Ascension it could function as a backup win condition.
You don't actually run that many cards that put counters on themselves or other cards you control, so Power Conduit and Soul Diviner look pretty lackluster on the basis of them not likely being consistent value when you draw into them.
I don't know what your commander meta is like, but in general there isn't a lot of targeted land destruction in casual games. Tomik, Distinguished Advokist will rarely be of any worth in most casual groups unless you regularly play against someone who uses cards like Crucible of Worlds to net value off of fetch lands and utility lands.
You have very few artifacts that send themselves to the graveyard. I think there is an argument to be made that you will rarely get much value out of Glissa, the Traitor's ability, even taking into consideration the possibility of getting back artifacts that opponents destroy. Still a decent blocker I guess. A more general effect like Eternal Witness in that slot may provide more consistent value though.
Those are just a few suggestions. I could think of more once I have a better idea of how you are looking to develop the deck further.
6 months ago
I've had this thought for a while now, and I haven't done anything with it, so now I'm making it everyone else's thought.
Ante cards like Darkpact are banned in every sanctioned format, because they come dangerously close to breaking gambling advertising laws, and have a high risk of feel-bad moments in general. In a cube, though, all the cards go back to the same box at the end, and "ownership" only lasts as long as game night, so there's no stakes or permanent loss of cards.
To add to the ante antics, and use more cards that can't reasonably be used anywhere else, the Conspiracy cards and Draft matters cards like Backup Plan, Smuggler Captain, and Cogwork Spy could fit well into a cube, since the whole purpose of a cube is to be drafted.
The final element of this cube idea is to sprinkle in some two-card "you win" combos, like Sunbird's Invocation + Approach of the Second Sun, Plunge into Darkness + Near-Death Experience, Biovisionary + Rite of Replication, or Chance Encounter + Frenetic Efreet. These should provide a little treasure hunt for the draft. I would like to keep these all 2+ colors and 6+ total mana value, to avoid making them too easy to reach (numbers are arbitrary and open to consideration).
Would this be an interesting cube to draft, or would it just be too complicated? My goal is to get some mind games going for those who want them, while still allowing for a more straightforward draft. My concern is that using too many of these gimmicks will end up in decks that are flashy, but lack fundamentals.
6 months ago
The card: Nature's Will
Create a legendary Rhino. Twist: Non-humanoid!
9 months ago
Big, aggressive mana into big, aggressive creatures, like TypicalTimmy said. Anti-hate and forcing effects through, like SteelSentry said, to which I would add that Gruul is good at punishing stall and non-combat effects (Burning-Tree Shaman, Mage Slayer, etc.)
It doesn't have especially deep combo potential, with something like Nature's Will/Bear Umbra + Aggravated Assault/Hellkite Charger, or something with Scapeshift, being more or less the standard. Control is possible, with a good suite of damage-based creature removal, a huge variety of targeted and mass artifact and enchantment destruction, and targeted land destruction, but the win condition will generally come back to big creatures or damage over time. It can't set any hard locks, but it can find a way to punish an opponent for doing just about anything, even tapping or not tapping lands, even if it's not for mana.
I'd like to see more trickery from the color pair. Red has a very good selection of redirection and randomization effects, and green is good at maximizing its resources, through ramp, draw, and recursion. I can imagine a commander that's all about changing the battlefield and rules, messing up everyone else's strategy while accumulating resources and opportunities. Something that The Great Aurora and Warp World, for example, can fit into.