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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Skip your draw step.
Whenever you discard a card, exile that card from your graveyard.
Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
12 minutes ago
I know a lot of people may be tempted to say that for , there is far better things you can do... but honestly we will almost never pay using mana produced by lands. You can likely get this out T3 in stronger decks.
That aside, mana and 2 life for a card? That's actually some really solid value! Unless I am sorely missing something, I'd definitely run it.
What I noticed in your previous thread is that some users were comparing your Ring of Three Wishes to Wishclaw Talisman, missing the fact that if your deck does not run , you can not have Wishclaw in it. So, I suspect players will compare Book to Necropotence, again missing the fact that without , you can't play it.
So, in NON-BLACK decks, I think Book of Rass is a very solid choice. Even in black decks, it's a very stable alternate engine.
Given that it is not a tap ability, this makes it repeatable. I suspect it is 59 cents because people can not get over that mana. Again, who cares. Even if you drop it Turn 6 for 6 mana produced by lands, your very next turn you are guarenteed 3 cards if that is all you do.
Solid card. I'd run it, now that I actually know about it ;)
- (Also, in my personal experience both on this site as well as in LGSs, most people abhorrantly hate Greed, again citing that Necropotence is superior in every way. Well, Greed is a wonderful budget option, and again - why not have 2 or 3 alternate options? What happens when your Potence is destroyed? Or exiled? Or bounced? Or you simply never get it out? Redundancy is the key to success.)
23 hours ago
I can imagine Necropotence being quite good in this actually, yeah. Worst case you can activate it as a panic button to give him indestructible. Works at instant speed right?
Greater Auramancy is a solid include though, the more non-targetting the merrier haha
As for Vigilant Martyr and Holistic Wisdom, I dunno about those ones. If you're really itching for protection, Martyr might serve a good purpose, though I dunno if Holistic Wisdom would be worth it in general, not over something like Timeless Witness for example.
1 day ago
I see you tweaked your list ;) so did I.
Necropotence has been incredible. Gurantees Myrkul indestructibilty and a full hand to make something happen.
Vigilant Martyr Promising.
6 days ago
Welcome to the club, PaleBlueEyes96!
My first question is usually How much money are you willing to spend on this? There are options for everything from pocket change to the big spenders.
generally isn't great at generating and sustaining mana by itself. Dark Ritual, Bubbling Muck and High Tide, and Cabal Coffers or Cabal Stronghold can help boost your mana for a turn or two, and other artifact sources like Dimir Signet or pretty much any artifact with Dimir in the name can help with longer-term production.
Another approach that can help with your mana efficiency is reducing the mana curve. You have a lot of cards that cost 4-5 mana and not as many that cost 1-2. If you trim off some of the higher mana value cards and switch them out for lower-cost cards, this will also help. Bladestitched Skaab, Ghoulish Procession, and Ghoulcaller's Chant are some options to start with.
For card draw, this is one of the strengths of these colors. Necropotence and Phyrexian Arena are classics. You already have Distant Melody, which is good. Other sorceries and instants that might help are Sign in Blood, Notion Rain, Preordain, and Windfall.
2 weeks ago
I think the key thing with Oloro is figuring out the direction you want to take him, as he can be played many ways. In any deck, you want to gain life and use life as a resource to do what your deck already wants to do. So, in addition to some of the cards you have here, people tend to play things like Phyrexian Arena, Necropotence, Dawn of Hope, Eye of Vecna, and Cosmos Elixir that draw cards off of lifegain or pay life to get cards. They then try to multiply these effects with cards like Teferi's Ageless Insight and Alhammarret's Archive. The Soul Sisters (Soul Warden and Soul's Attendant do a lot of work towards gaining this life as well.
Beyond that, there are several approaches towards winning. One is the pillowfort control/disruptive aggro approach. This type of deck uses pillowfort cards like Propaganda, Ghostly Prison, Norn's Annex, and Crawlspace or Sphere of Safety (if you have a lot of enchantments) in order to keep attackers from messing with you. They then use counter-spells and removal to keep other players from winning, and win by attacking in the air with large creatures who often have lifelink, with cards like Dream Trawler, Serra Ascendant, Archangel of Thune, and Drogskol Reaver being optimal choices.
I'll post the other option in a second.
2 weeks ago
NV_1980, thank you! I do think that Welcoming Vampire would be a great addition, and I might try to squeeze in Twilight Prophet, too. The only issue is that both my Welcoming Vampires are in other decks, just like my Prophet!
3 weeks ago
As a fellow aggro EDH player, I feel you on this. Technically speaking, aggro is at a disadvantage in commander because you have to deal 120 damage and most cards are printed to be efficient in a, you have to deal 20 damage, game. It makes aggro for the sake of aggro very difficult, and especially so if the politics are against you. Honestly, I think this is a misplay by your opponents, but again, I love aggro, so I'm a tid bias : ) But it is the case, a lot of the times, that decks that are the most impacted by aggro are also the ones who are killers in the late game, so by three players ganging up on you, they are actually just all helping the one of them who has the best late game. I can see why your creatures attacking makes you seem like a threat, but at the same time, players have to respect that you are the one who is keeping other decks in check, and by targeting you they are actually playing to whoever has the best late game deck.
But I digress. Aggro players just get a bad rap, you know? A lot of the time I feel like it eventually leads to there being no aggro players in a group, and then turtling strategies just run wild.
As far as the deck though, I would suggest to maybe play into combo in the late game. Having pressure early can be great, but you will always struggle to hit enough damage, and sometimes having a back up win with something like Crackdown Construct and Shuko can be great. Especially with cards like Leonin Shikari and Lightning Greaves and Rogue's Passage to give haste, pump at instant speed, and get through. I think that's how I would go honestly, something like equipment combo for the end game. That way you can use things like Mask of Memory and Quietus Spike in the early game to gain advantage, and artifacts and equipments can be easy to tutor in your colors.
Also, with all the lifegain you have (and extort which is always awesome) you could definitely run Necropotence for card advantage and maybe Lolth, Spider Queen for advantage and also to ult if anyone boardwipes you. Aggro decks in general can run planeswalkers with a little more versatility, just because you should be the one with blockers.
So, I don't know. Your deck looks great to me, and I do think that getting ganged up on is a bit unfair. Anyone who plays an aggro deck will tell you that it's always a matter of running up hill as it is. I just think that your group might be surprised if they changed up their playstyle for a few games, to get a perspective on who is winning games where they politic against you, and compare it to when they don't.
3 weeks ago
Huh, it appears you're correct, Energy Flux's 'bury' effect has been ruled a 'sacrifice' effect, not a 'destroy' effect, so it will hit Kaldra Compleat, good to know! Anyways, I use Energy Flux in Zur, and I generally don't worry about losing my artifacts if Zur is out, it's such a useful effect when it's good that hurting my own deck I feel is okay. YMMV, in my case I have access to Necropotence and Back to Basics to make Energy Flux better. Much obliged for pointing this out to me!
Dreamscape btw doesn't just put lands into hand, it's a Harrow effect, so you put the lands into play untapped. It's one of the weirdest ramp sources in the game in my experience, but finding untapped lands can let you do some crazy stuff. Once you have enough mana to activate Artist, it's actually just 1 mana each time you ramp, for a net total of 3 mana to get your first land out, and you can actually use it repeatedly, each turn you get another use for 1 mana, and if you run Retreat to Coralhelm, you can untap it each time you use it for free, letting you use it until you're either out of Basic lands or are out of mana/cards.
I'm not sure if I'm understanding you correctly on Dance of Many, it doesn't matter if the original version of a copy dies generally, the copy will survive until the card Dance itself or the token copy itself die, or you don't pay UU to keep it around. It's a solid effect if people run creatures you'd want to copy, and the art is pretty neat I think.
The niche use of Retreat I was thinking was that you can untap any creature you can target, be it Zur or another of your creatures like Sun Titan, which could be helpful with Stasis. Without Dreamscape Artist it's probably not worth running.
Probably the last random idea, but Nighthowler can be big in some metas, assuming people run graveyard decks or lots of creatures. You can either Bestow it on Zur for 4 mana, or fetch it out with Zur to make a big vanilla creature, very meta dependent but potentially pretty good.