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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Counter target noncreature spell.
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.
Bob_Spaghet on Cerberus (Need Help)
2 weeks ago
I play a similar deck in explorer on arena. My first main thought is that playing four copies of the legendary creatures isn't necessary, and they all get very bad in multiple. Typically, you won't need or want more than one copy of each per game, so I would probably stick to one or two copies of each max. I agree with the last comment about Memory Deluge, that card is the truth in this type of deck and should probably replace Search; I also agree that Strategic Planning and Collective Brutality are clunky. I strongly recommend some split of Censor, Tainted Indulgence, or Thought Erasure replacing all eight Plannings and Brutalities. I also think any black deck needs at least three copies of Fatal Push; that card is incredibly well placed right now. Finally, I think that some number of hard counter spells are necessary in case you match up against other controlling strategies. Sinister Sabotage, Saw it Coming, or just good old Negate would probably be better than the third and fourth copies of Dreadbore or Heartless Act
multimedia on Urza, Chief Artificer 2023 Upgraded Precon for LGS
1 month ago
Hey, well done so far on a budget casual upgrading the precon.
If attacking with Constructs is what you want to be doing then here's some budget upgrades to consider:
- Research Thief --> Darksteel Juggernaut
- Bident of Thassa --> Urza's Ruinous Blast
- Vault of the Archangel --> Warped Landscape
When you can draw cards from Constructs doing combat damage to opponents thanks to menace from Urza then you're getting much value from Constructs. Bident of Thassa is in the precon. Vault of the Archangel is tech from a land, menace with deathtouch is a nasty combination because opponents are not going to block Constructs and lose all their creatures. Just having Vault untapped with enough mana to activate it is enough to make your Constructs essentially unblockable. You can also gain a ton of life with Constructs.
Some other budget upgrades to consider:
- Counterspell or Disruption Protocol --> Malakir Rebirth
- Disruption Protocol or Negate--> Sejiri Shelter
- Ornithopter of Paradise --> Burnished Hart
- Padeem, Consul of Innovation --> Bronze Guardian
- Master Transmuter --> Jhoira's Familiar
- Unctus, Grand Metatect --> Chief of the Foundry
- Silas Renn, Seeker Adept --> Scrap Trawler
- Steel Seraph --> Hexavus
Good luck with your deck.
seshiro_of_the_orochi on Test of Talents vs. Hallowed …
1 month ago
Not a modern player blahblah...
I see it this way:
Test of Talents is at worst kind of a Negate, which is still a fine card. Most decks will play some kind of instants or sorceries, so you'll find a target in every match. And when you disrupt a game winning combo, that's major upside.
Hallowed Moonlight is insane against decks that cheat creatures into play, but does virtually nothing except replacing itself in your hand against decks that don't do that.
I don't know about the modern meta, but I'd guess you'll play against decks containing instants/sorceries more often than decks with a cheat plan. And even then, Test of Talents can totally counter Goryo's Vengeance (which I heard was a thing in modern. Is it still?). Which will lead to the wished for result of disrupting their game plan.
From that: If you want to main deck either, take Test. If you really want to have Moonlight, sideboard it maybe?
MadMork on Muldrotha: The Graveyard is Your Oyster
1 month ago
_Fumi_ thanks for chiming in! I initially left out the counterspells because previously I had run Counterspell which was useful, and Negate which was often less useful. If I bring in Counterspell and Remand I think that'll be good. Mana Drain would be an obvious choice but I'm not ready to throw the cash at it yet.
DreadKhan on Grimgrin - Needs your Help
2 months ago
When I was testing out your deck, I definitely noticed mana issues, you probably want a mix of a couple more lands and some mana rocks. There is the odd mana dork you could use, none generally as good as a Green one. I always like Dreamscape Artist in a Dimir deck that makes use of the graveyard, it's actual Harrow so the lands are entering untapped, making the ramp a bit better than it might usually be. With a 5 mana Commander I think I would run Sol Ring, especially without Green, there is also Talisman of Dominance and Dimir Signet that are solid. A really solid 3 mana rock is Skyclave Relic, it can be a 3 drop or a big (and versatile) efficient 6 drop. Not sure if you need all of those, but I think you want some of those ramp options. TBH, you might also lower your average Mana Value, you're well over 3, which might be a tad high for 33 lands in a reasonably competitive deck. A couple handy utility lands that are nice with Voltron decks include Witch's Clinic, Shizo, Death's Storehouse, and Tyrite Sanctum. Sanctum is a bit weird, but getting Indestructible on your Commander will probably feel pretty good. There are also some MDFCs that aren't bad in Black, you could replace one of your 2 mana Black removal creature removal with Hagra Mauling Flip, risking 4 mana to remove something (with no restriction though) is harsh, but it's also a land which feels incredible in a lower land count deck. I hear Malakir Rebirth Flip is also very good, especially with a Voltron Commander.
I also noticed that the deck seemed to not excel at clearing the board of threats/problems, this can include combo pieces or Voltron creatures. From a competitive standpoint, if you expect to play against decks that are 7s or above you probably want at least a couple more solid counters, it's hard to know which to run because actual Counterspell costs UU, which is hard to hold up obviously, but Swan Song and Negate might not be versatile enough, but I think any or all of those would make the deck more functional. Niche removal like Ravenform, Resculpt and Feed the Swarm are also worth a look, you never know when you'll need to tutor up an answer for either of those types, and being able to hit a creature is also useful, fwiw Black isn't great at exiling creatures. I see you only have 1 Planeswalker in here, have you thought about Liliana, Death's Majesty? She's got some synergy with Zombies for sure, and offers a potential wipe.
A tutor that might fit in here that you're not running is Final Parting, which is clunky at 5 mana but it also offers a two for 1 tutor, so even if it's a lot of mana it does a lot of work. I'm not sure how many cards you're that desperate to get into the graveyard, but Final Parting finds 2 of 3 pieces for Gravecrawler combos in my Meren deck, very handy if I have one in hand already.
Pretty tough finding stuff that sticks out for being suboptimal in this list! Here are a few I suspect could be upgraded: Reassembling Skeleton is a Skeleton. The recursion aspect is not particularly good at 2 mana for a non-Zombie body, with a max of one on board at a time. Undead Alchemist might do something sometimes, but I feel like it's a bad interaction with a lot of your deck, it's terrible with Living Death type stuff obviously, and if someone is close to death, this gives them way more life. Call to the Grave seems potentially iffy, you run some very good non-Zombies, and you can't sac a token instead to it, it eats only non-Zombies. Kindred Discovery seems questionable potentially, it negatively interacts with any combo that uses a zombie entering or dying repeatedly since you have to draw, this can also make you unable to swing with a huge zombie army, which seems agonizing without at least throwing in something like Capsize. More curious than certain, but do you often have 1 toughness things to work with Skullclamp? Any Zombie at 1 toughness is buffed by your lords, and the tokens you make are 2/2s iirc? If you ask me, unless you have a source of 1 toughness bodies I'm missing, you could instead run Mask of Griselbrand, it can draw cards too (sometimes way more), both require a sac outlet, and it offers real utility in combo by offering evasion and lifelink. I would run any of the removal I mentioned over Doom Blade and Go for the Throat, I feel like the versatility and some offering exile has an edge. For Tragic Slip, do you get stuck without a sac outlet very often, this seems like an unnecessary complication to have on your removal, but at least it can hit Indestructibles? IMHO if you can afford it run Deadly Rollick, this will also exile stuff without as harsh a requirement (I'd rather have the downside of 4 mana vs removing only x/1s).
3 months ago
Baron_Pretzels okay. The reason I put some of the cards in is because it's not just the multicolour but I also wanted each solo colour to be represented by at least one creature and one spell:
White: Sisay, Weatherlight Captain, Odric, Lunarch Marshal
Blue: Esior, Wardwing Familiar
Black: Drana, Liberator of Malakir
Green: Sakura-Tribe Elder, Fallaji Wayfarer, Esika, God of the Tree Flip, Kolvori, God of Kinship Flip
White: Path to Exile, Swords to Plowshares, Urza's Ruinous Blast
Black: Yawgmoth's Vile Offering
Red: Mana Cannons
Green: Beast Within, Kodama's Reach, Cultivate, Farseek, Nature's Lore
Another Blue creature I was thinking was Fblthp, the Lost
Reason I put The World Tree was probably cause I've put Esika in.
SufferFromEDHD on Arcanis Mono Blue Wizard Control
4 months ago
I see you sneak Null Brooch into a lot of strategies. I do too! Especially alongside Ensnaring Bridge. It is a severely underutilized EDH bomb. However, Negate is awesome in every color BUT blue. Kindred Discovery might be useful.
Deserted Temple and Nykthos, Shrine to Nyx to dump into your activated abilities.
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