|Commander / EDH||Legal|
Printings View all
Combos Browse all
As Nevermore enters the battlefield, name a nonland card.
The named card can't be cast.
1 week ago
@king-saprolingThx for you suggestions!
, but these were replaced, by imo better options or because they tend to draw aggro, or kill my opponents creatures.
- Master Warcraft i think maybe i should give it another chance, though it's a oneshot.
- Masako the Humorless is somewhat antisynegetic, as the deck is more about getting the opponents to beat each other up, rather than doing this myself.
- Godsend as tempting as this card seems in terms of rattlesnake, i think this might be more seen as an offensive tool. Also i'm not really equipmentheavy.
- Lapse of Certainty not really a fan of this one, personel preferance.
- Bloodthirsty Blade is already ordered, still no clue what to cut for it.
3 weeks ago
Declaration in Stone is pretty decent, but it is also a Sorcery. I think people have a misconception that Instants are better strictly because they allow for more immediate response. While speed is an undeniable advantage, in a deck without ramp, making use of mana on opponent's turns can also be more efficient. For example, with an Instant in hand, you can use untapped mana to remove a threat on an opponent's turn, then untap those lands on your turn, whereas a with a Sorcery, you have to wait until your turn and then choose between casting a removal spell or a creature spell. And then there's range - not all removal spells are equally useful, and in my humble opinion, Generous Gift is pretty solid - not only is it an Instant, but it works on everything. Of course, it also comes at the top of realistic CMC, vs stuff like Fatal Push and Path to Exile that are much narrower, but also allow versatility in casting more spells. I usually run 1-2x of a couple different removal spells that overlap, but also give me range. The added upside to singleton removals is that spells like Surgical Extraction etc that consider additional copies in hand/deck/graveyard, etc fizzle. The downside is against spells like Duress that reveal your hand, as singletons will make it easier for opponents to count your cards (as is true with land art). That's not something I usually care about, but I understand why other people do. I usually prefer white removal to black, so I might run something like 1x Blessed Alliance (versatile and works against hexproof/indestructivble), 1x Generous Gift (works against everything at Instant-speed), 1x Declaration in Stone (very strong against tokens and it exiles), 1x Cast Down (value of speed and application). I don't think this approach is favored in competitive play. Indeed, part of the reason for it is budget-related. If I could afford 16 copies of Path to Exile, it would be in a lot of my decks. And certainly, some of the same logic is generally reserved for Sideboards, which I also use to pad out my top removal spells along with other utilities like Pithing Needle , Ratchet Bomb , Nevermore , Celestial Purge , etc.
Yes, I think you should still try to lower the CMC. In a fast format like Modern, 5 mana on T5 isn't a lot! That's a total possible casting power of 15 over the course of your target game, and that's assuming you play a land each turn. (That also means you'll only be looking at a maximum pool of 12 cards, and 5 of those must be lands! So what 7 spells can you cast for 15 mana? That's only 2.14 mana on average!) If you consider the likely possibility that at least 2 of that 15 must be spent in preventing an opponent from winning, that leaves a maximum of 13 mana to cast other spells. If at least 1 of those other spells is going to be a wincon that costs 4 or more, that leaves 9. This is why spells like Sorin, Vengeful Bloodlord are so difficult to use. If you cast him, you're left with only 5 mana total over the course of 5 turns to cast other creatures and spells. That's only 2x 2CMC creatures. Having 20x 2cmc creatures guarantees you'll get a couple, but it doesn't offset the price of trying to play bigger spells. If Sorin gets removed, or hit via evasion, trample, etc, you can lose a lot of limited resources, and because of spells like Generous Gift and Beast Within , opponents can remove any big threat for less than you can cast them. This can easily slippery slope into getting a combo and protecting it at all costs, which I think, while sometimes fun, is also not as good as a deck without a central/obvious threat. I'm big on value and synergy. Like, I think 30x Champion of the Parish and 10x Brave the Elements would beat just about anything. This all applies to your report on trouble with heavy counterspell/removal. Without a lot of disruption, you've got to be able to play creatures for less than opponents spend to remove them. That usually means no more than 4 spells at 3CMC and only 1-2 at 4+CMC. It also usually means at least 6 1CMC spells. Of course, you're constrained by the theme of the deck, which is all about life-drain, and I think you're way out in front of foolhardy decks trying to play Exquisite Blood+Sanguine Bond among a smattering of other 3CMC+ spells. That said, you still want to make your deck as competitive as possible within your budget, so anywhere you can make the deck faster, more efficient, and more consistent, you want to trade power all the way down to the minimum. Most games, you only need to get opponents from 20 life to 0.
To address Tron, I think it's worth going back to removal options briefly to point out that Generous Gift works on lands, which can be used to shut down Tron decks or at least slow them down. The great thing about GG is that it works on other stuff, too, making it considerably better than something like Rain of Tears , which is so specific and narrow, it's hard to justify even in a sideboard. Other stuff that's great against Tron: Ghost Quarter and less budget friendly, Field of Ruin . Damping Sphere is solid, too, and will favor your heavy-ish use of limited mana, as it's very possible you'll only have enough to cast 1 spell on many turns. To some degree, all this also depends a bit on what sort of threats the Tron decks you're facing are putting down, as it's a pretty broad archetype. Sometimes more removal or board wipes can be useful, but given the mana Tron produces, it's usually difficult to keep up with it once it's assembled. Oh. I got really carried away. Sorry about that. I hope some of this is useful.
1 month ago
Have you considered Nevermore ? It has made a very big difference in many of my decks.
2 months ago
SynergyBuild, out of 12 unique responders, 3 have mentioned some of the "big sorceries" to be unbanned. That is a low rate among a low rate of responses. This is not a method to get "uncontroversial" opinions, you will just get people venting about the worst offenders in their local meta.
Same with the unbans - people will not consider why these big sorceries are currently banned, just that they seem to be tame given their cost. The reason they are banned is that they unfairly punish players (biorhytm and Coalition Victory ) or prolong the game unnecesarily ( Worldfire and Sway of the Stars ), but these reasons are not considered or the eternal "it can be answered" is spewed out, the commander equivalent of "dies to removal".
For plantiful examples of this, lets look excerpts for dbpunk's post:
"Emrakul can be Nevermore 'd" - unban a card, because you can answer it by playing a card that bans it from the game?
" Tolarian Academy is only good if someone doesn't wipe out your artifacts. Just like Serra's Sanctuary only works if you have an abundance of enchantments or Gaea's Cradle is only horrifying if you have a ton of creatures. " - that literal Read-the-card right here that does not account for any of differences between the three cards or even attempt to explore why only one of the three is banned.
"Erayo's a vanilla 1/1 until someone casts the fourth spell of a turn and balance can be countered." - every spell can be countered, so lets unban everything.
"Prophets good, but also extremely killable and manipulatable. Same with Griselbrand. " - the literal dies to removal.
"Do these cards make gameplay difficult? Yes. But so do any number of cards when combined correctly. These just don't make you jump through as many hoops." - and then finally, a justification for why cards currently on the list are banned, just for good measure.
I do not mean to single anybody out (sorry dbpunk, but yours are just too succinct illustrations, many more answers like this are present in this thread), I just want to show that these threads cannot provide much to an actual discussion.
I would advise to take some input from here and create a separate thread for just a few of the cards - it can lead to some actual deeper discussion.
2 months ago
Yes they're all crazy good. But frankly they're not as hard to deal with as they used to be when they were initially banned.
Emrakul can be Nevermore 'd destroyed by a field wipe, which we have an abundance of now.
Tolarian Academy is only good if someone doesn't wipe out your artifacts. Just like Serra's Sanctuary only works if you have an abundance of enchantments or Gaea's Cradle is only horrifying if you have a ton of creatures.
Erayo's a vanilla 1/1 until someone casts the fourth spell of a turn and balance can be countered. Not to mention we have a ton of safe guards against opponents forcing us to sacrifice now and way more land recursion/noncreature permanent recursion.
Prophets good, but also extremely killable and manipulatable. Same with Griselbrand.
Do these cards make gameplay difficult? Yes. But so do any number of cards when combined correctly. These just don't make you jump through as many hoops.
2 months ago
Brave the Elements should help you swing for lethal or just block the heck out of attackers.
Sideboard: Pithing Needle , Ratchet Bomb , Elixir of Immortality , Immortal Servitude , Sanctimony , Teyo, the Shieldmage , Witchbane Orb , Tormod's Crypt , Disenchant , Generous Gift , Revoke Existence , Silence
2 months ago
If you blink Nevermore with an effect that exiles and returns a permanent to the battlefield (abilities like Brago, King Eternal 's triggered ability), you will get to name another nonland card, but the ability will no longer apply to the previously named card.
Objects that change zones are new objects with no previous memory or relation to its previous existence. So the Nevermore that returned to the battlefield will have no memory of its existence before it left the battlefield due to the blink effect.
400.7. An object that moves from one zone to another becomes a new object with no memory of, or relation to, its previous existence.
There are exceptions to the above rule, but none apply to Nevermore .
2 months ago
Nevermore occurrence in decks from the last year
All decks: 0.02%
Commander / EDH:
All decks: 0.01%