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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Nexus of Fate
Take an extra turn after this one.
If Nexus of Fate would be put into a graveyard from anywhere, reveal Nexus of Fate and shuffle it into its owner's library instead.
2 weeks ago
One more rev and talk about a strong new Synergy
- Take out Nexus of Fate for Ledger Shredder and move Back to Basics to the sideboard. The Nexus is great casually, but if I am paying 7 mana for a spell it better win me the game. Nexus of fate just doesn’t do that. Ledger Shredder is another card draw engine, it gets you deeper in to the deck. In cases where nexus of fate sits dead in your hand doing nothing, ledger shredder can be on the field generating excellent value, and it is 5 cmc less. I understand that infinite turns will no longer be wincon, and I think that’s okay. Thassa’s and Aetherflux fill those roles well enough. I will be updating the guide soon to talk about these recent additions as well as remove irrelevant info.
- Take out an Island for Lorien Revealed. Another deck thinning card that is basically still a land, but it has other synergies. The island cycling is another effect that can be copied by Virtue of Knowledge. This card can also be cast from the graveyard by Scholar of the Lost Trove. You will rarely hard cast this card, but you can in dire straits.
Speaking of Scholar of the Lost Trove, this card has some great synergy with recently added Orvar, the All-Form. When you cast Scholar of the lost trove while Orvar is on the battlefield, you can cast all bounce spells in your graveyard, then still get your value engine from the graveyard after that. If Unesh is on the field when this happens, you can get through a lot of your deck. If Aetherflux Reservoir is on the field you can get a large storm count. The cycle goes like this:
- Cast Scholar of the Lost Trove while Orvar, the All-Form is on the field.
- Scholar ETB cast a bounce spell from graveyard targeting Scholar.
- This triggers Orvar and makes a token copy of scholar.
- Return to step 2 for all bounce spells in your graveyard. If there are no bounce spells proceed to step 5.
- Cast a big payoff artifact like Caged Sun or Aetherflux Reservoir to end the cycle.
So in this stage of revision where I am ruthlessly cutting high cmc cards, I will probably not cut Scholar of the Lost Trove because it can be such a huge payoff card. It also makes you less likely to care about tossing your big artifacts in the bin during your BFOF because you might be able to get them back later with this card.
5 months ago
running a scryfall search on equipment in your colours with decending CMC, you get the following:
Looking at it this way will give you the most reach in what instants/sorceries you can run. From this, cards which you can get good value on are Embercleave (as mentioend above) and Ramosian Greatsword. Kaldra Compleat and Drach'Nyen don't inherently have a cost reducer built in, but offer good value at higher CMC.
All of the above equipment put you in the range of extra turn spells like Time Warp, with Kaldra even enabling the casting of Nexus of Fate for free. Running a suite of extra turn spells in conjunction with extra combat spells like Relentless Assault, Seize the Day etc. allow you to beat face with your commander (who should be rather high damage) while getting extra swings for free. Ad Nauseam is an interesting card to try, but give that you'll have quite a high CMC deck, the risk to reward profile may not be worth it. That being said, you could build a generally low CMC list with a few high cost equipment and design the whole deck to be a free cast of Ad Naus and then storm out if you wanted something different.
If you are going to go down the high CMC route however, cards like Bludgeon Brawl let you run a bunch of expensive mana rocks like Gilded Lotus and Chromatic Orrery so you hcan go harder on ramp but then can equip your rocks to get good triggers from your commander.
Just some thoughts, hope it helps.
5 months ago
Its absolutely insane to me how much of the community oppose proxies (though it does look like most of us are sensible enough to see they’re a good thing). In literally every non-competition game they improve the game by removing barriers to entry and allowing more people to participate (even in competitive events proxies were often required by players running some cards like the foil-only Nexus of Fate).
The main (imo misguided) reasons i’ve seen against proxies so far are:
People making proxies far more expensive/competitive than the playgroups meta. This is for a big failure on the proxy-makers ability to “read the room”, but this problem would also exist if they’d bought the physical cards. In both cases, its a case of having a discussion about expected power level in your meta, and having that person be respectful of that.
People believing you should only be able to proxy cards you already own. But why? This just feels like gatekeeping with extra steps. The fact that someone owns a copy of a card doesn’t make proxying it any more or less valid. If people are proxying with the intention of having fun without stifling the fun of others, there’s no harm.
People proxying cards very lazily (scribbling words on an island). I do agree with this, as it detracts from others enjoyment of the game, and if you are proxying you should really put some kind if effort in. I personally think its ok to play with 1-2 playsets of “lazy proxies” if you’re just quickly testing something and are short on time, but in every other scenario make em look decent enough to play with.
I get the vibe of FOMO a bit from those anti-proxy as well. The idea perhaps that because they spent real money on cardboard, that others should have to as well instead of getting free-access. All I can say to that is that this is a game first and foremost, and its meant to be played. Your real cards will maintain value while the proxy cards won’t. You’re gaining nothing from this gatekeeping. Try to realise its more important to have another person enjoy the game than to strip-away their wallet.
That proxies “overwhelm” new players. I’d disagree on this only from the standpoint that new players probably don’t want to immediately drop hundreds of dollars to play, and that being creative with deckbuilding is a bug part of magic. Proxies allows newer players to explore the game to its fullest, and imo is more likely to move them closer to being a regular player (and then buying into real cards anyway if they get into competition games).
a playgroup meta getting “out of control” if proxies had no limits. Talk with your playgroup and come up with limits. Stress that the power level of decks should be consistent with how y’all want to play.
proxying stifles creativity. Hard-disagree with this one. Proxying literally opens you up to every card the game has to offer, giving you full access to create the brew of your dreams (provided it fits within your playgroups meta). Proxying doesn’t automatically mean you have to netdeck anything (you won’t even be able to if your playgroup has restrictions on budget).
Proxying is great in that it:
gets more people into the game.
allows people to play on an equal footing.
allows people to brew new decks without throwing money away.
helps to create/initiate conversations around what meta a group wants to foster, instead of a group just hoping their magic-spend is roughly equal/fair.
lets people test new ideas without spending needless $$$.
helps to alleviate the drain many people feel from Wotc constantly pumping out product (you’re less-forced into buying everything to keep-up, unless you play competitions).
5 months ago
6 months ago
tbh Tyrranax Rex is an almost strict upgrade to Carnage Tyrant.Also with Nexus of Fate what a lot of poeple would do is run them in inner sleeves mark the inner sleeves with 1-4 and then have them set aside and have something like a basic marked with something like "Nexus of fate 2" on it then reveal the real nexus when cast
6 months ago
Alright, I am pretty happy with this 75 now. I have an answer to most of the weaknesses I want to cover, and the deck is quite explosive. I am honestly surprised nobody is running Altered Ego or Tyrranax Rex since they do so much for the deck. Altered Ego is a cheaper second Primeval Titan, letting you get 2 titans at 7 mana instead of 9 by transmuting after the fetch, meaning you only need 1 extra mana with 2 Amulet of Vigor. It is also quite relevant to copy an opponent's Archon of Cruelty or any other major threat. Tyrranax Rex is just impossible for any interactive deck to interact with favorably, and it also gives us an out against "infinite" life gain, as a nice coincidence. Since it comes down swinging, it is a nicer control answer that something like Carnage Tyrant in my opinion, making it capable of slotting in the main instead of the side, since it is only a slight downgrade from Primeval Titan against a non-interactive deck.
Some other options in the main or side might look a little strange, but I've updated the deck description, so you should be able to see why I've chosen them. I honestly think these 75 are fairly ideal (you can tweak the sideboard a bit depending on meta obviously).
I've also been toying around with the idea of Nexus of Fate maindeck with the increase of mill matchups (maybe side, although I think Emrakul, the Aeons Torn is still slightly better for mill matchup). However, it only comes in foil so is considered a marked card (good job on that one Wizards...)
My main thought is that it almost invalidates the mill matchup, since it recycles itself and is a replacement effect, so it can't really be interacted with - hitting it with Tasha's Hideous Laughter is their only answer. This could potentially give me back the Emrakul, the Aeons Torn slot in the sideboard, and is honestly a solid hit for hideaway in any matchup as well. Not sure how I feel about drawing into it with no other threats, so I will have to playtest a bit and see if it is too much tradeoff, as it would probably swap in for the third Forest or second Boseiju, Who Endures, both of which I think are slightly better, if I am being honest.
6 months ago
So, I was watching a commander game on youtube and player A casted a extra turn spell like Nexus of Fate. On the end step of Player A, Player B casted his own Nexus of fate. So who will get their extra turn first? Player A or B?
11 months ago
thefiresoflurve First of all, thank you so much for taking the time to look over my list and put some real thought into these last cuts. I truly appreciate it. I understand all of what you had to say, and was having some of the same thoughts myself. As I said before, all these cards made it through several rounds of cuts so I have my reasons for them still being here. That said:
Minn, Wily Illusionist is still here because I like playing the quirky legendary creatures in my colors. There's not much else here that pumps the team the way she does and she would interact nicely with Murmuring Mystic. All this still probably isn't good enough reason to keep her though. Unless I'm drawing 2+ cards on each opponents' turn (which I'm probably not), her token output comes up short. Whispering Wizard is on the block for the same per-turn production limitation. Plus, I don't have much as far as scary permanents to cheat out with her second ability (nor a reliable way to kill my illusions to do so). It'll hurt to cut one of my token producers, but yeah, she's on the block for sure.
Wizard Class because I loathe having to discard for hand size, and I plan on drawing a lot of cards. Taking this one out means I'm left with only Reliquary Tower, Sea Gate Restoration Flip, and possibly Venser's Journal. I suppose that the amount of draw I hope to produce means I'll come across one of those other options, but it still worries me. Probably still not a good enough reason to keep it in though.
I like Capsize because I love having repeatable options in commander decks, and because it can target any permanent. It's great to have options to bounce a troublesome land if the need arises. Paying 6 total mana to do so (and keep Capsize) is probably not worth it though. I included Field of Ruin and Strip Mine to deal with problem lands, and I have Boomerang and Cryptic Command to bounce any permanent still.
I really like Guile because it does a lot of things for me I think. Besides its mega-menace, I like that it exiles my opponents' spells should I choose not to cast them. I'm guessing that opponents may steer away from casting big splashy spells while Guile is out though for fear of having them turned against them or losing access to them in exile. It also provides just a little bit of mill insurance with its last ability. I hate mill as a strategy and while I'm running a few recursion spells, I'm not going to have much graveyard interaction. I suppose Nexus of Fate does the same thing much better though, since ideally I could cast it every turn if I wound up being milled down to 1 and it would wind up back in the library. Anyway, I was excited about running Guile as I was putting this together but you may be right, might be more than I need.
Ominous Seas I figure will drop its token every other turn on average if the game is going at all the way I want it to. While I should be pumping out an army of small tokens, I figured it would be nice to have some big chonky bodies out there as well. Without trample existing in the deck though, an 8/8 without flying is no different than a 1/1 tentacle as long as you've got a plant to block it. You're right, probably win-more. I do want to win more though...
I certainly understand that Aetherflux Reservoir really shines in storm decks (which no, this one most certainly is not). While I wouldn't be working it as well as storming does, I do plan to cast a lot of cheap spells, sometimes several in a turn in a good game. Something mono-blue is not good at is gaining life, so I really want to include at least one or two pieces that can do that for me for matchups that are pinging down the whole table. So the reservoir serves both as a way to gain life, and as a possible alternative win-con in a pinch. Between reservoir and Venser's Journal though, I probably lean towards the journal to retain as an emergency life gain option. I run it in my Pheldagriff deck and it has proven itself a workhorse.
Finally, I see Psychosis Crawler as another possible win-con. At my LGS where I play at least, I run into a lot of decks that efficiently pump out tokens. This means that if beating face with tokens is going to be my only strategy to win games, there's gonna be some games where that just won't get me there. I can see crawler coming out late-game when life totals have dwindled, and being able to finish everyone off with a big Gadwick, the Wizened or Blue Sun's Zenith cast. I was honestly seeing crawler as a mortal lock to make the final cut, but you've given me something to think about for sure.
Thanks again for your input, I really do appreciate and you've definitely helped by reinforcing some stuff I was already thinking and giving me reasons to think about cutting some stuff I was not.