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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
The owner of target nonland permanent shuffles it into their library, then draws two cards.
4 days ago
I'm well, hope you are, too! I don't have quite enough time as I thought I might to go through an in-depth suggestion process, but I've put the highlights below:
1 month ago
I feel like only having 5 draw cards, one of which turns into just a scry engine after a bit, is a bit iffy, especially when you need to keep discarding cards to activate your commander's ability.
Oblation is interesting cuz it could either be a removal spell or a draw spell. Also by tucking back one of your game pieces to draw, you could potentially save it from removal for later use.
Search the Premises is also good insurance against aggro decks, allowing you to at least slowly stockpile on resources if you get singled out in combat.
2 months ago
Chopping Dockside Extortionist
2 months ago
Thank you. The draw options I'm considering are:
- Folk Hero (flavor, very new card, uncertain about using this)
- Dawn of Hope (Draw cards when lifgain, currently have 9 cards gaining life)
- Scout's Warning (flavor)
- Repel the Darkness (defensive)
- Oblation (Use on self)
Should I be looking into artifacts for card draw?
5 months ago
Based on yesterday's games I have some suggestions!
First, the cuts: Hushwing Gryff Mina and Denn, Wildborn Rubblehulk Oath of Druids Condemn Oblation Collective Voyage Keening Stone (unless you lean more into mill) Hour of Promise and Tempt with Discovery should all go
5 months ago
As for suggestions, with Syr Konrad, the Grim you absolutely want to play Living Death. It's super powerful and so fun. You can wipe the board, bring all of your best stuff back, and do tons of damage. I'd also play Dusk / Dawn, which is a board wipe and recursion card stapled together. Rise of the Dark Realms is also a way to get everything back. It's tons of fun. You also need a lot more ramp, and they need to be all at 2cmc so you can play Varina early. You'll also want Crashing Drawbridge to give everything haste and get your engine going. You have the signets but need Talisman of Dominance, Talisman of Hierarchy, Talisman of Progress, and Coldsteel Heart. You want ten pieces of ramp that are 2cmc or less to hopefully get Varina out early and get you going. Necromancy, Dance of the Dead, and Diabolic Servitude are also great recursion pieces. I particularly love the latter because while it is 4cmc, it is the gift that keeps on giving. I'd also replace Dovin's Veto with Arcane Denial, which is easier to cast and more flexible, and add Oblation is for added flexibility with removal. I's also add most of the zombies from your maybe board as they are all great, and would skip over most of the non-zombies except Syr Konrad as they aren't good enough. If you are going to add any non-zombies I'd think about Blood Artist and Falkenrath Noble which will make blocking and killing your zombies less desirable for your opponents. I'd also skip most of the non-Zombie, non-Tribal cards in your maybe board. Fact or Fiction is good in many other decks, but its redundant to the point of being pointless here. We want to avoid the good stuff cards! Same goes with Training Grounds, Reflections of Littjara, and Idol of Oblivion. Kindred Discovery is so good here, but make sure to replace a sub-optimal card draw piece in your current list with it. Feast of Sanity looks wicked fun, so I'd definitely play that! Return from Extinction is super meh. You want to return things to the battlefield and not your hand!
6 months ago
Hi again! I might also add a bit more removal to the deck, since it is something that white does so well and will allow you to keep your opponents under control. While you have path and swords, Generous Gift is a premium white removal spell that can take out anything, including problematic lands like Cabal Coffers and the like. Oblation is sorcery speed, but can take out any non-land permanent, and I've found it to be really good. Winds of Abandon is also a good card because it can be either targeted removal or a boardwipe with the overload mode. You do have to be careful with the latter since you can potentially ramp your opponents a lot, but oftentimes you just need to remove blockers to win, and this is basically white cyclonic rift in that particular moment. Fateful Absence is a great new removal card from the new Innistrad sets, and good old Disenchant can efficiently remove artifacts and enchantments. Darksteel Mutation is sorcery speed, but an efficient way to sideline annoying commanders.
8 months ago
Alright, lets take a stab at this... no promises it's any good, closest to boros I've gotten is Mardu.
I see Karmic Guide but no reveilark. 13/14 out of 21 (dependant on red devotion) of your creatures have 2P or less. On second thought perhaps Hofri makes it overly complicated considering the exile clause is mandatory. speaking of power 2 or less, Welcoming Vampire could help keep gas in the hand, esp. if you can produce creatures on Each turn.
Valakut Awakening Flip could be used to dig for combo pieces, or an early land. Also general removal can help deal with any pesky nuisances including planeswalkers such as Chaos Warp, Generous Gift, Reduce to Memory and too a lesser extent Oblation/Excavation Technique (opponents getting advantages, Ick!). There's also Angelic Purge if you need one of your exiled creatures back in the yard I suppose.
Oh, and in before 'why u no Boros Charm?'
Anyway, I hope you find some of this helpful at least. Sorry I cannot offer on what to remove... not my strong suit. Enjoy