Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
1 month ago
Very nice! I love this kind of strategy. Magus of the Mirror seems like it would fit the flavour of the deck. With Phyrexian Unlife it's ability is an insta-kill for players. Angel's Grace might be nice too to let you life swap and kill someone immediately.
2 months ago
I’ve played a number of games now and the deck is a lot of fun! This is the first deck (basically) of mine that has counter-magic in it, so I’ve had to reassess my playing habits, but otherwise it’s loaded with weird interactions that sort of pilot themselves. The commander is really important to get out there, as it will build you a 2/2 Army pretty promptly, and you need to draw a lot in order to get a good amount of theme on the table. Confessor matches up nicely with the draw/discard effects, and your first clue on your turn will get you two cards each turn. The color-hate (like Justice and Sanctimony) can be sort of feels-bad so a few of the games I’ve just sat on them (only justice, come to think of it). Library of Leng and Ivory Tower are always a great team, and Island Sanctuary is buttressed well by drawing on other people’s turns. The downside I hadn’t considered with that, though, is you’re still pretty weak to flying. I managed to use Abbey Matron in the best (only?) way, blocking and then pumping, which sort of felt like unlocking an achievement. Restore the Peace is great both against tokens that are beating you up AND against big baddies that block your 2/2s. Martial Law is one of the best answers to fliers and other trouble, almost like an Oblivion Ring that you can re-target every turn. This post is getting pretty long, so I’m going to wrap it up... but I think you get the notion ;p Thanks for asking MagicMarc!!
2 months ago
Thank you for the suggestions, a couple of the ones you made were in the orginal build but decided against them for one reason or another. Like Skullclamp isn't in the deck because i dont like adding it to decks that i cant abuse it with (like i can in my Chatterfang, Squirrel General deck), as im trying to avoid Balan from dying as much i dont think i could get the full value from the card. Which is why i adding cards like Sword of Fire and Ice, Mask of Memory and Endless Atlas as they would be more reliable forms of draw.
I put Divine Reckoning in the deck over Tragic Arrogance because i wanted to advoid losing all my equipment and having to rebuild again, plus the added bonus of it being reuseable. But i agree with you that Divine Reckoning might not be good enough so i thought that Promise of Loyalty might be a better fit as it gets around indestructible with the sac effect like Tragic Arrogance does but also means i get to keep my equipment and protects me from the creatures that survive.
Steelshaper's Gift was going to be in the deck orginally but i switched it with Enlightened Tutor instead as it gave me more flexibility with being able to search up any artifact or enchantment instead of just equipment. But i do think the deck could do with more tutor effects so i think im going to take your suggestion and add Relic Seeker to the deck and remove Kemba, Kha Regent, like you i feel she doesnt pull her weight like she used to.
I also agree with you on Finale of Glory not fitting the deck and even though it pains me to say it that Caged Sun might be to slow for the deck. So im going to take your advice and add Surestrike Trident and Ironsoul Enforcer as they're both interesting cards that i think could fit the deck nicely and i'd love to see how they do.
2 months ago
I started edh in mono white forged in stone intro deck so I'm a big fan of balan. I have one I'm going to compare to this one a little later too see if there are any things I'd like to add. However. No Skullclamp ?? This is a tragedy. Seriously though I'm surprised you don't have it in your list. Overall:
Looks reasonable but kinda slow. Maybe a tad short on lands? A few easy swaps/upgrade if you can get the cards. A few cards I think underperform I pointed out below. Vultron ftw.
Steelshaper's Gift 1 drop open the armory. I'd run both.
Relic Seeker equipment tutor
15 equipment might be on the low side. Maybe shoot for 20 by running some less impactful but still great equipment that can make dorks into threats
Finally of glory is kinda meh here. Your goal is Voltron. If you had more token support sure. But your only other token support is Kimba who I've never seen do good in years. You would be better with a alternative wincons like Felidar Sovereign or janky equipmentlike Surestrike Trident to hit face if you were going to stray a tad from the vultron idea.
Caged Sun is fun. But hard to cast here. T6 you play it hope it lasts and then maybe your ok. You can maybe find a few cards to reanimate it and that would make it more valuable but not great. I find when I play vultron you want to be killing someone around turn 5 to 7 to not get overwhelmed by valuey decks like simic and combo.
Ironsoul Enforcer interesting new card I've been trying to force into my deck. No luck yet. Maybe you'd like to try it.
2 months ago
Damping Sphere? It also doesn't hose your cards during your opponent's turn so your Veil of Summer will still be 1 green and not 3 colorless and a green. Leyline of Sanctity? Pithing Needle? Naturalize, Nature's Claim,or Back to Nature,Disenchant, maybe some Oblivion Ringlike effects. Cut Rest in Peace unless your meta is graveyard heavy. Why are you running Secure the Wastes in the sideboard?
2 months ago
Hi everyone, I played a dual commander game recently between me and a friend and at a moment we got 2 Nevinyrral's Disk on the table and some card in exile with card like Oblivion Ring. My question is : If he active Nevinyrral's Disk can I stack it's ability, active my own Nevinyrral's Disk on top. Let the first wipe, who destroy the Oblivion Ring and then use the second ability to wipe what's newcoming ?
I'm a bit confuse how and who exactly resolve this scenario in a duel ?
3 months ago
I've tried to keep this deck nearly 50% White and 50% Red.
I've narrowed the premise of this deck down to the following categories, 50 Cards to the first, and 10 cards to each other category, give or take.
50% of the Deck is the Commander, Land, Mana rocks, and Draw.
10% is Steal/Keep
10% is Removal/Wipe
10% is Bringing Cards Back
10% is Brion Fodder and Fetch cards
10% is Double Damage and Powerful Flyers
Your comments and suggestions are greatly appreciated. That being said, I will probably not be able to afford the more expensive cards Land Tax, Smothering Tithe, Lifeline, Smuggler's Share etc. that are not already in this deck. However - It's still fun to check them out! If you like it, up vote!
With this revision, I've cut many of the fancier, slower dual lands to opt for faster basic lands. I've also added Weathered Wayfarer.
I've made some recent changes to this deck, hopefully to address that mid game I am struggling with tempo, as well as running out of mana to cast the creature or steal spell and have enough to activate Brion's ability. Some cards like Deathrender and Thornbite Staff have been removed (even though they were good in concept) to add more playability.
Fiery Emancipation gives me triple damage. Calamity Bearer works specifically to Brion's sac ability. Angrath's Marauders, Gisela, Blade of Goldnight, Gratuitous Violence all make the damage I do twice as effective.
When creatures I steal die, Stalking Vengeance beefs them. When I summon large creatures into play Warstorm Surge deals damage to my opponent, and when I sac those, Stalking Vengeance hits them on the way out.
Malignus, Serra Avatar, and Soul of Eternity all act as giant bombs to throw at the opponent.
Hofri Ghostforge allows for me to steal an opponents creature, fling it at them with brion, and then keep a spirit copy of that creature.
Magus of the Wheel and Reforge the Soul provide the opportunity to get a fresh hand at my whim. Humble Defector is an easy and fun, card that helps me forge alliances with other players in multiplayer while getting me TWO extra cards per turn.
Skullclamp works perfect with the sacrifice ability and is easy to cast.
Well of Lost Dreams is insane when played late game for Brion's lifelink ability and can be fetched with Hoarding Dragon or Open the Armory Sin Prodder gives me a potential extra card per turn, or the chance for an opponent to take damage to the face... and then I can pull it out of my graveyard later with my other cards! Basically a win/win. Mangara, the Diplomat and Mila, Crafty Companion Flip serve to deter attacks and draw.
Hoarding Dragon serves as a flyer, a sacrifice, and can grab any rocks, Skullclamp, or Well of Lost Dreams.
Open the Armory helps grab Skullclamp, Well of Lost Dreams, or Gift of Immortality.
Recruiter of the Guard is specifically to get Bazaar Trader for the huge advantage of keeping my opponents things, but can also grab Duergar Hedge-Mage for removal or Sin Prodder (amongst a few others). Weathered Wayfarer can grab any land, such as Buried Ruin or Arcane Lighthouse.
Archon of Justice is quite powerful in this deck, as it allows for a flying creature, then a source to sac, and remove a card permanently.
Angel of Serenity gives me the option of 3 recursion or 3 removal.
Duergar Hedge-Mage can be played and replayed in this deck for knocking off annoying enchantments or mana rocks.
Magus of the Disk is one of the board wipes.
Grasp of Fate, Oblivion Ring, and Banishing Light all allow for really flexible removal. Same for Quarantine Field except allows for extra targets for more mana. Chained to the Rocks works the same, but only for creatures. Angel of Sanctions works similarly, but is a creature. Ryusei, the Falling Star really just acts as weenie removal and a sac source from a flyer.
Bringing them Back (and sometimes keep it!):
Adarkar Valkyrie Sac an opponents creature, then get it permanently!
Bazaar Trader Take it with a steal and keep it!
Angelic Renewal Sac my own creature, get it back! Gift of Immortality Sac my own creature, get it back... again, and again!
Emeria Shepherd play a land, get a card! Play a Plains, get a creature to sac!
Mistmoon Griffin Flys, defends, and sac-able, then get back a creature from the graveyard!
Squee's Embrace fun and easy to play, and retrievable with Tragic Poet.
Tragic Poet, a low mana cost creature to get any enchantment in my deck back for any reason. Fun with Squee's Embrace, Angelic Renewal, etc. Returned Pastcaller a flyer that lets me grab a Threaten or Breath of Life. Angel of Serenity gives me the option of 3 recursion or 3 removal.
Stealing their Creatures:
Captivating Crew steals every turn! No wasted card space here, just a reusable sorcery.
Conquering Manticore powerful flyer, that steals!
Zealous Conscripts You can steal anything! Anything! Lands? Mine. Artifacts? Mine. Works great with Bazaar Trader.
Act of Treason, Portent of Betrayal, and Threaten are all basic steal spells.
Malevolent Whispers, Mark of Mutiny, and Traitorous Instinct all give me steal with buffs for Flinging.
Harness by Force allows for more than one thing to be taken if the extra cost is paid!
3 months ago
Hey, TheOfficialCreator, thanks for the feedback!
Coveted Jewel was in a previous iteration of the deck, but honestly it feels a bit too slow at CMC 6. The mana being all one color also kind of hurts in tricolor.
Forced Fruition could work if it was a bit cheaper CMC-wise, but I like to keep the draw a little more in my favor - mill isn't particularly part of the game plan (although it can certainly happen, and has).
Added the others to the maybe board : ) Nine Lives is too funny to not use.
You're right there isn't a lot of direct synergy with my commander, but a lot of my cards don't care about controller - e.g. Howling Mine, Oblivion Ring, etc, so I can freely donate them. More cards that donate themselves is always better, though.