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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
, : Put a fate counter on target permanent.
, , Sacrifice this: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
1 month ago
You mentioned you are getting contamination. Should you be inclined, Infernal Darkness is worth considering as well.
Deserted Temple - Untap utility land + politics
Syphon Mind - Draw 3, each opponent discards 1, for 4 mana and low $. Worth considering. I would put this in over consuming vapors as with vapors, they can usually play around it, although perhaps in this build it isn't as bad given all of your redundancy. Although, given your redundancy, you probably don't need it. If you don't want to add in syphon mind, then TheOfficialCreator's suggestion of barter in blood is definitely better IMO than consuming vapors. Another potential cut is solemn simalcrum as it is too slow, does not ramp you on curve and the draw is negligible. I understand the synergy, but 4 mana is too costly IMO. Sad robot is better suited to decks that can't ramp as hard as mono black.
Also, regarding Torment of Hailfire, the idea is that you destroy their board + hand enough so that they lose life and just, lose. Or, you can use it to decimate them and then win the following turn. I think it's better in a build that can more reliably assemble what I call "Big Black Mana," aka Coffers + Urborg. Deserted temple helps in this regard. I would also cut cabal stronghold as in my experience, it is subpar, especially for a higher powered deck like Tegrid. Usually newer players use it if they can't afford urborg + coffers.
Mind Twist - While only effecting one opponent, it can seriously ruin someone's day. Especially given how one opponent usually is able to stay ahead of the death and destruction that control decks dish out, this can help put them back in their place. Not to mention, bait counterspell, ramped into with ritual + rocks early game to effectively lock someone out of the game for several turns (as the discard is random, they usually lose land drops)
Jet Medallion > Sad Robot. You don't run too many artifacts so this seems pretty helpful.
All Is Dust/Oblivion Stone - Both act as wipes which you inevitably need for when things get out of hand. All is dust might synergize with your commander on board, although I don't know the ruling. If it's similar to Meren with a boardwipe still triggering experience counters, then giggle with glee! Dust doesn't usually get artifacts while oblivion stone does. You don't run too many artifacts yourself. Really depends on the meta. Lastly, stone can be spaced apart so you don't have to pay 8 mana in 1 turn, albeit, telegraphed.
Be sure to let me know what you think of each suggestion. Lastly, do you feel yourself struggling with artifacts and enchantments often?
2 months ago
R u into infinite combos? Budget per card? Meta? Inherent weaknesses of the deck (I see you've utilized fight mechanics to mitigate green's lack of removal).
Devouring Tendrils/Prey Upon/Primal Might - While I'm unfamiliar with all of the fight cards, I feel there are better ones out there, no?
Sandwurm Convergence - I dont see it's purpose here, anti flying? If thats the case, why not add a Nylea's Intervention? That way it can remove your fliers, can search for lands and is more flexible/higher ceiling, all at a lower CMC.
Three Visits > Rampant Growth. Also, Migration Path seems very out of place here. Not sure why it's included.
Oblivion Stone should take the place of at least one of your fight cards. Given your commander makes your creatures lands, it is a one sided wipe which you should take advantage of.
Burgeoning/Exploration - Do you need both of these? I feel one is enough, you are only running 37 lands and you already have both Oracle and Azusa for extra land drops. I run close to 50 lands in my Azusa deck and I dont even run either of these personally. I feel you would be better suited by swapping these with additional mana dorks.
I wanna recommend ancient tomb and mana crypt but am unsure of ur budget. I want to recommend Bane of Progress given your low artifact and enchantment count, adding as another wipe which I feel this build would be greatly assisted by, all dependent on the meta.
Remaining suggestions are creature based which I can review later. Let me know what you think of each idea.
+1 for the name
3 months ago
Howdy! I have some recommendations!
Umbral Mantle can give you an infinite/infinite if you equip it to a myr, or just give you a lot of untaps. Not that you can't do that already, but this gives you an extra +2/+2.
Oblivion Stone is an excellent board-wipe. Drop it turn four and slowly but surely just mark everything that's yours. And you could use it as a negotiation tool. "If you murder his commander, I'll keep that combo piece of yours safe."
Well of Knowledge reads weird, but it's basically saying "(2): Draw a card. Any player may play this ability but only during his or her draw step." It'll be good for everyone, but better for you.
Mirrorpool is just good utility.
Luminarch Ascension is going to give you as many white angels as your heart can handle.
Illusionist's Bracers is just going to double whatever fuckery you're up to.
4 months ago
Decent concept, I think the card counts/options are a bit off though.
First of all, how do you activate Slayers' Stronghold? You should run a Boros Garrison. Cut Thragtusk add Sun Titan. Elvish Reclaimer, Springbloom Druid, and Roiling Regrowth are good ramp options in addition to going harder on Harrow to feed Brought Back. You should also go harder on Flagstones of Trokair.
Urza's Saga also gets you to Amulet of Vigor and makes a decent Brought Back target. I'd also go a lot lighter on Oblivion Stone. Maybe run something like Porphyry Nodes if you are that scared of aggro, since all of your creatures you want to stick around will be large.
5 months ago
Also, consider Chaos Warp and Feed the Swarm. Some of the very few ways a Rakdos deck can reliably remove enchantments, other than running colorless stuff like All Is Dust and Oblivion Stone. Wild Magic Surge seems okay. Definitely not a bad card--it can destroy problem lands too.
Enchanter's Bane I think is a bit underrated. Not sure it fits the deck but I just remembered it. It keeps working every turn.
8 months ago
You might want to cut both your lower impactful and higher costed cards for draw and removal. I do like how you have enchantment removal, good on you. An oblivion stone can help remove pesky artifacts as well should that be an issue in your meta.
Cards to cut from a surface level look....
Bloodgift Demon - Bad phyrexian arena
Bloodline Keeper - Slow, I know it makes tokens but its not impactful enough as well
Bone Shredder - Not needed, black has better removal
Cabal Initiate - Mono black got better self-discard
Dimir House Guard - Black has better tutors
Duplicant - Not needed, black has better removal
Graveborn Muse - Better in zombie dedicated decks, chainer makes them nightmares sadly, not zombies
Kagemaro, First to Suffer - Conditional, Not needed, black has better removal
Slum Reaper - Not needed, black has better removal
Tenacious Underdog - Bad card, no synergy
infernal tribute - Way too weak
Potential cards to add....
Contamination - Goes well with bitter blossom, albeit shutting off large mana producing lands symmetrically
Infernal Darkness - Similar to above but doesn't shut off big mana producing lands
9 months ago
Oh, look at these new commander cards which I've definently never seen before.
Beamtwon Bullies: Surprised it isn't just an optional at-opponent-upkeep-trigger
Tivit: idk why this so expensive, or why it doesn't draw instead of investigate at that cost. IMO there's not enough voting cards to make this fun. Also, for cards like Tyrant's Choice, if everyone else votes for something else, you'll lose even with the extra vote.
Bess: heh, weenie commander. Kinda wish it worked for 0/1s too. Has the dreaded "one or more" templating, without the redeeming "that many" addage, so you'll have to stagger token creations to make her big efficiently. Note that it's just base p/t, so you're still free to add other anthem effects
Turf War: I like the design a lot, but it's a bit expensive for the hoops you got to jump trough. Obviously the dream is to boop everyone at the same time to ramp yourself by three. Hope you got some pillow fort!
Rain of Riches: Prosper is having a bit of a field day
Mezzio Mugger: a bit too expensive to either hardcast OR Blitz imo
Smuggler's Share: each end step? And not just the opponent who's turn it is? Oh my.
Lethal Scheme: Not too bad, in a mono-black zombie deck you could cast this for free with convoke
In Too Deep: Meh, I like Aura removal for disabling commanders, this just adds another commander tax
Jailbreak: ANY kind of permanent
Aerial Extortionist: more white card advantage, quite cute, if a little expensive for how fragile it is
Grand Cresendo: Alright! Never mind the tokens, finally mono-white gets an anti-wrath Instant for two mana
Excess: I like rewards for go-wide combat, even if you can still just Dockside for similar results
Seize the Spotlight: Aggresively costed red mini-Expropriate, kinda! Quite powerful for late game mehthinks
Cute that escape, extort and cipher all made a cameo here
10 months ago
I'm getting a lot of "I get locked out playing my favorite deck so I wanna lock out players too"-vibes. The one difference between Iona and all other problematic cards you named, is that Iona can be your commander, making sure you still have access to it after Oblivion Stone etc. That's where it differs from Leyline of the Void which, yes, can be in play from turn 0, but there's going to be a lot of games where it won't, and it probably won't return after the O-stone.
Iona's also a creature, making sure cards like Ephemerate will customize the color chosen to whatever you need whenever you need it, protecting it from removal in the process.
If you want to lock people out of casting spells, there's still plenty of ways to do it, but it's by combining cards together, not 1 card that does the entire thing for you. With Palinchron you need a mana doubler, with Heartless Hidetsugu you need a damage doubler and a way not to die, with Lavinia, Azorius Renegade you need Knowledge Pool, with Decree of Silence you need Solemnity.
With Iona, Shield of Emeria you need nothing. With Paradox Engine you basically need anything, it's not restrictive enough in its synergies to not be overpowered, while leading to 20 minute turns where one player gets to play all the magic while the others get to watch.
If you're scared of Mindbreak Trap, just play Rule of Law. If your deck doesn't function because of a single card in play, it's badly built. You could still go Sol Ring into Thran Dynamo for Wurmcoil Engine t3 and kill the leyline player. That also stops it from being a problem. Those are all cards that would be amazing in a Daretti deck and doesn't need to break the color pie to get you out of a sticky situation. If you can only do Junk Diver Scrap Trawler loops, that's way more of a restriction on your deck and way easier to devise a backup strategy for than "playing a monocolor".
The rationale for banning Iona is that it leads to a play experience the rules committee wants to discourage, which is locking people out of playing the game. That's paraphrased from the ban article. Not locking out from winning, which is what you're talking about. Also, discourage, not prevent. You can still do it, but a flagship commander for that strategy that, no matter how you build her, it's gonna cause that bad time, that gets banned. Braids, Cabal Minion is banned for the same reason.
Your rationale of "they can now ban cards because they lead to unfun gameplay? They should ban every card that ever blocked my fun then" sounds very entitled, and hard to agree with. It makes you sound as much of a salty bad player as you blame the RC to be.