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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
On Thin Ice
Snow Enchantment — Aura
Enchant snow land you control
When On Thin Ice enters the battlefield, exile target creature an opponent controls until On Thin Ice leaves the battlefield.
1 week ago
Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.
You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.
I'd suggest going for some fetches, checks, and shocks like:
I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!
Don't tell Rett I gave you so many suggestions XD
3 weeks ago
A few notes
Mono white lifegain payoffs are limitedly effective unless you go with Aetherflux Reservoir they require combat.
Cards to look at. I didn't look into budget tbh. But a few could maybe fit.
Martyr of Sands tons of life t1/2
On Thin Ice if you go to snow lands and play this.
Serra Ascendant 1 mana 66
Mikaeus, the Lunarch xx creature also buffs the team.
Containment Priest spicy sideboard card
Righteous Valkyrie lifegain payoff
Voice of the Blessed lifegain payoff
An selesnya deck you could take ideas from.By Meryn Moon
2 months ago
Luminarch Ascension is just slow. I used to run it in my Sythis, Harvest's Hand enchantress prison deck as a backup method to get beaters out, and most of the time I'd play it and it'd just sit there as I'd use my mana for other things. It's not worth it most of the time.
I do not know why you aren't already running Esper Sentinel. In your deck you're running a bunch of anthems, and Esper Sentinel can easily draw you a ridiculous amount of cards rather quickly if his tax gets up to 4~5 mana. He's easily one of the best white cards in Magic, and your deck seems likely to support him. Plus he's only one mana, and you have an absolutely ridiculous CMC of 3.87 with only seven mana rocks - two of which are 4+ CMC.
My advice? Fuck Smothering Tithe. I personally think the card is overrated and is one of the most "kill on sight" cards in Magic. A quarter of the time you play it and it's countered. Another quarter of the time you play it and it gets blown up immediately. Another quarter of the time you play it and it does nothing. The last quarter of the time it does something. If you wanted to play some cheaper "kill on sight" cards to bait out counter magic and kill spells, Food Chain, Survival of the Fittest, and even something like Grafdigger's Cage against certain decks. But, take what I say here with a grain of salt - I just don't like Smothering Tithe, and I think the CMC of it won't help you that much since you don't run a lot of ramp. I'd honestly rather run Yasharn, Implacable Earth over Smothering Tithe in your deck right now.
Now, you asked for feedback and suggestions, so here are my main suggestions. I'm not sure your budget, but considering you're asking us to decide between two $20~$30 cards, I'll assume it's higher than the average Magic player's. Here is a basic list of things you can do to improve your deck:
- Go through your deck and individually look at every card in it. Think to yourself "How often do I play this card? Does this card make an impact whenever I play it? Is it just immediately answered? How does this fit into my game plan?" etc. Cut cards that you think aren't up to par or properly fit into your deck.
- Your deck seems to lack a proper direction. You say you want to pillowfort and focus on building up an army. Cards like Windborn Muse and Ghostly Prison can help you prevent people from swinging at you. If you wanted to prevent people from swinging at all, Crawlspace and Dueling Grounds can work, and you can just pop them with a Nature's Claim or something before you want to start attacking. If you wanted to focus more on the army aspect, you could go with stuff like Avenger of Zendikar, Rhys the Redeemed, or Tendershoot Dryad.
- Lower your Converted Mana Cost. You currently have a CMC of 3.87, which is rather high. In addition, you are only running seven pieces of ramp - all mana rocks - and two of them are four or more CMC, which does not help you much. Cut cards that don't do much and replace them with either cheaper mana rocks or mana dorks. A few that I immediately see that I would cut are cards like Treva, the Renewer, Skyward Eye Prophets, Empyrial Archangel, and Archon of the Triumvirate. Cards you should add are like Avacyn's Pilgrim, Birds of Paradise, Sylvan Caryatid, and Noble Hierarch. This will lower your CMC and provide additional mana ramp.
- Lands. You are currently running 38 lands, which is definitely on the high end. However, I think this is a product of having a CMC of 3.87. I think should you end up reducing your CMC to around 2.75 to 3.00 while adding in at least ~7 sources of mana acceleration you can go down to 32~33 lands, which is much more reasonable. However, I also want to talk about your land choices. You aren't running any fetches and many of your lands have a chance to enter tapped. I would look at adding in more fetches such as Prismatic Vista, Windswept Heath, Misty Rainforest, and Flooded Strand at least. In addition, I'd also look at lands such as City of Brass, Mystic Confluence, and the Battlebond lands such as Bountiful Promenade, Rejuvenating Springs, and Sea of Clouds should you reliably play with 3+ people pods. Cut cards like Seaside Citadel and the check lands, as they're kind of feelsbad turn one plays.
- Removal. You aren't running much removal to deal with threats. Cheap removal such as Nature's Claim, Swords to Plowshares, Path to Exile, Return to Nature, and On Thin Ice are all super good in EDH. I would definitely look at improving your removal suite outside of 3+ mana counterspells. Also, look at cheaper counterspells. Cards like Mana Drain would be super good here as it provides you mana acceleration while stopping your opponents.
There is more I would like to add, such as talking more about card advantage, but I've spent damn near close to an hour typing this so I'm gonna call it here. Now, take what I've said with a grain of salt. I'm a high-powered player; I like to optimize my decks, and with optimization comes homogenization. I.e; your decks become less unique. You've got a pretty unique deck here, and if you like it then you like it. Ultimately it's up to you on making that call of whether or not you want to optimize and change everything. If you need more help, feel free to ask. Good luck, and sorry for the wall of text.
3 months ago
Thanks AstroAA for the expanded suggestions! Yeah that's some dam good points. I think it would be more effective at winning if I went lock down, but this is for a level 7 play group so I've got to keep it a little more interesting to play against at risk of the <3s being sad.
Jukai Naturalist is a great addition and is totally going in with the On Thin Ice on my next batch of buys. The rest are on the considering course for a bit while I figure out what space they would fill.
Thanks again AstroAA for sharing your in depth feed back, it's much appreciated ^.^
3 months ago
I appreciate the compliment, thanks!
I use On Thin Ice with only 7 basics in my deck and it works fine, albeit I run fetches like Prismatic Vista, Windswept Heath, Wooded Foothills, etc so I can easily filter for basics if/when I need them.
As for enchantments that do 'control'ing things; I'd urge you to look at my deck. It's designed to control they game and grind it to a halt. However, I'm afraid that's a completely different deck than what you've got going on here. With your deck, you're trying to use auras in order to make one to two creatures as scary as possible to beat your opponents into submission - not lock them out of the game and preventing them from being able to play Magic. If you diversify your strategy too much, your deck would just become a mess - I'd recommend picking one approach and sticking with it.
On that note, you're quite vulnerable as well if someone deals with your aura-fied creature. Consider running things like the following to help protect your creatures:
- Veil of Summer
- Autumn's Veil
- Heroic Intervention
- Lightning Greaves
- Alseid of Life's Bounty
- Flickering Ward
- Greater Auramancy
Also, if you aren't wanting to add any more creatures due to wanting more enchantments, consider adding enchantment creatures. They also draw you cards whenever you play them since they're still enchantments. A good basic list of stuff you should consider is:
3 months ago
It has been a while indeed. Even though you're running things like Kenrith's Transformation and Song of the Dryads, I feel as if you still aren't running enough removal. A basic list of stuff you should definitely consider is:
- Swords to Plowshares
- Path to Exile
- Beast Within
- Generous Gift
- Krosan Grip
- Nature's Claim
- On Thin Ice - For this, you'd definitely need to replace all your Forests and Plains with Snow-Covered Forest and Snow-Covered Plains. However, it's worth it.
In addition, I see you running an aura strategy. I'm personally not a fan of auras, but you do you. You're also running a rather low creature count at 12. I would definitely consider trying to add more creatures, particularly things like Collector Ouphe and Hushbringer as you aren't running many artifacts with activated abilities or creatures with ETB effects. With Collector Ouphe, you can punish your opponents for ramping via mana rocks, and with Hushbringer you can protect your enchantments against effects from Acidic Slime and Reclamation Sage. Destiny Spinner is also super helpful since she herself is an enchantment and can protect against your spells getting countered.
6 months ago
It seems you are clearly going for a competitive deck in here, so why not some Force of Wills?
Magus of the Bazaar is Bazaar themed and has a cool ability. (although i'm not a fan of 'bazaar' effects outside of dredge, but it seems to bear some significance to you).
and a Karakas wouldn't hurt.
I really like the deck idea and it's nice to see people innovating in Legacy :)
7 months ago
With all the enchantment creatures we got in Modern Horizons 2, and Weaver of Harmony and Jukai Naturalist coming in Neon Dynasty, it seems GW enchantments decks should have almost zero non-enchantment creatures. In addition to Sanctum Weaver, Weaver of Harmony, and Jukai Naturalist, you can run the fairly expensive Dryad of the Ilysian Grove for additional ramp and fixing. With mana like that, I'd run 1xEidolon of Blossoms over the 3rd copy of Sythis, Harvest's Hand - with Sterling Grove out, Sythis isn't that likely to leave the battlefield, so being Legendary is a significant drawback in my opinion. Speaking of Sterling Grove - I suggest bumping it up to 4. It's never a dead card and shuts down so much removal from opponents.
On Thin Ice is a good fit here, but it also limits the number of non-snow lands you run. (and Dryad of the Ilysian Grove doesn't make all lands snow). If not On Thin Ice, then Journey to Nowhere is a decent alternative, especially with Jukai Naturalist.
Rest in Peace might be a useful addition to your sideboard.