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Whenever a player puts a nontoken creature into play, that player returns a land he or she controls to its owner's hand.
15 hours ago
2 days ago
Overburden probably hurts you the least (unless there's a landfaller around)
Flood of Tears gets rid of everything but Chulane
1 week ago
Burgeoning Exploration Solemn Simulacrum Skyshroud Claim Nature's Lore Farseek Abundance Sylvan Library Gush Kodama's Reach Sakura-Tribe Elder Sporemound Mana Breach Overburden Wood Elves Yavimaya Elder Llanowar Scout Nissa, Vastwood Seer Flip Burnished Hart Farhaven Elf Explore Splendid Reclamation Nissa's Renewal Boundless Realms Nissa's Pilgrimage Animist's Awakening Far Wanderings Life from the Loam Grow from the Ashes Collective Voyage Horn of Greed Ghirapur Orrery Rites of Flourishing Into the Wilds Temple of the False God Myriad Landscape Amulet of Vigor Ghost Town Urban Evolution The Mending of Dominaria Thawing Glaciers Cultivate Sylvan Ranger Manabond Skyshroud Ranger Coral Atoll Ensnare Fathom Seer Flooded Shoreline Meloku the Clouded Mirror Parallax Tide Planar Overlay Storm Cauldron Tidal Bore Thwart Trade Routes Tragic Lesson Uyo, Silent Prophet
1 month ago
I suggest doing a search for the best cards like that, while removing creatures from the lower end, while you focus on ramping up to absolute units.
Wayward Swordtooth plus Overburden will hurt everyone but you. If you play sneaky and gain incremental life every turn people will just ignore you until you start playing Terastodon , Kederekt Leviathan , or things like that. A critical mass of those land fetches will make you throw down those bug guys consistently on like turn 4. You probably just need a few big finishers along side that Giant Adaphage in the sideboard.
Worst come to worst, those ramp spells Farseek , etc, are solid enough that so as long as you play green its not wasted money.
Playing Cloudreader Sphinx for 5cmc and passing turn is probably not ideal, maybe remove that guy?
1 month ago
multimedia honestly, for mana disruption, I'd go for Mana Vortex , the Bitterblossom / Contamination line, or even Desolation on a budget before Overburden or Mana Breach , otherwise, I'd also recommend Necromancy for reanimation, having 'flash' is pretty good, even if you sacrifice it.
1 month ago
You don't have to go overboard on the Voltron strategy if you don't want to, you could instead play a simple, but effective 4-5 auras to enchant Zur:
- Empyrial Armor : win condition with Necropotence and/or no max hand size ( Reliquary Tower , Thought Vessel ) and/or other auras.
- Diplomatic Immunity : protect Zur.
- Steel of the Godhead
- Daybreak Coronet : vigilance is helpful.
- Ethereal Armor
Zur's ability to get and choose from lots of enchantments is great for a control toolbox:
Protection for you - Solitary Confinement : powerful with Necropotence; it makes sure you have cards in your hand to discard to keep the protection. Yes, any card you discard to keep Confinement will be exiled, but that's fine when you have tons of cards in your hand to choose from.
Protection for Zur - Diplomatic Immunity : when you get an aura with Zur it enters the battlefield without being cast therefore it doesn't target. Even if a creature has shroud you can enchant that creature with that aura. Shielded by Faith , Kaya's Ghostform
Graveyard hate - Rest in Peace
Land disruption - Back to Basics : powerful land disruption if you build your manabase around basic lands. Signets and Talismans can really help if going the basic land route. Mana Breach , Overburden
Reanimation - Animate Dead
1 month ago
Congrats on your first EDH deck! Here're my suggestions. Feel free to ignore them if you want.
Training Grounds makes Memnarch into : Steal target permanent. I don't know if it'd be great, but it's certainly worth testing out. It's similar to your Heartstone . Power Artifact is similar, though I think slightly worse and far more expensive.
If you have access to it, Mana Vault is a great card. It is especially powerful if combined with something like Aphetto Alchemist or your Voltaic Key . Basalt Monolith and Manifold Key are two other cards to consider in this vein.
Mana rocks like Sky Diamond , Coldsteel Heart or the soon-to-come-out Arcane Signet are good includes to generate blue mana. Fellwar Stone is a similar rock that generally will produce blue, as blue is the most common color in EDH (and the rest of magic).
Running Vintage Xerox cantrips can be very helpful; this means replacing some lands with low cost draw spells. Running cards like Ponder and Preordain in addition to your Brainstorm will allow you to run thirty-two-ish lands. Impulse , Sleight of Hand and even Serum Visions and Gitaxian Probe are good also, though these aren't AS good as Ponder , Preordain and Brainstorm . Using a Xerox design like this means that you can find lands if you need them, or use the draw spells to avoid getting flooded when you don't.
Pairing Memnarch with Karn, the Great Creator allows you to use your general's first ability to turn off opposing lands. While EDH does not typically have a sideboard, so Karn, the Great Creator 's second ability is usually irrelevant, the one-sided Null Rod effect is probably enough reason to include him.
Regarding your lands, Ancient Tomb is at a relatively low price nowadays; I suggest picking one up if you can. I don't think Darksteel Citadel is as good as a basic Island , if only because it gets shut off by opposing Null Rod s, Karn, the Great Creator s, Blood Moon s and Back to basics and does not produce mana. Same with Seat of the Synod , though this one DOES make mana. I get these lands are meant to build metalcraft; see suggestion 15. Inventors' Fair is worth considering because of its tutor effect.
Vedalken Archmage is a good way to build card-advantage.
Dispel and Flusterstorm are two good counterspells to consider adding, although the second one isn't super cheap. Cryptic Command is also a pretty penny, but as a cantrip-ing usually-counterspell, it is an excellent card. Spell Pierce and Spell Snare are worth considering as well.
Tezzeret the Seeker ? He's a great 'walker for any artifact deck, and in the non-foil form he's about $20.
If your meta is filled with combo decks (I know mine is), Arcane Laboratory can put a stop to that. Overburden is a good way to slow down elf-decks and other aggro strategies, and Lodestone Golem is just plain good. Back to Basics is awesome in mono-blue decks. Note that some of these stax pieces may disrupt your Isochron Scepter / Dramatic Reversal win.
Mindlock Orb ? If you choose not to follow Suggestion 9, this thing does work.
Unless you're running a bunch of 0-cost artifact rocks, I don't think Stoic Rebuttal is good enough. Metalcraft is really good if you can get it online turn one or two with the help of Mox Opal or Mox Diamond , but if you can't get it online early, you're better off running something like Exclude or Mana Leak . Because the good 0-mana artifacts are about as much money as a half-used kidney, I don't think it's worth pursuing the metalcraft theme.
I think changing your Island s to Snow-Covered Island s and running Extraplanar Lens is probably better than Caged Sun . It's cheaper mana-wise, which means it can help you ramp out your general faster. (Once you have six mana for Caged Sun , you can almost cast your general anyways.) That being said, I've never been in love with Extraplanar Lens either, and I think just running other mana rocks like Thought Vessel is probably the best rout there.
Consider Sower of Temptation , Treachery or Control Magic . I had a lot of fun with those when I played mono-blue, as they can steal the game right away from an opponent. Similarly, if you have access to Academy Ruins and Mind Slaver , you can end up being two players instead of one.
Alright man, that's all I got for now. I'm sure after I go to bed I'll think of more suggestions, so if you need more help let me know. Good luck and have fun and stuff!
1 month ago
I've always liked Oloro, Ageless Ascetic -- he was my first general.
I've always thought Path to Exile is way overrated in EDH. Swords to Plowshares , which I see you've included, is better mainly because it doesn't ramp your opponents. In a format filled with people routinely doing mana-intensive things, I think you'll be better off running something like Ashes to Ashes .
Ponder , Preordain and Brainstorm are three REALLY good cards. Like Xerox decks in Vintage, in EDH it is advantageous to replace a part of your mana-base with cantrips. This allows you to dig for lands if you need them, and spells if you don't. Running these three, along with similar cheap card-draw, will allow you to run around thirty-two or so lands. Brainstorm goes from good to great if you have a high number of shuffle effects, from things like the Polluted Delta you're running. Similarly, Sleight of Hand or Serum Visions are good; they should be run only if you're already running the first three and still need more cantrips.
Similar to cantrips, card-positive draw-spells (i.e. Spells that draw more than one card) are also real good. Painful Truths , Fact or Fiction , Thirst for Knowledge , Night's Whisper , Echo of Eons and Windfall are great includes. Windfall and Echo of Eons are especially powerful if you also run Narset, Parter of Veils .
I highly suggest replacing your three-mana rocks with two-mana rocks. Chromatic Lantern , Pristine Talisman and Commander's Sphere are not as good as Talisman of Progress , Talisman of Hierarchy and Talisman of Dominance . Fellwar Stone , Mind Stone and Thought Vessel are also good two-mana rocks; Chrome Mox and Mox Diamond are good, though wildly expensive.
Ashiok, Dream Render is excellent if your format has a lot of fetch lands; it also hoses graveyard decks.
Ancient Tomb is a better Temple of the False God -- if you have access to it, you should run it. 'Enter the battlefield tapped' can be pretty not-good; while cards like Dimir Aqueduct are card advantage in that they produce more mana from the same number of lands, they aren't as good as a standard dual (at least in my opinion). Silent Clearing , City of Brass and Mana Confluence are all better than the Karoo lands. Caves of Koilos , Adarkar Wastes , Underground River , Reflecting Pool , Forbidden Orchard and Exotic Orchard are similar.
I don't think Felidar Sovereign is very good. Typically you cast it during your main phase, and it has to last an entire turn cycle with your life total above 40 (or 38, in Oloro, if you stack your triggers right) before it will win the game. During this time, all of your opponents will be doing all they can to remove it. I think it may be easier to win with a Laboratory Maniac / Jace, Wielder of Mysteries + Demonic Consultation / Doomsday combo. Running Silence can help protect this combo.
Force of Will and Mana Drain are the gold standard in counters, though they'll cost you about the same as a used kidney. Dovin's Veto , Spell Snare , Dispel and Swan Song are all good considerations; if your meta is filled with fat creatures, Exclude can be good, too.
I think you can run either Ghostly Prison or Propaganda -- I don't think both are necessary, especially since you're running Enlightened Tutor already. I advise running Ghostly Prison over Propaganda , as it doesn't die to Pyroblast / Red Elemental Blast .
Since it seems Aetherflux Reservoir is your main win condition, you may want to consider running Fabricate and Whir of Invention as tutors. If you want to go real deep, Transmute Artifact is a good card (though, also, REALLY expensive).
Alright -- I gotta go to bed. Good luck with the deck building!
Overburden occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%