|Commander / EDH||Legal|
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|Aether Revolt (AER)||Mythic Rare|
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
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, : Search your library for a permanent card, put it onto the battlefield, then shuffle your library.
Planar Bridge Discussion
4 days ago
If you are trying to do better than those cards I have a few suggestions. Planar Bridge puts cards directly into play. What colors are you mostly in. Or should I stay colorless.
3 weeks ago
Alright, let's get back in the field.
Lords and Anthems
A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.
Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general
Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high
Metallic Mimic - A de facto Lord, and is prime for ETB abuse
Etchings of the Chosen - Making your general hard to deal with should always be welcome
Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering
Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost
Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work
Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option
Kindred Boon - Mostly just protection for King and at least is worth considering
Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it
That Which Was Taken - Protection for anything, plus synergizes with Artifact support
Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.
Deep Analysis - Its initial cost can be rough, but Flashback is great,
Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable
Distant Melody - A decent choice for any EDH tribal
Thoughtcast - Solid in anything Artifacts
Greed - It's an option
Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game
Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless
Tutors and the Like
Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.
Scheming Symmetry - Better with more people at the table, but is an option
Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite
Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck
Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap
I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.
Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting
Command Tower - Don't question it
Glimmervoid - Staple for Artifact EDH
Mirrodin's Core - Super budget and requires some planning, but is flexible
Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game
Path of Ancestry Color fixing with perks for casting your general
What to Ditch
This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.
Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.
4 weeks ago
2 months ago
It depends on what you're trying to achieve. I've taken most of the tutors out ( Planar Portal and Planar Bridge fit the theme), and am trying to eliminate any infinite combos. Some cards like Lux Cannon are in for flavor, since every mad scientist needs a ray gun...
The five cards in my maybe board will be replacing Brainstorm , Basilisk Collar , Rings of Brighthearth , Clock of Omens , and Unsubstantiate . Endbringer is also too mana intensive and Urza needs a mount, so Nezahal, Primal Tide will replace it. Hope that helps.
2 months ago
KongMing brings an interesting point that I'm not sure has been established: "Almost any fetch land (...)"
I know I am taking this out of context, but there are a ton of cards that tutor without exactly being thought of as a "tutor".
Lands are also tutors. Literally all Fetch lands, including Evolving Wilds and Terramorphic Expanse , not to mention cards that search for lands such as Expedition Map , Sylvan Scrying , Tempt with Discovery , Reap and Sow , etc.
Heck, we even have Planar Bridge which is just an all-around basic tutor engine.
Then we get into Planeswalkers such as Nahiri, the Harbinger , Samut, the Tested , Garruk, Caller of Beasts , Tezzeret the Seeker , Sarkhan, Dragonsoul , Sarkhan Unbroken , and Liliana Vess to name a decent portion of them.
So "tutors" seem to be a lot more expansive than just the basic 1 - 4 CMC black sorcerys we are use to thinking of. To ask for an "archetype" that has none of these as well as the vast swath of unmentioned cards is actually kind of backbreaking to build. You purposely have to go out of your way to not at least consider some type of card in some kind of color(s) to assist you with. At that point, you're really building more of a challenge deck to test your skill as a deck builder, such as a "one-word tribal" or "goofy hats matter" deck.
It can be done. I'm sure there are tons and tons of decks out there that don't have a single tutor in them, but at the same time those are probably going to be mono-colored decks that have some sort of serious draw potential or so much duplication in terms of cards they select that they don't really NEED to find anything because it's probably going to be right there on top. Decks like this include: Aristocrats, Burn, Ramp, & Zoo.
At least, that's my thoughts on the matter. Either way, it's a good discussion to have as it helps set the tone on how to explore other hub ideas in the future :)
3 months ago
Thank you for your thoughts!
I've been tinkering with this list as I continue to test and play more EDH games. Here are further observations I've made and card options I've considered to replace those that have underperformed.
I've tried Blast Zone for several games now, and it's been difficult to use to say the least. The card tends to be slow because you have to invest mana to increase charge counters, then you have to tap the turn after to destroy whatever you need to. It's been difficult justifying tutoring for Blast Zone with Expedition Map, and I haven't found it productive to use the ability in any of my games. Maybe I'm just unlucky, but thus far I'd almost rather play a Wastes in its place.
I haven't missed Haunted Cloak at all. I probably wouldn't swap Tormod's Crypt , there are tons of games where it's dead but I consider it an important tool against too many other decks for it to be worth removing. Sometimes, it's the only reason why I won at all. It still activates Paradox Engine , helps with Inspiring Statuary , etc.
I find it difficult to justify Karn, the Great Creator considering that this deck doesn't have many ways of protecting the dude. I already assume that whenever I cast Karn Liberated or Ugin, the Ineffable (both of which are incredible btw) they're going to die immediately. Expensive removal spells essentially. Perhaps I'm narrow-minded though, if you have better experiences with him I'd love to hear them!
A few cards I've been trying lately are Unstable Obelisk , Crawlspace , and the Grafdigger's Cage mentioned earlier. I consider those to be the safer cards to test, though I've also considered more splashy effects in their place like Null Brooch , Ring of Three Wishes , and Planar Bridge .
Null Brooch is the craziest of them all I think. The ability interests me as one of the few ways to interact with spells/combos, and the theory is that the drawback of discarding your hand can be negated by the numerous draw options present (including the commander). Whether the tradeoff is worthwhile remains to be seen, I haven't tried it yet but I will. Ring and Bridge are just expensive and I'm dubious as to if they're really necessary. One benefit I can see to Planar Bridge is that it can serve as Ugin, the Spirit Dragon #2, which is a card I tend to look for in most of my games.
Finally, Stony Silence is so crippling lmao, I've lost to it so many times. It makes me wonder if there are tools that can be played to alleviate that, whether it be circumventing the ability through Inspiring Statuary , not involve activating abilities or removing it altogether (two of Ugin, the Ineffable 's abilities)
3 months ago
A good start to making this deck more competitive would be getting rid of unnecessary taplands; I'd start with the Azorius Guildgate and other guildgates replacing them with the shocks in these colors, Hallowed Fountain , Watery Grave and Godless Shrine .
I feel that Planar Bridge doesn't work that well in the deck, its just a 6 mana artifact that you have to wait a whole turn cycle to do anything. Considering this is semi-artifact based maybe you should consider Thran Temporal Gateway , it has the same problem but costs a total 6 less mana to activate.
Isochron Scepter A very cool card! Just noticed you don't have Dramatic Reversal in your list. Those two combo to make infinite mana, and when isochron is in your deck its definitely worth considering adding that spell.
Karn's Temporal Sundering This seems a little out of place in the deck, extra turns are nice but it doesn't seem like the focus, and to cast it you have to already have a legendary in play. If you're going to play an extra turn spell maybe consider Time Warp or Temporal Manipulation . (though I really like Temporal Mastery )
Padeem, Consul of Innovation Seems like a win more card that just dies to removal, I think a counterspell would be better.
3 months ago
I would try looking into more ramp instead of running less-powerful Eldrazi. Kyren Toy is one of my favorites - you can even store mana on it for later! I feel like running slightly more ramp is better than running cards like Eldrazi Devastator , which is just an 8/9 generic trampler.
I'd also try and replace the tron lands, too - the only way you're going to get each piece of tron is by drawing them naturally or by using Expedition Map , and there are much better targets you'll get with Expedition Map anyways! Consider running Homeward Path , Urborg, Tomb of Yawgmoth , Ghost Quarter , or Mirrorpool .
My final suggestion is to try out Unwinding Clock , which is easily the best thing you can get with Planar Bridge . Why activate the bridge just once per turn cycle when you can activate it once per turn instead?
Planar Bridge occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%