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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Artifact Creature — Angel
You can't lose the game and your opponents can't win the game.
11 months ago
In the combat phase there are a few steps:
- Entering Combat
- Declare Attackers
- Declare Blockers
- Before Damage
- After Damage
- Ending Combat
During each of these steps you have a chance to respond. (In fact, everyone in the commander group has a chance to respond.) Your opponent does not hold priority during each of these steps. Since you made them lose 2 life from Elderfang Venom before damage, they died from the state base action for being at zero or a negative life total. (Unless they had a card like Platinum Angel on the battlefield.) The combat damage is not delt.
In the future, it is very important to understand the steps of combat. For example, if you're opponent controls cards such as: Aurelia, the Warleader, Kaalia of the Vast, or Ulamog, the Infinite Gyre you have to destroy or exile them before attackers are declared. (Earlier in their turn or on the Entering Combat phase.) Otherwise their normal on attack triggers occur.
11 months ago
Harsh Mercy seemed like it would be amazing, but I find I don't often need to wipe the board in this deck, and usually when I considered using Mercy it was to deal with one or two problematic creatures. Unfortunately, they get to pick what they keep and can always keep something, so this turns out to be not as good as we'd think, particularly as we don't really need it to clear blockers since we fly. More targeted removal seems to be what the doctor ordered, and Darksteel Mutation can sideline problematic combo commanders. I may switch this to Fateful Absence eventually, but for now we'll go for the more durable if less flexible answer.
It should be fairly clear why this card belongs in, as it is amazing and adds on the recursion in the deck for the low cost of 4 mana. We can get her going as early as turn three! Baneslayer is iconic and fun to play, but it is higher on our curve and has never been too synergistic, so it gets the axe.
I was always nervous about the cmc on the latter, but others have assured me it works great, and this update is lowering my curve across the board so I can afford to raise it two for a far superior version of Guide. Emeria Angel lets us get back whatever we want turn after turn, and is a must answer value piece that can do work in the late game.
This change is more experimental, but the latter costs three when we cast it here, which lowers our curve by two. Its ability is really relevant and synergistic, and allows us to have lifelink the turn we cast this. I do like what I can cutting though as anthems are good here, so there is a chance I go back or re-add it down the road, but for now we are cutting the curve.
Smuggler's Share will no doubt be good in this deck and we need to cut a draw piece for it. I agonized on what to cut as Splendor is better in the early game and less likely to be removed, but is bad late game when it won't give us value. Vanquisher's Banner is amazing in the late game but is a bit more of a high risk, high reward sort of card here. I opted to keep banner because I feel like we need more of the latter category than the former. We'll see how it goes, though others have assured me that banner works well in the late game, and it has indeed done that where I've used it in other decks.
While I like having the extra answer to lands, we can't afford too many colorless lands in this deck and I think this is the least needed as we also have Generous Gift. Mutavault is great obviously for the combo with The Book of Exalted Deeds, but it is also a great way to upper our counters with spare mana. If we activate it on our turn before casting any angels we'll get extra counters on said angels when they ETB. This utility can definitely make a difference over the course of the game even without making it into a Platinum Angel land, and the latter is amazing.
Interlude was always bad because you lose all of your counters on the blink since Giada would re-enter at the same time as them. Guardian is awesome because by phasing out they never leave the battlefield and thus keep all of their counters. Of course if you have Teferi's Protection do feel free to play that in place of either this or Cosmic Intervention
1 year ago
It's not really a great card, but Shivan Gorge can deal some damage to each opponent, which can let you shave mana off of spells for a turn. There is also stuff like Spear Spewer that pings each player, that's a much better way to achieve that goal I suppose. There are also Kessig Flamebreather and Firebrand Archer that can turn any non-creature spell into damage, not sure you have enough stuff to justify them, but felt they were worth a mention. There is also good old Pyrohemia/Pestilence, which can ping each opponent (and it clears out x/1s if tokens are an issue in your area). Not sure if you will be able to get in for damage consistently, but Rite of the Raging Storm tokens usually suck to block, so you might get 5 damage per turn in some metas.
I feel like it's worth throwing in something like Carrion Feeder or Viscera Seer if you want a sac outlet that can clear out lots of bodies and derive value from it, Feeder even works with Pitiless Plunderer (or another 'mana from dead creature' card, Pawn of Ulamog and Bog Initiate will work on a budget) and Gravecrawler to go infinite.
Final point, maybe a few Annihilator creatures that have high MV as their drawback, they tend to be colourless anyways, so can give a full discount and be free sometimes. Artisan of Kozilek and Pathrazer of Ulamog are good examples that aren't too pricey, but Titans are obviously more expensive/powerful, it's worth noting you'll always get cast triggers, even if you're casting them for nothing/very little. Some of these can also let you run cards that care about high MV, like Protection Racket and Timesifter, both are very strong in some metas. Heck, I think I'd just run Protection Racket either way now that I think about it, I'm not sure there is a drawback to that card in this deck, it's big drawback is that it's bad in combo decks because people won't give you combo pieces, but in a deck that isn't attached to any one card you can run it safely. There is also Meteor Golem, Platinum Emperion and even Platinum Angel to offer some value if stuff like Darksteel Colossus or Blightsteel Colossus are over the budget, and there are big old utility beaters like Tsabo Tavoc that are worth a look, you can shave 5 mana off still.
Rakdos is a pretty nifty Commander, hope you're having fun with him!
1 year ago
This is extremely helpful information! Thank you!!
I felt like Wishclaw Talisman was a pretty viable choice to tutor in hand for 3 mana, and with the recursion I have, be able to recycle it after sacrificing it (before handing it to an opponent), but I will have to playtest for awhile and see.
Platinum Angel and Spine of Ish Sah are definitely expensive, but I like cheating them into play so I rarely cast them. Given your experience, I'm sure you're right that it would help streamline the deck by removing them for better ramp cards.
Thank you again for your help!
1 year ago
As far as cuts go:
Astral Cornucopia is a possible cut. I'd rather see a Talisman of Dominance, honestly, since it's only 2 CMC. And, if you're spending 6 mana on a ramp rock (that can only do 1 color in a 4c deck...) that's probably not the best use of the mana.
Similarly, Empowered Autogenerator doesn't look very attractive as a ramp piece. It's just too slow at 4 CMC, and it's one color only in a 4c deck :(
Platinum Angel is a bit of a trap - for 7 mana, there are lots of ways to win, not just "not lose".
Wishclaw Talisman isn't really for this deck IMO - it is hard to make it work in my Esper blink deck which it's basically made for, let alone here.
Spine of Ish Sah - another one I messed with in my esper blink - basically same as platinum angel; if you're spending 7 mana, you can actually win, not just break a thing.
I think if you cut any/all of these and replaced them with 2 CMC multicolor ramp rocks such as talismans or signets, you'd see a significant improvement in your ability to play your commander on curve.
A couple other things:
Training Grounds would be great here.
1 year ago
Like the idea but you need some game loss prevention for yourself as extra turns are taken in order of most recent creation, meaning you get yours first and lose...Angel's Grace or Platinum Angel, think there are some more out there but can't think of the names.
Pacts work nice as they trigger in upkeep saving you having to deal with surviving a turn from a soon to be dead player.
1 year ago
king-saproling I've listed Platinum Emperion and Platinum Angel in the "flex slots" category of the primer to be swapped out for Recruiter of the Guard and Imperial Recruiter respectively. Swapping these out gives the deck more tutor options and plays more consistently as a result. I do think Moonsilver Key would be another good addition for obvious reasons, but if you had to pick something else to cut, what would it be? I'm currently considering cutting Mirage Mirror for it, but would be curious to hear your thoughts?
The whole reason for the flex slots category is so the deck can be played at higher power levels where infinite combos are more common and acceptable. Otherwise I usually just run the current list (at my LGS and with friends) so games have more variance and are more "fair" for the group.
Kimset That's actually a great idea. Thank you for the suggestion. I also have access to some pretty high quality proxies so that's always an option as well. My problem is I like to own at least one copy of every card I play, so we'll see. You make an excellent point about it being a legit WOTC product. I do like that.
1 year ago
Thats a good point, didn´t thought about Platinum Angel as a downside, but i guess you are right here. Just thought of it as a protection against Phage.
I totaly misunderstood Rule 800.4a too, i saw a post in another deck using it (with exiled), and didn´t questioned it. That was my bad, but in this case it really wouldn't be that bad to get her back.
Do you know how cumultaiv upkeep works together with Irenicus? Rule 101.3. says: Any part of an instruction that’s impossible to perform is ignored. (In many cases the card will specify consequences for this; if it doesn’t, there’s no effect.).. Does this mean they can´t choose to sacrifice the creature and always have to pay for it? But what would happen if they can´t pay it? Or dose this mean the effect simple doesn´t happen?