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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Choose two, choose each mode only once —
- This deals 2 damage to target creature, player or planeswalker.
- Target player draws two cards, then discards two cards.
- Target player creatures a Treasure token.
- Destroy target artifact.
4 days ago
Yeah so the best discard outlet, Faithless Looting, was banned a while ago (victim of HOEgaak that disgusting deck).
The best 2 mana discard outlet in red being played in most reanimation decks is Bitter Reunion currently, because after Persisting an Archon of Cruelty you can give it haste and attack for another trigger which is backbreaking. Here, the second ability is probably less relevant since Goryo's gives haste, but I still think it's better than the other options. The main issue with Faithless Salvaging is that its both slow and you're also going down on card advantage, UNLESS: you play it with cards in your hand, and then cast all cards in your hand, so you only draw a card on rebound (breaking even). Or you cast it with no cards in your hand, drawing two cards over two turns (generating card advantage).
As I said the kind of discard outlet you run generally depends on what you want the deck to do: I'd say they are all tradeoffs between speed and power. On the fastest side we have Haggle, which can be used for turn 2 hasty Boar + Emmy although it requires 4 cards in hand. Somewhere in between but still towards the faster side we have all of the 2 mana discard spells in red. And then further toward the power side we have cards like Collective Brutality. And further still we have all the generally good cards like Fable, Spyro, etc. So basically you need to decide what balance between speed and grinding power you want the deck to have. To try and make it easier I rated all of the options in jund colors I think are worth considering along three criteria: speed, power, and flexibility. Given that this deck is a grindy midrange deck at heart (or at least I think that is what you are aiming for), speed can be useful but power and flexibility are more important in my opinion.
Speed 9 Power 1 Flex 1: Merchant of the Vale (1 mana discard spell, fast but that's all there is)
9, 2, 4: Bone Shards (also fast, but generally more relevant mid/late)
7, 5, 1: Cathartic Reunion (powerful but inflexible, seen in dredge)
7, 2, 4: Cathartic Pyre (flexible but weak)
7, 3, 2: Thrill of Possibility (less all in version of Cathartic Reunion)
7, 3, 4: Bitter Reunion (more flexible vers. of Thrill)
7, 5, 8: Collective Brutality (most flexible 2 cmc discard outlet in BRG)
6, 3, 4: Faithless Salvaging (slow, weak, only generates CA in late game)
5, 6, 5: Territorial Kavu (even slower because requires attack trigger)
4, 7, 7: Seasoned Pyromancer (both powerful and flexible, can generate bodies or CA)
3, 7, 8: Liliana of the Veil (powerful and flexible, threat + removal + discard)
Bone Shards can be used to sacrifice an Ilharg or Emrakul, and if you sacrifice Ilharg it won't get exiled in order to reanimate it again next turn.
Bone Shards, Cathartic Reunion, Thrill of Possibility, and Collective Brutality have the discard as part of the casting cost, so you discard the card(s) even if the spell is countered. Merchant of the Vale, Bitter Reunion, etc do not.
Collective Brutality is maindeckable but the versatility makes it stronger in the sideboard.
Territorial Kavu requires at least 4 basic land types to be effective.
Repeatable/delayed discard effects, such as Liliana of the Veil and Fable of the Mirror-Breaker Flip allow you to discard Emrakul the turn after you cast them and instantly reanimate them, spreading out your mana over two turns.
5 months ago
lego22499 this seems like a very fun and explosive Combo/Copy deck! I think the key to cracking/breaking Neera, Wild Mage is going to be focusing on lower CMC ramp and interaction without jeopardizing Neera's ability. She can be a tough cookie to crack but one idea that comes to my mind is adding some cheap early game interaction that you aren't necessarily disappointed to hit with the Neera later in the game. Another way to aid in this struggle may be to run a higher than usual land count considering you may not want to be hitting many low CMC ramp/rocks with Neera's abillity and would rather hit the lands to get closer to something BIG hiding in your deck plus it wouldn't hurt to draw some extra lands early... especially Utility lands or lands that have a Cycling ability as this could help with draw if you start to flood out. That's the best I've got for now but I'll give it some more thought as well as feature the deck and maybe you can get some HOT tips from EDH players more familiar brewing around Storm, Combo, Copy, Ect. Anyways cool deck looking forward to seeing how it develops!
Low CMC Interaction
Castle Vantress, Mystic Sanctuary, Wandering Fumarole, Skyline Cascade, Halimar Depths, Soaring Seacliff, Faerie Conclave, Moonring Island, Cephalid Coliseum, Magosi, the Waterveil, Spinerock Knoll, Shinka, the Bloodsoaked Keep, Ghitu Encampment, Madblind Mountain, Hanweir Battlements Meld, Kher Keep, Hellion Crucible, Reliquary Tower, Wasteland, Strip Mine
6 months ago
So, after playing this deck for over a year, I still love it. But I faced a couple of major problems:
not enough draw without risk of getting an archenemy badge for casting two approaches to trigger Jori En, Ruin Diver
when I play with somebody who knows my deck they try to kill me before I can get one of my combo pieces
The only thought I have to solve those - put a Propaganda for protection and both Drift of Phantasms and Mystical Tutor for consistency. Also, 36 Approaches are overkill for me, so I think of cutting up to 30-32 and adding something like Izzet Charm or Prismari Command, or some drawing cantrips. And maybe Archmage Ascension and Rhystic Study as both of them are easily tutored by Drift of Phantasms.
Would appreciate some comments both with ideas and critics.
7 months ago
What’s up man, sweet deck!
Gamble helps you find your stuff for hella cheap, sure you can possibly ban your wincon, but if it works…
Wheel of Misfortune isn’t the best card, but for this deck it seems like a good way to refill your hand and then some.
9 months ago
- Aura Shards + Mirari's Wake + Faeburrow Elder + Knight of Autumn + Knight of New Alara Eladamri's Call + Wildfield Borderpost
- Bard Class + Cindervines + Huntmaster of the Fells Flip + Klothys, God of Destiny + Radha, Heart of Keld + Xenagos, God of Revels + Decimate + Dire-Strain Rampage + Escape to the Wilds + Hull Breach + Firewild Borderpost
- Binding the Old Gods + Leyline Prowler + Windgrace's Judgment + Vraska, Golgari Queen + Culling Ritual + Maelstrom Pulse
- Hidetsugu Consumes All Flip + Kardur, Doomscourge + Kroxa, Titan of Death's Hunger + Olivia, Crimson Bride + Orcus, Prince of Undeath + Kolaghan's Command + Rakdos Charm + Dreadbore + Veinfire Borderpost
- Baleful Strix + Hostage Taker + Mistvein Borderpost
- Coiling Oracle + Rootcoil Creeper + Uro, Titan of Nature's Wrath + Growth Spiral + Tamiyo, Collector of Tales + Bring to Light + Croaking Counterpart
- Elite Guardmage + Niambi, Esteemed Speaker + Soulherder + Faithful Mending + Fieldmist Borderpost
- General Ferrous Rokiric + Aurelia's Fury + Wear / Tear + Deafening Clarion + Solar Blaze
- Izzet Staticaster + Prismari Command + Expressive Iteration
- Despark + Fracture + Inkshield + Kaya's Guile + Merciless Eviction
- Fires of Invention + Ignoble Hierarch + Sylvan Caryatid + Blasphemous Act + Demonic Tutor + Farseek + Arcane Signet + Chromatic Lantern + Coalition Relic + Commander's Sphere + Panharmonicon + Tome of the Guildpact + Urza's Filter
1 year ago
I like all your suggestions but they are expensive XD. I will try to trade for them.
I think murktide would be excellent in the board. Very interesting interaction with graveyard hate.
I realized that Merchant of the Vale can make t3 combo possible. If only we had draw 2 discard 2 card for 2 mana but dodges cascade like this one drop does. So I made changes to make it all about the combo. Is that better or worse? No more interaction aside from prismari command.
1 year ago
Drops: possibly 9-11 total
Hellkite Tyrant: it is fun, though it may be a bit too slow
Prismari Command: It isn't that good
Dark Confidant: maybe not the best? you could hit something big and it would hurt, there are better cards to run in EDH, Confidant is good in modern where the CMC is low
Trinket Mage: I can see the pros and cons, but it is a possible drop as it gets useful cards but you have enough search for cards that are more relevant to the deck's goals
Norn's Annex: Another card I am iffy on, it helps, but sometimes 2 life isn't enough, I guess it helps in the aggro matchups but it is worth considering. Annex works best in decks where the "mental calculus" is already rough considering your board state (i.e. good creature presence) and Annex adds to it. However, it isn't as good as Ghostly Prison and Propaganda Though it does at least protect planeswalkers
Bloodforged Battle-Axe: another that I see the utility, but there are better cards