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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
( can be paid with either or .)
Other permanents you control have hexproof. (They can't be the target of spells or abilities your opponents control.)
1 month ago
OK, so this brings up two questions. Why did I think it was another enchantment besides the one that gives targeting protection and why did I think that Privileged Position was Greater Auramancy. Delphen is just straight-up correct and I can't read.
1 month ago
1 month ago
1 month ago
My first thought is that when you start uptuning decks to fit with a more competitive meta, theming and flavor is usually the first to go.
Usual "I'm not competitive" disclaimer goes here, but my top two choices from this list are Torbran and Atraxa, assuming that Atraxa has a reliable and dedicated win condition. Narfi is my third choice. Tribal usually doesn't work too well unless it's one of the major tribes, and even then it would probably be in one of the major EDH colors, like Elves.
Without seeing the Shrine deck, I imagine its core is a little fragile. If you have cards like Privileged Position or Greater Auramancy, that would help shore it up. Two colors feels a little light for Shrines, and lifegain all too often ends up doing nothing more than delaying an inevitable loss.
Ruric Thar has potential, but going 100% creatures is a little too gimmicky, and you're leaving out a lot of options.
None of these decks look bad; in fact, they all sound like a lot of fun. Unfortunately, you'll probably have to give up a little of each deck's core theme to uptune it, and my thoughts are based on what appears to have the most options to upgrade.
3 months ago
also maybe switch out the 2 Privileged Position for either 2 The Ozolith or 2 Rhythm of the Wild. consistency is key. would you rather have a haste enabler or something to bring more counters into the equation after a creature dies. with the creatures i suggested earlier, letting them die can be a good thing, especially if they died to removal spells. reason being is that they are spending that removal on things we want them to and not on our big cards like kalonian hydra. so the next thought is how do we capitalize on those creatures deaths? basically we bring another with haste and beat face or we play another creature and put all the counters from the previous on on the next one.
5 months ago
This is coming a couple hours later after thinking a bit more; on the notion of swapping Commander's Sphere for Smothering Tithe - it is no secret I'm not a fan of Smothering Tithe, but with as little mana acceleration as your deck currently runs, I disagree with what the others have posted above. Not only are you getting rid of a mana source, but you are also getting rid of a source of card advantage.
On the topic of card advantage, I'll finally get to what I wanted to discuss earlier. Right now, you only run seven cards that let you draw a card on them. Below are the cards in question and my general opinion on them.
- Kwain, Itinerant Meddler - I don't like this card simply because it gives your opponents card advantage. Okay if you're running a group hug deck, and you appear not to be. Replace with something like Brainstorm.
- Rhystic Study - Excellent card. I advocated for this card in your last thread, and I'm glad to see you add it. The main problem with this card is it's up there on the "kill on sight" cards I spoke about in my first post. You can help protect it with cards like Heroic Intervention.
- Cryptic Command - I am mid on this card. It was great in other formats, but I don't think it translates well to Commander. I'd also advocate for getting rid of it due to it's CMC; you're a three color deck and this has three blue pips. I.e; it's not that easy to cast. Replace it with something like Ponder.
- Sphinx's Revelation - Again, I'm mid on this card. I don't like lifegain strategies in EDH for a myriad of reasons, but you need to pay at least four mana to draw one card. You could go for something like Harmonize, which is also four mana but lets you draw three cards instead.
- Treva's Charm - You don't even really get card advantage from this card as you're essentially paying two cards to draw one card; a net loss of one. I would actually go with something like Eladamri's Call or Growth Spiral. Growth Spiral replaces itself by drawing you a card, while Eladamri's Call allows you to tutor for any creature in your deck, effectively replacing itself.
- Commander's Sphere - I've heard a lot of people not like this card, but I have a soft spot for it. I like it because it can act as mana advantage in the earlier turns, and once you no longer need it you can use it to draw a card. Keep it.
- The Immortal Sun - Six mana to draw a card every turn. Again, this is one of those "kill on sight" cards, and I especially don't like it because of it's CMC. It does do other things, such as acting as an anthem in regards to reducing your spell's CMC and giving your creatures +1/+1. It's alright. If you wanted to, you could go for something like Mind's Eye which does require more investment in the long run, but it can draw you at minimum three cards every turn cycle if you want to go that way. If not, just go for something like Sensei's Divining Top. It's one of the best artifacts ever printed.
Now that I've spoken about your current cards, I'd also try to include more tutors. These range from a wide variety, such as Enlightened Tutor, Worldly Tutor, Traverse the Ulvenwald, Mystical Tutor, Sterling Grove or even something like Land Tax. Any of these will help you speed up your game and lower your CMC. Also, while on the topic of Sterling Grove, I see you run Privileged Position. If you get both out together, no one can target any of your permanents.
5 months ago
Not to question all these awesome reprints, but what happened at WotC to cause them from being insanely stingy with reprints to being overly generous? Did a high-ranking executive finally realize that the game is better when it is affordable to the majority of players?
5 months ago
Yeah I mean basically. The board wipes are the best I can find for things like that, same with the big threats. But yeah, removal is just for singleton threats that are hindrances. A Pithing Needle stopping the combo, a Karn Liberated continuously removing it, things like that.
I would definitely be down to shift to something like that, if they could still actually affect the board state as much as straight up removal does. The best things I could find, which I used a while ago, were Wheel of Sun and Moon and Privileged Position, but I've moved on since then. Would definitely be open to new ideas