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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Standard Brawl | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Propaganda
Enchantment
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
DreadKhan on
Even The Demon Slayer Corps Fear This Deck
4 months ago
I was going to suggest pulling Warstorm Surge until I decided that it's good either on it's own (serving as a backup Commander for your deck, incase people use Oubliette type effects) while also stacking if they're out together (and your Commander ETBing benefits from it). Depending on how cutthroat your opponents are you might want a more stable permanent type (Enchantment) as back up, so I figured it was worth keeping in, if nobody runs anti-Commander cards then maybe you could pull it for something lower to the ground. If you really want to pull it I feel like I'd run Sakashima of a Thousand Faces or Sakashima the Impostor, I especially like The Imposter because he can technically bounce himself, letting you recast him to get another trigger if you're low on cards. The main use would be copying your Commander (or other Legendary creature), so if it's really hard to keep them alive maybe not a great solution!
I think since your deck needs a lot of mana to be working correctly you probably want some of the 'bigger' mana rocks, in your colours you don't have Green ramp, but you can try Relic of Sauron and/or Gilded Lotus
, Lotus is a bit clunky at 5 mana but it entering untapped and tapping for 3 is surprisingly useful in practice, and Relic is never dead since it can also be used to draw stuff. If you want another 2 mana rock you could look at Fellwar Stone maybe? Most 2 mana rocks either make colourless (which won't help with fixing) or make a single colour (like The Soul Stone (which I think sucks and isn't worth $20, let alone $100) and Coldsteel Heart).
If you're concerned with life loss you could consider some Lifelink sources, Mask of Griselbrand and Basilisk Collar are both very good at what they do, I think Mask might be better since it can be used to draw cards if people kill your Commander, but tbh an Anthem effect like Whip of Erebos or Raphael is probably more helpful, the only one I could find was Ardyn, the Usurper, which also gives your boys Haste AND can make a 5/5 Demon for you each turn, though 8 mana is QUITE high I feel the synergy of Haste, Lifelink AND a free 5/5 Demon each turn, even if they aren't personally a Demon. FWIW Flying and Menace makes most Demons effectively unblockable, or close enough to not matter.
For lands I usually like stuff like Rakdos Carnarium, Izzet Boilerworks, and/or Dimir Aqueduct, they're especially handy if you are trying to run less total lands (34 doesn't seem that high for a 6 mana Commander), or have some MDFCs that can be returned to hand to use the spell side. They're a bit clunky, but depending on how many ETB tapped lands you run you can get away with a few (bounce lands are TERRIBLE if you only have ETB tapped lands to bounce and replay).
After taking another look these are cards you'll miss the least IMHO: Rune-scarred Demon (this is a lot of mana for the effect in my experience, and it's better in decks that win via combos), Burning Rune Demon (same as the above, but I like this card a bit more because it's 1 less mana), Patriarch's Bidding (this can be unplayable some games depending on the opponent's deck, and unless I'm missing something you don't have self-mill to make the card better), Kardur Doomscourge (I like this card a lot, but if you need to make space he seems pretty low synergy, also plays poorly with Propaganda effects on an opponent's board), and maybe Rite of Replication (I really love this card, but I feel like it's usually too much mana to 'do the thing', I also feel like you have a decent number of Legendary stuff that can't be copied usefully, I could see this being a pet card).
Vulnoth on
Equestrian Friendship Initiative
4 months ago
Suggestions:
- Ash Barrens, Evolving Wilds, and Terramorphic Expanse with Command Tower, Command Power Plant, and Command Mine. 3 land swap to replace land consistency with mana flexibility.
- the 10 Ravnica signets with: Reliquary Tower, Reflecting Pool
, Path of Ancestry, The World Tree, Second City, Exotic Orchard, Reflective Gate, Commander's Sphere, Vexing Puzzlebox, and Guided Passage. 10 artifacts for 7 lands, 2 artifacts, and 1 sorcery [10 total]. This reduces rate of low/no-land hands while still offering mana flexibility and other utility. - 2 of each basic land for the OG duals: Savannah, Scrubland, Taiga, Bayou, Underground Sea, Plateau, Tundra, Tropical Island, Volcanic Island, Badlands. This increases consistency in mana flexibility.
- Kibo, Uktabi Prince with Yes Man, Personal Securitron. Direct group hugging that ultimately rewards you when Yes dies.
- Harrow with The Ring Goes South. Due to the high density of Legends, this will simply net more lands.
- Tempt with Mayhem with Brass's Tunnel-Grinder. This replaces a situational spell with a short-term hand filter that turns into a value engine land after transforming.
- Skyscribing with Choice of Fortunes. This swaps a costly recurring draw/big draw spell with a draw 2 that also grands infinite hand size.
- Noble Heritage with Noble Benefactor. This trades a temperamental protection for an easily activated tutor.
- Caged Sun with Chromatic Orrery. Caged Sun does not well benefit 5color decks, while Orrery perfectly mana fixes while flexing as a draw engine if necessary.
- Well of Knowledge for Dictate of Kruphix. Kruphix does it for free. Benevolent Offering for Selvala, Explorer Returned. Lower impact but Selvala is stable resource generation plus mana and life.
- Fact or Fiction with Defense of the Heart. Unfortunately FoF is a one-shot injection of cards while Defense pulls creatures of your choice to better toolbox situations.
- Alliance of Arms, The Second Doctor, and Acorn Catapult with Ghostly Prison, Propaganda, and Norn's Annex. Pillow forting a little always helps.
- Plated Pegasus with Wheel of Fortune. Spell damage is less common than abilities, so better replace it with a hand refill.
Try these out.
legendofa on Packages
5 months ago
Creativity noted and approved. Nice work!
I usually try to build synergy-forward decks; I'd rather use a bunch of less-powerful cards that support and interweave with each other than a bunch of individually good cards that don't interact.
One package I'm using right now is kind of a variation on the Exquisite Bond combo. Use the Exquisite Blood effect with Blood Celebrant or Plunge into Darkness and Tainted Sigil or Children of Korlis to pay a bunch of life, immediately gain it back, and make someone else (or everyone else with Vizkopa Guildmage) lose a ton of life. The life payment cards also play well with Near-Death Experience, so there's three independent but interconnected win conditions.
I'm also experimenting right now with creatureless (except for the commander) decks, and I think my biggest success is a Grixis enchantment deck that makes it really hard to keep creatures around. Breathstealer's Crypt punishes drawing, Soul Barrier punishes casting, AEther Flash + Repercussion + Death Pits of Rath punish entering, No Mercy and Propaganda punish attacking, and Vile Consumption and Pendrell Mists punish existing at all. Just a nice little network of Creatures Not Allowed.
NV_1980 on
Blackblade Returned
7 months ago
In its current form, this deck is going to have a very hard time winning any games. The most important reason for this is that you're running a voltron deck with an expensive-to-cast commander with no alternative win-conditions. This could still work, but only when you make sure of the following:
- Make your defense nigh impenetrable: make sure that attacking you is the last thing opponents want to do. There's a number of deterrents within the Esper colors. No Mercy is an extremely potent one. More taxation cards (like the Ghostly Prison that you've already included) will also work well. Propaganda, Windborn Muse, Archangel of Tithes and Norn's Annex are all great for this. To prevent opponents from going (very) wide against you, you could also consider Archfiend of Depravity, Crawlspace and even Silent Arbiter.
- Make Dakkon very hard to kill: you've already added a few means to give him protection and hexproof, but since you're so dependent on him, it wouldn't hurt to add even more defensive measures. I'd consider main-boarding Bastion Protector, Darksteel Plate, Lightning Greaves and Champion's Helm. Instead of the equipment, you could also choose to add more counterspells in case opponents try to get cute with spot-removal. An Offer You Can't Refuse, Counterspell, Swan Song, etc.
- Make Dakkon almost impossible to block: what you really want in the end, is to kill your opponents with commander damage. There are fun ways to make sure you succeed at that. Auras like Aqueous Form or Spirit Mantle for example. Equipment like Trailblazer's Boots work extremely well too. Instead of these one can add more trample (or flight) enablers like Loxodon Warhammer.
Lastly, I think you can cut down your lands to say 37 and replace the 3 lands you cut with Talismans (Talisman of Dominance, Talisman of Hierarchy
, Talisman of Progress), so that you can get Dakkon out a bit quicker.
NV_1980 on
7 months ago
This deck is hilarious! Would recommend to add some more protection. You could try No Mercy, Propaganda and Crawlspace. Also, Archfiend of Depravity could work. Also, you're featuring blue in this deck, so it would probably help to add some counterspells that can either be deployed when others are trying to mess with your plans, or you're trying to mess with theirs. Just saying.
Tippycat on
Aura-Farming with Galea, Kindler of Hope
8 months ago
Seems like Penance and Hidden Retreat might be interesting includes here. Would allow you to manipulate your top-decking of the right enchantment and stop a threat at the same time.
Your removal / protection seems pretty light. Propaganda or Ghostly Prison would slow your opponents(s). Maybe include a few counterspells? Louisoix's Sacrifice or Disallow would stop both spells and abilities like Bane of Progress.
What about some recursion if your enchantments get destroyed? There's Replenish but it's pricey or Resurgent Belief. Or Open the Vaults which gets your artifacts too.
seshiro_of_the_orochi on
Raffaaaaq My Opponents I Guess
10 months ago
Hey, so I find some time now.
In general, the list looks totally playable. Your mana curve is ok, maybe a little heavy on the 4, considering your commander is a 4-drop itself. I can see you took big parts from the Karlov Manor precon. What you added are many pillowfort cards like Propaganda, which is a good idea considering this is basically a voltron list.
Here's a general overview of what I think you could improve on:
-
The deck is really light on both lands and ramp. Having your land count at around 36 would be good to consistently draw enough lands. I counted eight pieces of ramp, and some of them are 4+ mana. Maybe try to get closer to ten pieces, and add in more cheap ones. Exalted wants you to have many cheap creatures, so adding in some mana dorks would work in your favour by synergizing with Sublime Archangel and similar cards. Cultivate and Kodama's Reach never get old, but Rampant Growth, Farseek and the recent Shared Roots would be great here. Btw, to give your clue strategy more versatility, you could add in Inspiring Statuary.
-
You are also light on removal, both targeted one and boardwipes. Swords to Plowshares, Path to Exile, Stroke of Midnight, Generous Gift and Beast Within are great spells with tons of reprints, so just get some of them. They are great additions. Regarding wipes, Divine Reckoning and Single Combat are very powerful for a holtron strategy, but even something as simple as Day of Judgment would be a great fit.
-
Now to the voltron pieces: The ones you have work fine, but you have few ways to get Rafiq through to deal damage. Aqueous Form and Rancor are easy additions. What's more, you really want to protect Rafiq, so add in some hexproof. Swiftfoot Boots is great here. There are lots of auras like Timely Ward that shield your voltron from death, and even some instant protection would do a fine job for you: Snakeskin Veil, Ranger's Guile and similar cards would be great for that.
Finally, here's a card I like a lot: Angelic Exaltation.
I guess my comment became longer than I planned. If you have questions or don't agree, let me hear it.
GAMEBOY1234 on
God flippin' librairies upside-down [PRIMER]
11 months ago
You might want to add No Mercy and Propaganda for defensive options to dissuade people from bothering you, so you do not get out to early before you pull out your big combos.
| Have (4) | Benniator , metalmagic , gildan_bladeborn , Firebrids4sparx |
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