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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Return all artifacts to their owners' hands.
Cycling (, Discard this card: Draw a card.)
TheOfficialCreator on Count the Bells, Heed the Chimes
1 month ago
king-saproling I do tend to run into at least one graveyard hate piece in a game, and with Endurance and that Theros doggo now I don't feel secure enough to run a combo that's so easily disrupted (granted, in the era of Elesh Norn, Mother of Machines the Thoracle combo is also disruptable).
king-saproling on Count the Bells, Heed the Chimes
1 month ago
Huh that is a good point. Do you run into graveyard hate often? I rarely see it but every group is different. Sometimes I run into the weirdest cards that end up being silver bullets against my deck and I just have to take the L, but those situations don't really affect my deckbuilding mindset. Maybe they should haha.
Anyway if an opp plays something like Crypt after Sphinx is in play, you could probably reliably draw into a counterspell. If they play Crypt earlier, yeah that would be tough..
Just noticed you run Hurkyl's Recall and thought you might like these: Retract, Rebuild
RDWDTR on General Mills
1 year ago
Thanks, I'm glad you found my suggestions helpful! 8 crabs would be ideal but I'm guessing it's 6 for budget purposes. I think you'll find the main board Dismember to be useful in almost every matchup, but you can always move it back to the sideboard if you dislike it. This looks solid for the budget, but you'll still have to play test and adjust accordingly for your meta.
BTW, when I was listing all the counterspells in my first post, I meant you could use whichever seemed best to you, not all of them :P It will probably be more useful to have a diverse range of cards in your sideboard, since a SB is essentially 15 cards to help you deal with certain matchups that your usual 60 struggles against. Jamming 6 counters might not be the most optimal choice, I was thinking more along the lines of 2-3 of one particular counter, sorry for my miscommunication lol. In most of your games, I'm assuming your 4 mainboard counters will get the job done, and then you can just bring in a pair of targeted counters like, say, 2 Essence Scatter for creature decks or 2 Mystical Dispute for other blue decks. This is going to depend entirely on your meta though. Three other cards caught my eye when I was looking at blue mill lists:
Merfolk Secretkeeper: If your budget can't allow 8 crabs, this is a good replacement for some number.
Drowned Secrets: Similar to Sphinx's Tutelage, just more milling. Not sure if it's better or worse exactly.
Vantress Gargoyle: Reminds me of Jace's Phantasm, and you can tap it to mill someone if it's unable to attack or block. It's pretty scary once it's able to swing.
A few cards you can consider for your sideboard:
Aether Gust: Great against green and/or red decks
AEtherize: Could really save you against aggro/beatdown decks
Rebuild: Good against artifact based decks (e.g., affinity, hammer, Urza).
That's about all I have for now. I imagine you'll continue to adjust as you get spins in with this. Let us know if it's at all competitive.
IHATENAMES on Shorikai, take the wheel! 2.0 UltraSuper
1 year ago
Protection Apostle's Blessing Blacksmith's Skill for perms.
Mass artifact bounce can benefit you perhaps Rebuild Hurkyl's Recall helps intruder alarm go off.
Drift of Phantasms transmute for many important 3 cmc cards.
Master Transmuter cheat in artifacts.
All That Glitters Perhaps? Or some other way to get bonuses from all the artifacts you run.
Forsaken Monument 1 your pilots are colorless. Also helps ramp if you add in more tech lands.
king-saproling on No Land for Old Men
2 years ago
Also these might interest you: Pentad Prism , Shield Sphere , Walking Ballista , Hangarback Walker , Phyrexian Marauder , Shifting Wall , Sigil of Distinction , Stonecoil Serpent , Orochi Hatchery , Birgi, God of Storytelling Flip, Reckless Fireweaver , Pia's Revolution , Engineered Explosives , Rebuild , Artificer's Assistant , Riddlesmith .
Personally I would take out the Kobolds (except Rograkh since he's historic), Broodstar, and the creatures that reduce costs of artifacts
Monomanamaniac on Advice for jhoira weatherlight captain …
2 years ago
I actually have Hurkyl's Recall, Rebuild, and Displacement Wave in my maybe cards to try and slot in (Displacement wave is actually a secret tech for this deck lol, because you can cast it for 3-4 and leave all the cards above that casting cost). If you have any thoughts on what i could cut to slot in some of these cards i would greatly appreciate the input. I'm afraid I'm too attached to the cards that I'm running in this list to make effective cuts. The main reason I'm not running them currently is because they interfere with the cost reducing artifacts, Isochron Scepter, and the big artists like Alhammarret's Archive but if i can find the room for them I'll definitely make the room
I greatly appreciate the upvote and you saying it's a stood build, I've been working on it for around a month now, give or take, and I've put some real money into the deck (mostly on Sensei's Divining Top lol)
Sultai_Sir on Advice for jhoira weatherlight captain …
2 years ago
Hey, Monomanamaniac! I'm a big fan of artifacts, and your list looks pretty solid. Here are some suggestions, though:
Hurkyl's Recall, Rebuild, Retract, and to a lesser extent, Reduce to Dreams: With all your zero and one mana artifacts, these are basically an Overflowing Insight for one-seventh of the mana. These bounce spells also ramp you with cards like Sol Ring.
Reckless Fireweaver: Great wincon, just cast all your artifacts, bounce 'em, cast again, bounce again, and boom, you've killed your opponents and drawn 30 cards for about 5 mana.
Krark-Clan Ironworks: If you're sure you'll win, this card is great. Just sac all your artifacts, generate a butt-ton of mana, cast more artifacts, sac, add mana, repeat. Works great with Scrap Mastery, if you want to add that.
Well, hope this helps, and as always, Happy Tapping!
Daedalus19876 on 0 land edh [primer]
2 years ago
So basically you can't play the game unless you draw one of your zero-cost rocks? As in, there's some affinity stuff in there, but anything which costs mana needs you to draw a 0-cost rock?
I might run some more "free" spells (like Force of Negation), which will also help make Force of Will and Chrome Mox more playable. I'd also try out Hurkyl's Recall/Rebuild/Retract to get extra triggers if (by some miracle) you actually DO get Jhoira onto field.
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