You have no maximum hand size.
: Gain .
|Have (10)||orzhov_is_relatively_okay819 , Tarzanovic , , CompleteWaste , danaran117 , CatLord9001 , Calanor , abby315 , 31770 , Kotakiva|
|Want (17)||JeY_k , porkghop , Azvac , Goji , dchaffee02 , Mlord , GrandeKhan , Kotakiva , valkerye , Cool_Cat , Morpho-peleides , TuoppiR , dypwc2 , TheOtherRoxas , CritPower , AjaxSlumbering , Wester_Island|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Reliquary Tower Discussion
6 days ago
It can be frustrating hold on to it but a favour combo of mine in my Aesi deck is to drop it targeting my Avenger of Z and having all the plants enter as copies of it creating even more plants. Then just drop a land and get +7 A of Z triggers making a forest of swole plant tokens.
As I mentioned as well, it doesn't need to target something of yours. I have had an opponent drop a huge power creature only for me to turn it into a vanilla token, so it can work that way as well.
Double Major is def a great cloner though.
Expedition Map is a great turn one play that would replace Thought Vessel and help you search for Reliquary Tower getting you a land drop to help with landfall triggers. Nylea's Intervention and Sylvan Scrying would also be beneficial i think as they can also help search out non forest lands that you might need.
1 week ago
I'm going to go the controversial route and say Pyroblast and Red Elemental Blast. Both of them are good cards, but they'll be ineffective against half the color schemes in this format unless you intend to leave them in your deck for discard fodder as well. You also have plenty of spells for blinking and giving your creatures any combination of hexproof and indestructible to justify not needing them.
I concur about Grapeshot and will go farther and add Show of Confidence. If you had a way to tutor them in the midgame or had more card draw I could see you justifying them. Even then you don't have enough cards in your deck to remove your maximum hand size.
Considering how Mana Tithe is only good for the early game or when you can catch an opponent with little or no mana at the right time, I would recommend switching it out for Silence.
Also, if you can find a spot for it I'd recommend Reliquary Tower. It'll help a bit with your hand size, but it's harder to destroy than artifacts.
Thank you for reading me out. I hope this helps. Happy Hunting!
2 weeks ago
1 month ago
With kind regards,
1 month ago
removed Abnormal Endurance
Added Snakeskin Veil Assassin's Trophy Binding the Old Gods Mask of Griselbrand The First Iroan Games Belt of Giant Strength Branching Evolution Tyrite Sanctum Loxodon Warhammer Kusari-Gama Sword of Truth and Justice Ruinous Intrusion Sword of Hours Witch's Clinic Reliquary Tower Grave Endeavor Duskshell Crawler Fractal Harness Wand of Orcus Eternal Thirst Lucille Vorrac Battlehorns Return of the Wildspeaker
1 month ago
Looking over the list, there does not seem to be much GY recursion so I would consider Holistic Wisdom in case something important is removed.
Lotus Cobra is also very synergistic with the commander Ashaya, Soul of the Wild. If your commander is on the field, all creatures give you mana when they enter, so it also makes infinite mana with Quirion Ranger and your commander.
Cream of the Crop also filters through the deck fairly well, especially with the bounce effects, or at least lets you know what is coming if a dork is played.
Wilderness Reclamation untaps creatures and lands if your commander is present at your end step, and is an enchantment.
Orb of Dreams is also interesting because you already have ways to untap permanents, so it likely does not hurt you as much as the table.
As far as what I do not like I do not see the use in having Homeward Path in any deck, and I think the 6 mana requirement of Mouth of Ronom is simply too much, even if you have mana doublers and untappers. Considering the card draw, I would rather see a Reliquary Tower than either of these. That's it though, it seems like most of my suggestions would boil down to meta calls, so it is hard to tell what to remove.
2 months ago
Hey, I'll first comment here then at a later time at your Zombie deck.
The theme you have here is called Spellslinger and with Spellslinger you want less creatures than normal, more instants as well as sorceries. Spellslinger is essentially control in Commander therefore the cards you tap out for need to be impactful. If you're new to the Spellslinger idea then overall with less than $200 budget you've done well so far, but you forgot Command Tower. You have several really nice cards, but also some stinkers that could be upgraded on a budget.
Consider more lands and ramp? To keep mana open at all times when you cast noninstant spells. 31 lands is low, not really enough land when you want to be making your land drops each turn. My advice is try 36 lands and 12 or more ramp sources. If you don't want to add more lands than instead add more low 1-2 CMC draw or best a combination of both.
- Command Tower
- Storm-Kiln Artist
- Fellwar Stone
- Unexpected Windfall
- High Tide
- Thrill of Possibility
- Star Compass
- Lonely Sandbar: one mana draw to trigger Niv.
- Forgotten Cave
- Reliquary Tower: no max hand size.
- Mystic Sanctuary: recur instant or sorcery.
- Volatile Fjord: gives Scalding Tarn a Izzet dual land to search for.
- Shivan Reef
- Grixis Panorama
If your primary win condition is Niv enchanted by Curiosity then you're going to want ways to shuffle all the cards in your hand back into your library. You'll want this effect to be able to keep drawing and doing damage with Niv since Niv only does damage to one target for each trigger. Ophidian Eye is another Curiosity. Each opponent will have 40 or more life thus you won't consistently have enough cards in your library to end all your opponents with Niv's damage without having more draw. Psychosis Crawler can help since it makes each opponent lose 1 life each time you draw a card.
Curiosity/Ophidian Eye is a may, you don't have to draw when you do damage with Niv. Because you can stop the combo then you can stop drawing so you don't draw from an empty library and lose the game. Stopping the combo also lets you cast a creature or sorcery to shuttle all cards from your hand back into your library to keep drawing and continue the combo. Whirlpool Warrior has this effect at least twice and Whirlpool Rider is only two mana.
Consider streamline/cut the creature base down to the 10-15 best creatures, less creatures the better and use the other spots for more instants?
A streamlined example of the current creature base (sorted by CMC):
- Goblin Electromancer
- Birgi, God of Storytelling
- Veyran, Voice of Duality
- Palladium Myr
- Archmage Emeritus
- Galazeth Prismari
- Talrand, Sky Summoner
I'm also suggesting some creatures upgrades who most have better interaction with Niv:
- Whirlpool Warrior --> Academy Drake
- Whirlpool Rider --> Fae of Wishes
- Psychosis Crawler --> Radiant Performer
- Tandem Lookout --> Skyclave Sentinel
- Storm-Kiln Artist --> Orvar, the All-Form
- Dualcaster Mage --> Relic Robber
Tandem Lookout soulbond to Guttersnipe/Electrostatic Field can draw a lot of cards because Lookout cares about any damage that the paired creature does and Guttersnipe does 2 damage to each opponent. You draw a number of cards equal to the number of opponents you have each time Guttersnipe triggers. Lookout is Curiosity, but the draw is not a may, you have to draw and Lookout can change who it's soulbond unlike auras.
Tandem Lookout can be soulbond to Niv, but it's risky because you can't stop the combo because you can't stop the draw without help. You'll need an instant way to shuffle all cards from your hand back into your library or an instant way to kill/bounce Lookout before you draw the rest of your library. If you don't do this you will lose the game from trying to draw from an empty library since you'll draw your entire library. Drawing your entire library can enable a win condition of Laboratory Maniac or Jace, Wielder of Mysteries and Jace has the advantage that he can draw card/cards to trigger Niv.
I've suggested a lot of card upgrades and hopefully given you advice to think about. Let me know your thoughts and if you would like me to continue in another comment including more cuts to consider. Good luck with your deck.
2 months ago
Sigarda's imprisonment has me severely worried that Sigarda shall die in this story; why does WotC seem to kill off every major angelic character? Do they dislike angels?
Does the hand size modifier from inspired idea override any effects that occur later? If a player played a Reliquary Tower after casting that spell, would they still have a reduced hand size?
After seeing lantern flare, I must ask; why have there been so many cards recently that can deal damage to creatures and planeswalkers, but not players? Does WotC wish for players to win games with combat damage from creatures?