
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Riot Control
Instant
You gain 1 life for each creature your opponents control. Prevent all damage that would be dealt to you this turn.
![Assemble the Legion feature for Najeela's Boros Alliance - [EDH]](http://static.tappedout.net/mtg-cards-2/phyrexia-all-will-be-one-commander/assemble-the-legion/Assemble_the_Legion-ONC.jpg)



USDA
by JohannKlink

kamarupa on
Cumulative Fire
3 months ago
hmm, I'm not sure I see what you see, Cloudy2024. I can't know how familiar you are with the Turbo Fog archetype, but typically, it relies not just on packing a ton of Fog spells, but also a lot of draw card (usually group draw), which are an essential component to keeping your hand full of Fog spells. It's just not enough to have lots of Fogs in a deck. A deck must also have a way of getting all those fogs into our hand. There's simply no avoiding the need for land, so even if a deck had 40x Fog and 20x Land, there's a 33% chance every draw step yields a land. Which means that it's likely an opponent is going to get to hit us eventually. Unless we can draw more cards each turn. So in my mind, adding more Fog spells at the expense of draw card will actually make the deck work less well.
I did consider dropping Ghostly Prison or cutting it back to fewer copies, but that doesn't yield a lot of slots and more importantly, the advantage Ghostly Prison gives the deck is a static defense that allows us to have a chance of tapping more mana on our own turns without being completely defenseless. I'm not 100% sold on that strategy, namely because I really don't like dropping 3 mana on it, but I know it works, so the real question is how much weight can it pull in this brew.
When it comes to other non-fog spells, the most slots are devoted to Ashling, Flame Dancer and Leyline Tyrant, which are basically 33% of the combo. Without those creatures, the cumulative mana we get from Braid of Fire evaporates before we can use it to cast Banefire at Sorcery speed. Since neither red nor white really have anything I'm aware of for creature tutoring, there's no way I can see cutting them.
I really don't like Idyllic Tutor as it's not only quite narrow in a deck that requires more than just an Enchantment to win, but it also costs 3 to cast. At least with Ghostly Prison we can a static defense. With Idyllic Tutor, we get a single use out of that 3 mana while also exposing the card we need, which, in many cases, won't get cast until the next turn. If I could grab anything and not reveal it (like Mastermind's Acquisition, I could see the possible value of adding more tutors. But it's just too inefficient to add more tutors that are so specific. I'd have to devote space in the deck for Sorcery, Enchantment, and Creature tutors. Which bring us back to the value of simple card advantage spells. I need all the spells in the deck. United Battlefront gets us slightly closer than Idyllic Tutor, but still misses on creatures (and my essential creatures are too big anyway). So my verdict is still out on that spell, but I'd likely not choose to run a full set if I thought there was even room for it at all.
I suppose I could try to run more creatures like Kami of False Hope and go the Tocasia's Welcome route, but that seems... I dunno... convoluted.
So to sum up - in my mind, "focus[ing] more on the strategy of the deck is probably the opposite of what you suggested - not more fog and white control spells but less. I could drop the Fog spells altogether and resort to creature based defenses. Not the worst idea, but I think it would come at a higher mana cost, which slows down Banefire.
The only other thing I'd add to all this is that the biggest issue Turbo Fog faces is decks that aren't creature driven. Things like Burn, Mill, Life-drain, etc go right through Fog. That's the primary reason I included Riot Control - because it doesn't just stop combat damage - it stops ALL damage. I mainboarded it because it also has the potential to result in a big lifegain, which is a good stall tactic against lifedrain (keep in mind this is intended to be a multiplayer brew, so it could very easily be facing threats from both creatures and lifedrain in the same game). And that's the other major issue with going in even harder with the Fog strategy (which is itself a secondary, defensive strategy). Granted, the sideboard can help a bit to shore up Turbo-Fog weaknesses.
Bottom line - While I really don't expect this brew to be top tier in any sense, I do like exploring with brews and try to make them the best I can. It's probably clear that I think about strategy, uh, let's just say, "enough." I want to be clear about this though - I'm not saying "I'm right and you're wrong" or that I don't appreciate your advice. It's quite the contrary - I write all this because I'm [overly] interested in these things and want to have conversations about all of it. I understand if you're not interested in that. I just don't want you to feel like I have any intent of antagonizing you, etc. It's just so easy to give/get the wrong impression over the internet.
kamarupa on
Tripwire
5 months ago
it's looking a lot better! Keep at it!
I suggest swapping out Marble Chalice for Chalice of Life Flip.
As a rule of thumb, I usually aim for a minimum of 4 and a maximum of 8 removal spells. Including Royal Assassin, you're at 11 right now. I'd suggest moving Feed the Serpent and Make Your Move to the sideboard. That will reduce your deck from 65 to 62. I'd cut Murder completely, as it's a less good version of Breathe Your Last, and I'd increase Breathe Your Last from 2 copies to 4. I believe that will bring you total to 60 spells, and bring your removal spells to 6 I think, which is 2 more than most decks. Remember that even at the casual, budget level, Modern is a very fast and powerful format. There are plenty of very cheap infinite combo decks out there that can win by Turn 3, so while it can be vital to disrupt your opponent with removal spells (etc), you will likely only get the chance to cast 1-3 removal spells in game. You'll still want to cast creature spells and in the early turns (1-4) you'll often have to choose which one spell you should cast.
You've still got the troublesome issue of quite a few spells that require 2 black mana to cast. As a rule of thumb, it's always harder to cast spells that require two the same color mana to cast in deck running more than one color. It's not impossible, but can definitely become a bothersome roadblock, especially without any dual lands.
Finally, I'm only about half sold on Dazzling Reflection. I can see how powerful it could be, but I also think it's a bit hyper specific in it's utility. I wonder if you might get more mileage out of a good old Holy Day or the worse MV of Riot Control that has a broader effect.
SirHipHopHippo on
Ewwww Kros, infect
2 years ago
Holy Day is a sweet card, I do not want to run more than 10 fog effects though. It was between Holy Day and Riot Control. Ultimately I went with Riot Control since it's a fog that prevents all damage instead of just combat damage. Riot Control also is a one sided fog effect so if the attacker is swinging for lethal on multiple players or if my opponent casts Earthquake, Riot Control will only save me and not the other players.
CardboardSalad on
INTERRACIAL ANGEL "GROUP SLUG"
3 years ago
I've been working on my own version of this set, and I gotta say you made some great choices.
Some suggestions:
- If you're maybeboarding $30+ cards, add Exquisite Blood; you can go infinite with Sanguine Bond.
- I run a Breathkeeper Seraph as commander protection. You can alternatively try/include Gift of Immortality for double the protection.
- Some other life-gain/drain to consider: Dogged Pursuit, Ajani's Mantra, and Cleric Class
- I also run cheap fog effects to help out when I'm struggling with card draw: Holy Day, Riot Control, Mandate of Peace(love this one), Batwing Brume(Also great), Swords to Plowshares, Generous Gift
- Some miscellaneous cards that I also run:
- Elixir of Immortality - Cheap lifegain, and recover it and your graveyard.
- Grand Abolisher - $$$, but your opponents can't act on your turn.
- Rune-Tail, Kitsune Ascendant Flip - Autoflip in Commander, prevents damage to all your creatures. Makes you immune to deathtouch, basically.
- Platinum Angel - Obvious reasons, but not a must-have.
- Profane Procession Flip is fun, but it's not often I get to really use it.
- I also run Bruna, the Fading Light Meld and Gisela, the Broken Blade Meld because the meld effect is busted: Brisela, Voice of Nightmares Meld Meld
Otherwise, I love it, and I'll be using some of this in mine!
Hawzy97 on
God-Eternal Oketra
3 years ago
I also found some cards I might suggest
Riot Control , Brave the Sands , Congregate , Return to Dust , Oreskos Explorer
kamarupa on
Killing You Softly With My Infinite Sacrifice
4 years ago
MortisAngelus - overall, this looks pretty good to me. If it were my deck, I'd be looking for 6 cards to cut to make room for 2-3 removal, 2-3 draw/tutor, and 2-3 counter/protection spells. Rest in Peace is in too many sideboards. I'm sure there are plenty of other threats, too. I feel like if I can devote at least a few slots in a deck to those three (removal, draw, protect) utilities, it's much easier to have an effective sideboard.
Cards below are just off the top of my head and should be considered as examples and standards.
removal: Path to Exile / Oblivion Ring
draw/tutor: Sign in Blood , Mastermind's Acquisition
protection: Ephemerate , Gods Willing , Holy Day , Riot Control
Final concern: Anafenza, Kin-Tree Spirit is Legendary, so 4x might not be great?
legendofa on
Seasons' Approach: How the seasons go by...
4 years ago
You caught me at a good time.
Rereading my suggestions, some of them are a little higher budget than I remember, so skip over those. Also, I glossed over Thwart the Enemy preventing noncombat damage, but I still suggest taking it out. I'm changing my recommendation there to Riot Control .
The biggest advantage of Leyline of Sanctity is its turn zero play. If you just want 1-2, or plan on pulling it mostly with Mastermind's Acquisition from the sideboard, Witchbane Orb is a pretty safe replacement, especially in three colors with a good chunk of basics.
Batwing Brume can either give you all the time you need to win, or you just spent for a Darkness plus gain 2 life. I'd sideboard it.
How did Rampant Growth end up so expensive? It's had a million prints, it's a Core Set common, and it's been in a ton of Commander sets. Anyway, maybe a couple of those to help you get up to the critical 5-7 mana.
How much difference does the split between Final Parting , Mastermind's Acquisition , and Dark Petition make? Does one get used more than another?
Have (2) | crimsonghostcan , lullygp |
Want (2) | ACrispyTaco , beesaurs |