Scroll Rack

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Scroll Rack

Artifact

, : Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.

kirbysan on [Primer] Helming the Host of Heaven: A Giada Guide

1 week ago

Guerric

I love your deck and have been using it as a template as my regular deck for random pub games. While it performed pretty well without any upgrades, I found it ran out of steam mid to late game after I get blown out by a board wipe. After a game or 2, players would usually exile Giada the moment it hits the board, slowing down our ramp signifcantly. Also, if we miss a land drop mid-game, we're basically stuck waiting for a good draw. I realized that building an early oppressive board state begs for a board wipe when everyone else is still building but it sets us back significantly. With that in mind, I cut a lot of the lower CMC angels and built more towards value/recursion. Based on your comments it seems that this deck is more budget focused but since I'm making this my main, I've decided on pulling the best cards from other decks for some spicy upgrades. Let me know what you think below (sorry for the wall of text):

Mana Crypt - What's better than a Sol Ring? A free Sol Ring. Life loss is not concerning.

Mox Amber - With Giada on our board turn 2, this is like an additional land drop.

Mox Opal - I'm currently running 19 artifacts so hitting metalcraft isn't hard.

Land Tax - This card is just straight up good in mono-white. Not so much for never missing a land drop but also so we don't draw into lands on later turns.

Archaeomancer's Map - This one isn't as good as Land Tax but it can help us keep pace with Green ramp and drop the tapped lands on opponent's turns when we can't use them efficiently.

Smothering Tithe - I've played this card in 2 other decks and it's always been great. It usually pays for itself by the time it comes back to you and if not removed can add plenty of mana over the course of the game.

Smuggler's Share - I have mixed feelings about this card. The smarter opponents will play around it, but should still give us some card advantage overall.

Sensei's Divining Top - Helps keep tempo in the game for the cost of 1.

Scroll Rack - Wheeling away a mediocre hand for 1 is strong. Particularly good with Land Tax or Windbrisk Heights.

Lotus Field - I loved Lost Vale so much I wanted another one, especially when someone blew it up.

Flagstones of Trokair - Comboes with Lotus Field.

Thespian's Stage - Copy Lotus Field or Lost Vale.

Vesuva - Copy Lost Vale or Flagstones of Trokair or Myriad Landscape.

Nykthos, Shrine to Nyx - Value with a strong board presence.

Ancient Tomb - Helps with the artifacts and equip costs, life loss is not a concern in this deck.

Cavern of Souls - I hate when blue counters our big angels, so this stops it.

All the fetch lands - Arid Mesa, Fabled Passage, Flooded Strand, Marsh Flats, Prismatic Vista, Windswept Heath. This reduces our number of basic Plains to 11-12 but I haven't had issues with it yet so far as long as we have access to colored mana in my starting hand.

Enlightened Tutor - I swapped out Search for Glory as it can hit my rocks early game or stronger equipments mid-game.

Stoneforge Mystic - Amazing with Sword of Hearth and Home. Keep blinking it and grab the rest of your equipment package for free. Second target would usually be Lightning Greaves just to get some protection on the board or make some hasty angels.

Weathered Wayfarer - Comboes well with the newly added lands. Fetching Lotus Field helps guarantee activation while keeping pace with the ramp.

Recruiter of the Guard - Prime targets would be Stoneforge or Wayfarer but can also hit Starnheim Aspirant or Karmic Guide. Also gets the cost reduction from Herald of War which is nice.

Pyre of Heroes - While Search for Glory can fetch some of our legendary creatures, I prefer getting them straight onto the battlefield. I wouldn't use it on the lower cmc Angels, which I mostly pulled out, but on the higher cost ones to cheat out big angels. The dream is to target the one-off 5 cost angels like Karmic Guide or Sigarda's Vanguard to pull Sanctuary Warden for the card draw into Emeria Shepherd for the recursion or Bruna, the Fading Light  Meld to bring out Brisela, Voice of Nightmares  Meld  Meld

Sword of Feast and Famine - This card is probably the best addition to the deck so far. Having the pro green & black which are both popular colors in Commander usually lets us have a free target. The resource denial isn't super relevant but getting an extra untap for lands is super strong. It's even better if we drop a tapped land before attacks and getting all that value on second main phase. It does draw a lot of hate, but even getting 2 swings off is well worth it. We can also recur it with Serra Paragon or Emeria Shepherd.

Sword of Fire and Ice - I haven't added this one in yet but I think it's a strict upgrade over Rogue's Gloves. Getting the pro blue/red and pinging things off the board is just so much more value for the extra 1 cost.

Lightning Greaves - Short of board wipes, single target removal is the bane of this deck. I usually voltron Giada with all my equips and let the other angels synergize the board.

Angel of Destiny - Needed an alt-win con option and this can provide a way out to knock out combo players. The double strike is also relevant as most of our equipments are based on combat damage so we get 2 triggers.

Emeria Shepherd - Especially strong recursion with fetches. Dropping this on the right turn with a fetch in hand can be game ending.

Serra Paragon - Doubles as a Crucible of Worlds and can grab our swords back when destroyed, and it's an angel to boot. Definitely an auto-include.

Steel Seraph - Haven't playtested this one yet but I like that it's a 3 drop with relevant abilities. The dream is to cheat out Emeria Shepherd with Pyre of Heroes as a turn 3-4 play.

SufferFromEDHD on Firja, Judge of Valor

4 weeks ago

Somehow I missed this commander during Kaldheim. I really like the idea of Orzhov spellslinger. Your build is solid.

Incarnation Technique seems like an auto include. Reanimate 2 plus a Firja trigger. Corpse Dance is the same with the guaranteed trigger.

Scroll Rack is like PB&J with that Land Tax. Helps put things in the yard that might be in your hand.

Rumor Gatherer scry and card draw are useful to the strategy.

Golgari Thug the best black dredge card for the decks theme.

Silent Clearing more draw never hurts.

Silverquill Campus expensive scry but valuable to Orzhov.

Path of Ancestry pure value.

Imp's Mischief Izzet value in mono black.

Pull from Eternity potential secret tech. Something to ponder.

Vindicate to round out the playset of the best spot removal in the game.

SufferFromEDHD on Kicking and Screaming

2 months ago

Abeyance and Telekinesis are some old school tech/protection.

Coalition Relic if tapped correctly is 2 colored mana for her kicker cost.

All those basic lands might as well run Land Tax/Scroll Rack/Back to Basics

ILuvMtg on Woah, where did THAT come from??? (Jodah EDH)

3 months ago

Thank you for the suggestions!

They all look like great cards for this deck, but I'm kind of working on a budget, so Collective Restraint and Scroll Rack are a bit to expensive for me.

Twilight Prophet is also a tad expensive, but I'll test it out and see if it works. Lurking Predators would be more effective in a more creature-based deck, but one of this deck's main problems is running out of steam in the mid-game if I don't get good draws or get mana-flooded, so maybe it could help with that.

Hexapod on Woah, where did THAT come from??? (Jodah EDH)

3 months ago

This deck is begging for a Twilight Prophet.

Lurking Predators looks like it is only designed to put creatures into play, but it also doubles as a cleverly deceptive way of selecting your topdeck. Maybe worth a try, if not a Scroll Rack may be of some help here.

Instead of grabbing Ghostly Prison from your Maybe, I would use Collective Restraint.

Hope this helps!

andyboyjack on Rona wants to give you a hand

4 months ago

The best additions would be Sensei's Divining Top, Scroll Rack and Counterbalance if you want to increase the power of the deck for a little extra money. You can also add Predict.

NV_1980 on Volatile Dolls

4 months ago

Hi,

This deck can be fun, provided it's played in a relatively slow meta. I play-tested your deck a few times and I could not really impact the battlefield in any of the playthroughs before turn 6. Main cause of this is your deck's steep mana curve; thirty nine out of sixty-six of your spells are CMC 4 or more. Combine that with just 34 lands, almost no ramp and no cheap card-advantage options and you're a bit stuck.

I think you can make this deck faster, but it requires investment in cards that are rather expensive. I'm talking stuff like Land Tax, Mox Amber, Dockside Extortionist, Sensei's Divining Top, Scroll Rack, etc.

Regards,

NV_1980

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