When Seal Away enters the battlefield, exile target tapped creature an opponent controls until Seal Away leaves the battlefield.
|Have (2)||sonikk , orzhov_is_relatively_okay819|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Seal Away Discussion
2 months ago
Glad to help :)
I haven't tried making a human tribal deck, but recent sets have definitely give players some interesting new options to work with so it was a bit fun to see if I could find some budget options to suggest. There's probably a lot more, I was mostly going off of cards that jumped to mind.
I think that you'll see a noticeable improvement in the deck if you work in some more removal though. A lot of decks these days leverage particular cards to make big plays so being able to efficiently interrupt those plays will help improve your win-rate overall. Something like Sundering Growth, for instance, might fit better than similar alternatives since Populate could help you squeeze a little more value out of the card. Oh, and the new Cathar Commando is a card worth picking up multiple copies off to use in decks, especially this one because you can potentially get multiple uses out of it thanks to Sun Titan.
You'll probably want at least 2 more instant-speed creature removal spells as well. Path to Exile would be a good one, but that's pricey for just a piece of removal if you are sticking to a budget. Something like Seal Away or Stasis Snare are less good but might be worth looking at since they are also cards that Sun Titan can get back if they go to the graveyard. Green has some options like Ram Through but they require you to have big enough creatures on the board to be worthwhile, which is a bit iffy for your deck because a lot of your creatures start off smaller. Beast Within is a popular option because it can hit anything but it can be a little pricy depending on what printing you get. It's a card worth shopping around for though because it's always worth having a few copies in your collection as staple commander cards.
4 months ago
I like the core structure of what you’ve built here. Initial thoughts would be a need for more control; most spirit decks run things like Skyclave Apparition or Spell Queller—creatures that in and of themselves really have an impact on the board as they enter. Those cards are significantly costlier than the individual card budget you’ve allotted, though. If they’re not an option, I’d recommend leaning more heavily into true control spells. Counterspell would perform better than Dissipate, but if that’s slightly out of range then I’d recommend Mana Leak and Spell Pierce. Seal Away is a cheap alternative to On Thin Ice or Path to Exile and works well enough.
8 months ago
Did you have a chance to test Inkshield yet?
I'd also like to know how the following cards perform in your deck:
- Court of Grace (is it worth the extra pressure you get from your opponents after playing it?)
- Rankle, Master of Pranks
- Umezawa's Jitte
What do you think about Estrid's Invocation in your deck? I don' play it myself since it can be a dead card and i don't have too many great targets but for you it might be a good way to regain the Monarch by targeting Court of Grace (would you get a 4/4 instead of a 1/1 if you stack it correctly?). Also, if you target a commander when you copy Seal Away / Grasp of Fate / Oubliette / Conclave Tribunal it works like repeatable removal since they will most likely choose to put their commanders in the command zone.
10 months ago
Some cards I've found that you may want to consider: Seal Away is low CMC and has flash for a surprise when they swing, Cast Out comes with cycling to help you draw if you really need it, Brain Maggot has a small body but can grab anything nonland from their hand, Baffling End may be better than silkwrap depending on what creatures you're up against normally. Dire Tactics / Anguished Unmaking are unconditional creature removal, at the cost of some life. Maybe even Bane of Bala Ged for fun. Finally Warping Wail has some flexibility that you may find useful.
I personally would drop Grip of Desolation . For 6 mana you'll want to be doing more than what it offers, could play two or three spells instead even. Maybe add more copies of Utter End in its place, or Vraska's Contempt can hit 'walkers and creatures, and the two life is a nice touch.
I hope you find this helpful, neat deck and best of luck with it!
1 year ago
Boxing League Round 4 Cardpool
1 year ago
4x Prison Realm would be fine.
I think you're a little confused when it comes to interaction -- what I've gotten from "you want to answer each threat with a good card for it" in the context of that post is that you're trying to wield silver bullets against specific archetypes -- and the archetypes you're trying to fight are really weird ones.
See, for the most part, you won't need to fight Graveyards, Artifacts or Enchantments, and you rarely need Fog effects or ways to make your creatures indestructible unless you're playing against very specific decks. Most of the time, you could run 4 Prison Realm and be totally fine. In fact, I recommend something like Prison Realm or Seal Away as removal to deal with whatever your opponent is doing. I always run at least 4-ish interaction maindeck in 60-card.
Also, you're confused on when and why you want hate cards against specific decks. Very few decks are actually going to be using artifacts or enchantments in a way that you're scared of them. And the ones that do, especially in Pioneer, are easily taken care of by Felidar Sovereign.
Graveyard decks are easily taken care of with Tormod's Crypt.
On drawing what you need.... just run enough. There's enough good creatures that you can win, there's enough white removal that you can draw it in time. Tutors are really only good when they draw you multiple cards or tutor up a combo piece. They're just slow and a bit clunky.
I mean, unless you have 3+ mana, are using cards like Swords to Plowshares and Path to Exile, and tutor stuff up with Demonic Tutor... which still sucks in most formats.... you're spending too much mana for too little cost.
1 year ago
It's coming a long nicely, there is still some work to be done though, I'd cut both Kasmina, Enigmatic Mentor and The Wanderer for wrath effects, ideally Supreme Verdict but there are other options such as Settle the Wreckage. Both the aforementioned walkers are very low impact and not particularly relevant ability wise, in other words, they are never going to be cards you are happy about drawing really.
I'm also not sold on a full playset of Quench that feels like it will just come back to hurt you as the game goes into the deeper turns you are more or less designed to dominate in. Instead, while I could see playing a single copy of quench I'd like some form of spot removal: Glass Casket, Declaration in Stone, Seal Away, Stasis Snare, Baffling End, and Detention Sphere all strike me as viable options here.
Finally, the mana needs to be re-worked, yes you are a jeskai deck primarily, but the most important thing you can do turn one in this deck is play Oath of Nissa, as such you want to be able to have access to green mana turn one. Ideally that will take the form of Breeding Pool and Temple Garden but that isn't very budget friendly. Instead, simply adding some basic forests to the deck will go a long way to better equipping the deck to succeed in the long game. With that in mind you may also want to find room for Fabled Passage if you have access to it as some form of mana fixing. Finally I'd cut a plains for a Raugrin Triome, just some additional cover as the game goes on, plus it cycles if you don't need it.
1 year ago
Collective Brutality is one of the best and versatile early creature interactions in pioneer, but you could also use Seal Away as spot removal. The only cards I would consider replacing with those are Palace Siege and Crackling Doom.