|Commander / EDH||Legal|
Printings View all
|Hour of Devastation (HOU)||Rare|
Combos Browse all
Players can't get counters.
Counters can't be put on artifacts, creatures, enchantments, or lands.
5 days ago
Ok, first get Chaos Warp in here. It's your only real answer in Grixis for problematic enchantments like Rest in Peace and Solemnity . Consider everything after this to be good advice but optional unlike that first suggestion which really is a must.
Feel free to check out my list for ideas. It's not tribal but it's one of the top rated Marchesa lists on this site. Upvotes on any of my decks are appreciated. Every Masochist Needs a Marchesa To Love Them
2 weeks ago
3 weeks ago
considering Solemnity or Melira, Sylvok Outcast combos into infinite life with Phyrexian Unlife would you consider Greater Auramancy and drop Melira, where you wont be able to lose unless they pull off some other bullshit win con like Felidar Sovereign , or wipe the board of all enchants first?
3 weeks ago
Highly recommend Key to the City and Rogue's Passage , with a taste of Metallic Mimic to make redcap work still. Worse case scenario, if you don't have a ton of counters, Solemnity also works. Viscera Seer to hunt for your combo faster and Grenzo, Dungeon Warden , to really mess with people. Yahenni, Undying Partisan is a good free sac outlet to bounce things in and out of the yard. If you went into a heavier goblin combo, you can have Sling-Gang Lieutenant and Pashalik Mons as a good way to get some recursion and partial pinging damage, Same with Judith, the Scourge Diva . Chainer, Nightmare Adept is a good inclusion as well if that would be something you'd be interested in.
3 weeks ago
Sideboard: Oblivion Ring , Tainted Remedy , Journey to Nowhere , Blessed Alliance , Geth's Verdict , Ratchet Bomb , Pithing Needle , Elixir of Immortality , Sanctimony , Witchbane Orb , Teyo, the Shieldmage , Revoke Existence , Solemnity , Disenchant
4 weeks ago
Love the deck! To make it modern legal trade the Gitaxian Probe out for Peek and the Dark Depths and Solemnity for Ethersworn Canonist . This can be another simple lock. I'd also cut the Sigil of the Empty Throne for some type of removal, counterspell, or other cheap creature for the first few turns.
on Counter Wits
1 month ago
To start, I would say 240 cards is the sweet spot for a Battle of Wits deck. That gives you a relatively decent buffer zone, allowing you to reliably have 200 cards in-hand once you are ready to cast BoW (accounting for an opening hand of 7 cards, use of fetch lands, and card draw). Conveniently, this is also the equivalent of building a 60 card singleton deck, and that's probably the best way to go about designing your deck's proportions--think like you're building a 60-card singleton deck, then multiply everything by four.
With regards to tutors, you should absolutely run them. You have access to a whole host of great cards, such as the 1/2 mana Black tutors, which are necessary to find your singular copy of BoW.
The biggest problem I see with this deck is that it is a bit of a one-trick-pony, though this is probably not as big of a deal in a format where vintage-era tutors are usable. Ideally, you will want to run another backup plan in case something is getting in the way of BoW. My recommendation would be an infinite persist combo. With three moving pieces (persist creature + something to nullify the persist + sacrifice outlet) persist chains are not generally the easiest combos to assemble. However, what sets them apart from other combos is the diversity of options you have. With 240 cards, diversity is important--it means you're more likely to draw into one of your combo pieces, and you can always tutor for the ones you don't have (particularly since you're in an unrestricted format and can run the whole set of 1-mana tutors).
For creatures, you have Kitchen Finks , Murderous Redcap , and Safehold Elite . For enablers, you have Solemnity and Melira, Sylvok Outcast , and any number of cards that confer a +1/+1 counter when a creature ETBs. For outlets, you have all manner of 1-CMC creatures like Viscera Seer , or damage-dealers, like Blasting Station . (These are all modern-legal options, you'll want to do a search for vintage-era cards to see if there's anything more efficient).
1 month ago
I'm sorry to tell you this but Near-Death Experience doesn't actually work with Ad Nauseam , nor does Angel of Grace . The pertinent part of Angel's Grace is that it prevents you from losing the game, and Ad Nauseam unfortunately for your purposes here is not going to win you the game off casting Near-Death Experience . The reason for this is that, like how modern Ad Naus works, lose of life and damage are two different things. When you cast Ad Nauseam after Angel's Grace you are still going to go to a very large negative life total, however Angel's Grace removes the state-based action that checks to see if you are at 0 life for that turn (more or less, not really what it does but for all intense purposes that is what it is doing). This makes Near-Death Experience unfortunately useless during the combo turn, it only coming up if you can Angel's Grace against a lethal attack.
If you want to go all in on the Ad Nauseam side of things then you definitely want Jace, Wielder of Mysteries as well as more 0-mana rocks if you can get your hands on them. You also probably want Solemnity in this list. Also, thanks for the upvote on my deck! Really appreciated, let me know if you have any questions about the combo.
Solemnity occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%