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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | 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 |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Soul Echo
Enchantment
Soul Echo enters the battlefield with X echo counters on it.
You don't lose the game for having 0 or less life.
At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, an opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove 1 echo counter from Soul Echo instead.


SufferFromEDHD on
Use the Fortress, Luke
10 months ago
Soul Echo > Helix Pinnacle perhaps? Something to ponder...
Flickering Ward and/or Whip Silk
sulcatatortoise on
Extra Turns... But not for me!
3 years ago
x12721 and ClockworkSwordfish, thank you veery much for the suggestions!
I have heavily considered this option, but ultimately decide against using it. The reason for this is that there is nothing preventing your opponent from also activating the Lethal Vapors ability in response to your own activations. Of course, you could activate the ability again and again, but as long as your opponent does the same thing, you will be forced to take another action. I wondered if both players activating Lethal Vapors could result in a draw, but the answer is no. A draw only occurs if you are stuck in an infinite sequence of mandatory events, such as triggered abilities multiplicatively triggering each other. If the seemingly endless sequence of you and your opponent activating lethal vapors after one another continues, then it is not a draw, and you must take an alternative action, rendering it useless.
Because of this, I decided not to include the vapors. And because of this, I cut Teferi's Protection as well. Chronatog and Magosi, the Waterveil can only be activated a limited amount of times per turn. Once you cast protection, your permanents phase out, so you can't infinitely activate their abilities, and it will only be a matter of time before you must take another turn.
These are definitely things I will test! I think Soul Echo and Diplomatic Immunity will find homes in the deck :) I think I'll be avoiding Delaying Shield, though, since having a full immunity without skipping turns kind of defeats the purpose of the deck. Otherwise, I'd just run the Solemnity and Phyrexian Unlife combo and actually play a more optimal deck. I really appreciate the suggestions though. I hadn't ever heard of these cards before your comment.
ClockworkSwordfish on
Extra Turns... But not for me!
3 years ago
This is a very creative take on a lock deck! It's always nice to see the powerful-but-balanced Glacial Chasm given another look.
An alternative to Phyrexian Unlife that might prove more powerful is the classic Soul Echo. It still pairs with the Chasm to make you invulnerable, but as it happens, it singlehandedly protects you from all life loss if you can skip infinite turns. After all, it only checks to be sacrificed during your upkeep, and likewise your opponent only gets the option to start removing counters from the thing once you have an upkeep with it in play. So the Echo and Chronatog alone are all you need!
While we're on the topic, Delaying Shield is another option that might create interest. It's not free to play the way the Chasm is, but it combos with Phyrexian Unlife (or Soul Echo) to make you invincible even if you don't skip all your turns, and it does just as good a job as the Chasm does if you do. Plus, you can grab it with Sterling Grove!
For support cards, I do like the idea of Robe of Mirrors to protect Chronatog, but you might prefer Diplomatic Immunity in its place. One extra mana is a pittance for ensuring the enchantment won't go anywhere either - after all, your opponent is expected to draw his whole deck before you win, and it's not unlikely he'll find a way to blow up the Robe followed by the Atog.
VampDemigod on Sleighs & Gifts Needed
4 years ago
A few cards that haven’t been mentioned yet, and that are relatively budget: Nine Lives Forbidden Crypt Immortal Coil Nefarious Lich Abyssal Persecutor works as a great insurance policy when it’s in the other side of the battlefield, as well as protecting yourself and stopping the opponent from using “win the game” cards. Soul Echo is pretty nice, it only requires a gift effect. Transcendence is similar, but can’t be cast when you’re above 19 life. Stunning Reversal can help save you if you can’t give one of your self-harm spells to your opponent. It’s also a great way to save yourself. Exquisite Archangel works similarly. Demonic Pact Curse of Vengeance gives you a nice boost when you eliminate a player. Shauku, Endbringer is a slower self-harm, which can be used on your side too. If you want, you can also use a Pacifism effect on it and give it to an opponent.
Duplicity is a great card for more co-op builds.
SynergyBuild on
The Deckwatch [Home Base]
6 years ago
Been really interested in finding corner-case rares, Fiery Justice for example, as a weird worse Fire Covenant , one of, if not the best cEDH board wipe, Mind Twist as a great legal commander card, with the downside of only stopping one opponent, Ertai, the Corrupted as a cool commander with Hatching Plans or Induced Amnesia to get massive card advantage, Sire of Stagnation as a second Consecrated Sphinx ish effect, and Cruel Sadist as really cheap reusable removal or a big threat.
Otherwise, I have just seen some really powerful effects that save your life like Delaying Shield and Soul Echo , which together let you live forever, but alone still save you a turn worst case scenario. They are both great with infinite mana too.
Thoughts?
pokepower116 on
The Lich is Back
6 years ago
Mana Fixing - Hard to go wrong with Chromatic Lantern! Since your commander costs 4, Coldsteel Heart or Fellwar Stone might not be bad ideas to go along with your signets so that you can ramp it out on turn 3. As far as lands go, I think they're gonna be your best bet for filtering since you have so many options available to you! Aside from the obvious dual lands and fetch lands; there are the rest of the filter lands cycle with Mystic Gate and Sunken Ruins; there's the old Odyssey filters Skycloud Expanse and Darkwater Catacombs; River of Tears and Nimbus Maze are criminally underplayed but fantastic cards; there are the new battlebond lands Morphic Pool and Sea of Clouds; and lastly there are the lands that tap for any color like Mana Confluence, City of Brass, Forbidden Orchard.
As far as staying alive goes, I notice you already have Solemnity in your maybeboard to combo with Glacial Chasm and Delaying Shield but another card that works well with Delaying Shield is Soul Echo. As long as Soul Echo has one counter on it, you're pretty much immune from damage. Also it's another card that lets you drop below 0 life. Obviously not a great combo with Solemnity but I think running one of the two wouldn't be a bad idea!
On the other side of that coin, if you happen to have Repay in Kind in hand and need to be at 0 life, Wall of Blood or Hex Parasite can help with that. Hex Parasite can only drain in increments of 2 but is a bit more versatile of a card whereas Wall of Blood can drain one life at a time, but is pretty much there only for that.
Hope some of this helped at all!
Darke on
just kill me lmao (Selenia PRIMER)
7 years ago
MrSmarticus I ended up trying Solemnity in the deck after swapping out a few counter cards and love it! It does change my Soul Echo plan sometimes, but it's definitely worth playing around. Thanks!