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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Spine of Ish Sah
When Spine of Ish Sah enters the battlefield, destroy target permanent.
When Spine of Ish Sah is put into a graveyard from the battlefield, return Spine of Ish Sah to its owner's hand.
2 months ago
Saw the Eldrazi Unbound pre-con. Wish they'd made more than 10 new cards but looking at the deck overall I think it's a good start for someone who doesn't have a colorless deck. It'll give them a taste at least, still I'd wait for the price to drop. These pre-cons seem like they are too much for too little in general.
Obvious spoilers follow. New cards found at this link, thoughts below- https://www.mtggoldfish.com/articles/commander-masters-spoilers-july-20-eldrazi-support
Zhulodok, Void Gorger - Double Cascade is dumb powerful. I want to experiment with this one but might need to go more top heavy to really do that. Still as far as commanders go Kozzy is stronger.
Omarthis, Ghostfire Initiate - meh, I mean it's cool and opens a new deck design in colorless but not here.
Ugin's Mastery - I don't like manifest. I do think this is a strong card. The wording indicates that you could flip things that are not actually creatures. So if you manifest your land/artifact/whatever non-creature, attack with 6 power and flip it. Not sure what happens with sorceries/instants or if this is even intended to be read that way.
Skittering Cicada - Neat. Another Liberator, Urza's Battlethopter that I won't say no to. Possibly better with it growing so large after a single cast of any of the 6+ -ish cards.
Rise of the Eldrazi - I'll take win the game for 12 xD Okay not quite that good but when you're dropping the titans and take an extra turn too. Yes.
Flayer of Loyalties - Steal their commander and cause 10 commander damage to someone with it. I just see this as being hilarious. Someone thinks they have a turn or 2 and then they don't. Theft effects are generally just decent, this one pushes the concept a bit further.
Desecrate Reality - Sits at a pretty normal cost for removal in colorless along side Meteor Golem, Scour from Existence, and Spine of Ish Sah but it does more. The restriction of even and odd could be annoying but I think in general it will outdo those other options.
Darksteel Monolith - This has hints of busted. I look forward to Sculpting Steeling it.
Calamity of the Titans - Not as good as the one sided All is Dust but potentially nicer than other board wipe options in colorless. Exile is always great too, which All is Dust doesn't do so mayhaps better in select situations.
Abstruse Archaic - Double the cast triggers of every titan for 1 and a tap. Not to mention other solid colorless ETBs like meteor golem. Could be a little too limited to always be useful though so might not make it in over something that works without needing another card.
3 months ago
Profet93 What I gather from a lot of playtesting was this deck is terrible against aggro, go-wide and flying creatures during early turns. Presenting a lot of mana with nothing to spend to also invites enemies. I found out that a few staxx pieces like Karn, the Great Creator, Cursed Totem, Grafdigger's Cage help drag the game a little bit longer in order for me to get going, so I might update the deck with less ramp and more staxx.
3 months ago
Glad to see some suggestions went through. Like you said to the prior user, let me know how your games go. Deserted temple is also useful politics!
Have you thought of swapping out Scour of Existence for Spine of Ish Sah? It really comes down to if you need the exile for GY/Indestructible meta and if you consistently can hold up 7 mana. Spine is reuseable, double triggers with Strionic Resonator + Lithiform engine.
Eye of Vecna > Spare Supplies ?
6 months ago
@seshiro_of_the_orochi I have your deck a look over and I sure did see a few cards in your list that I really want! I particularly liked your suggestions of Scarecrone and Dragonspark Reactor they seemed neat!
@scotchtapedsleeve Yeah the mana curve and mana base are two fundamentals thats im totally lost on (because I've only played a handful of EDH)... something feels wrong about a high number of basic lands; but I need a lot of mana for may gameplan so cycling lands seemed like a neat thought for a built in land drop if needed or just use mana rocks to filter through the deck....My other EDH deck is Gavi, Nest Warden so maybe its just habit or I just brainwashed myself into thinking that cycle lands are good lol.... as far as curve goes... yup not a clue really... granted I have a lot of ramp/rocks so I figured Spine of Ish Sah/Duplicant would be removal/interaction that would aid with artifact count for saheeli but maybe more efficient spells like Pongify would be better?...Myr Battlesphere is kinda the same thought and its more about paying for 5 additional artifacts than a beatstick.... and as far as the other saheeli planswalkers go its just %100 me fangirling for her lol... the -2 abilities to make copies seems neat but its mostly just me cramming them in here lol
Thank you both for the advice/input... im gonna work with the list and pick up a few singles like Izzet Signet/Scarecrone... If either of you have any additional thoughts/suggestions please say so its very appreciated so thanks!
6 months ago
Coming from the Advertise your Deck forum.
I like the ideas you've thrown in with for the upgraded precon, but your mana base could use some work. I'd cut lands down to 35-36 and replace a few of your slower rocks (eg. Magnifying Glass, Unstable Obelisk) with an Izzet Signet, Darksteel Ingot or Honor-Worn Shaku. Remember, you're not just playing colourless spells!
Additionally, your mana curve is a bit out of wack. Throwing expensive cards in your deck looks fun, but it won't play well unless you have consistent ramp. Spine of Ish Sah doesn't seem to be doing much unless you have a combo in mind. I don't love Planar Bridge. Myr Battlesphere doesn't have much use unless you add more Myrs (speaking of, Palladium Myr, Silver Myr, Alloy Myr).
I'm also not a huge fan of the 4 planeswalkers, those slots could probably be better used with more artifact generation or counterspells.
Hope this helped!
8 months ago
9 months ago
Yeah, its biggest strength is definitely card advantage. I like to build my decks without most fast mana, sadly this deck has a sol ring, but oh well. With that said, an early engine piece in this deck that lets it start generating value early turn 2 or 3 is great.
The combos mostly revolve around reducing life totals. Sometimes rare, but against life gain decks it shines because it can make players life total a number, instead of merely doing damage or draining life. Hitting a Necropotence into a Repay in Kind and having a Leechridden Swamp out is awesome, which ironically was the first win it got at my local pub game, and a win con I hadn't even thought about until I saw it in my hand.
The deck was built to sit around and create value, while draining life, until I can go for a Triskaidekaphobia + Tree of Perdition. But Tree also works with Sorin the Mirthless but rare that could happen, but it totally could, especially if Sorin gets out there turn 2.
The creatures have some swinging power, clearly especially, Phyrexian Obliterator.
I hear everyone's critique on Sever the Bloodline. I want to point out, it is only 4 mana, and I can play it twice, it has great utility because of the token removal, people do not expect it at all, and exiles in stead of destroys, which I love. I don't mind the sorcery speed. This deck can generate so much card advantage that if I have to pitch it, it's still available from the yard, and it can sit in my hand until I need it because my hand size is usually 7+.
9 months ago
Are you asking for just self-recurring artifacts or artifact recursion in general because and are very good at the latter. For the former, your options are a little limited without . I'd look at artifacts with "unearth", or artifacts like Spine of Ish Sah, Scrap Trawler or Myr Retriever. If you want more general artifact recursion then I'd recommend Daretti, Scrap Savant, Goblin Engineer, Scrap Mastery, Trading Post, and Trash for Treasure. Most of these can be safely played at the precon power level. Some recursion effects that are on the stronger end are Goblin Welder, Portal to Phyrexia, Emry, Lurker of the Loch, and Academy Ruins. These are stronger in my opinion because of their efficiency, repeatability, and they possess fewer constraints.
As far as "how to build a precon level deck" goes, I wouldn't worry about purposely nerfing the deck per say, but maybe asking yourself "could a precon handle the synergies, resiliency, and value engines that my deck creates?". Ultimately though, I think the best advice I can give is to build the deck that you want to build, and that you think is precon level. Then play it against some precons. That will give you the best feel for where you deck is at and if you need to add or remove things.