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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Whenever a creature enters the battlefield, destroy all other creatures that share a color with it. They can't be regenerated.
1 month ago
Glad you enjoy seeing the decks I make. I will answer your questions and give some insight into my decision making. First, I considered Expedition Map a long time ago and decided to go with more normal tutor cards such as Demonic Tutor etc. The map only grabs a land so it is limited in use. Mindslaver is one of those cards that can definitely cause all kinds of chaos but I chose to go for a faster win condition and less of cards like this. It takes too long to set up and get going. Lethal Vapors isn't a card I would run honestly. I would prefer a card like Spreading Plague or The Abyss instead. I chose exile as my main removal in this deck. Doing so counters graveyard strategies somewhat and indestructible. As for Static Orb and Winter Orb, these also interfere with my own win conditions. I'm trying to cast Approach of the Second Sun as fast as possible. This deck is very much control based and not really built to be a stax deck. Lastly, I've been asked before about why I don't run Yawgmoth's Will. I just don't think this particular deck is built to get value from it. It's an amazing card but I just didn't build this deck to support using such a card. Honestly, it would be more of a filler card for me.
Now, for the next set of questions. You are correct when you say that someone can still play one creature with Ward of Bones in play. The idea is to stop people from flooding the board with more than one. It is just a card to stall my opponents until I can draw or tutor my win conditions. This is the same reason why I use Portcullis. It keeps more than two creatures from being on the battlefield. Any creatures played on the battlefield beyond two get exiled until Portcullis leaves the battlefield. Again, I'm just slowing down and stalling my opponents so I can tutor or draw my win conditions. I feel that any creatureless deck should always run Portcullis. The value is just too insane. Energy Field is a card that I use to stall as well. It may last a couple of turns and that may be just enough to survive and tutor/cast my win condition. Null Brooch is such a fantastic card. A colorless artifact ability that just counters a non-creature spell is insane. It also combos crazy good with Ensnaring Bridge so that no creatures can attack because you have zero cards in hand. Witchbane Orb is just nice to have. It prevents a lot of bad things targeting you. It comes in handy more than you realize. You can't die to Grapeshot or other things with it in play. Norn's Annex forces people into a bad decision. They either pay white mana, lose life, or they can't attack you at all. Also, because of the Phyrexian Mana cost, you can play this fast to get value out of it quicker. Remember, if you make someone lose at least 8-10 life just to attack you, they are more vulnerable to other players killing them. The only other card I would put in place of this is No Mercy. Lastly, Mox Tantalite and Lotus Bloom are great for this deck. If I play them early enough, they allow me to cast Approach of the Second Sun very fast. Also, both suspend cards synergize with Tolaria West. Since the cards have a mana value of zero, you can use transmute from Tolaria West to search for them. I hope that shows you some of my reasoning and decision making. If you need to know anything further, feel free to ask.
4 months ago
For decent salt but fun game I'd focus run some staxy type card.
Archfiend of Depravity weep tokens decks
Sepulchral Primordial steal 3 creature at once
Molten Primordial steal 3 creatures
Tymaret, Chosen from Deathgrave hate that works well with commander to limit the randomness
Altar of Dementia free sac plus many more upsides
Syr Konrad, the Grim with cards entering and leaving graves a decent wincon
Hofri Ghostforge double use etbs with other upside
Sire Of Insanity especially in a low budget slowing down the game works well in your favor. Also a blue players nightmare
Burnished Hart ramp
Tragic Arrogance you choose kinda boardwipe
Command the Dreadhorde Greatness at any cost
Victimize 1 bad guy fir 2 good guys. Seems legit
Painful Truths draw 3
Skullclamp for all the dorks out there. Let's make them useful
Helm of Possession trade your borrowed creature for a newer model
Smothering Tithe do you pay the tax?
Leonin Arbiter did you pay that tax
Wayfarer's Bauble ramp
Ruthless Technomancer ramp reanimation
Hoarding Ogre budget ramp
Fracture flexible removal
Stinging Study good with commander
Archon of Emeria 1 spell per turn
Rule of Law 1 spell per turn
Any of the Fleshbag Marauder effects
Visions of Ruin ramp kinda but mostly removal
Thrilling Discovery card draw
Echo Chamber fun card
Spreading Plague neat includes not great
Grave Betrayal steal creatures
These are just a few ideas. You'll have to mess with it from there.
6 months ago
I like your build. I too have been exploring the interesting strategy Myrkul allows. Some enchantments from my list that have been really strong:
Heartless Summoning speed up the strategy.
Last Laugh value for all the creatures coming and going.
Necropotence guarantees Myrkul trigger and a handful of tricks.
Sphere of Safety self explanatory.
Spreading Plague we get enchantments, opponents get nothing.
Sterling Grove self explanatory.
Tainted AEther we get enchantments, opponents get nothing.
6 months ago
There are a few natural disasters that come to mind: Spreading Plague works, but you risk collateral damage and they’re always left with one. Virulent Plague is very nice, but only dings for two. Two of my favorites, but that’s because I don’t usually have any creatures when I play them.
8 months ago
This dude and the Boros legend piqued my interest the most. I've been brainstorming all weekend and stumbled on your list. Weathered Bodyguards is clever and something I overlooked that will be added to my list. Here's some enchantments that really fit the strategy that you might be interested in:
11 months ago
1 year ago
What a great approach to slug! It's always great to see the return of mana burn haha.
If you're feeling like adding a real sucker punch, Spreading Plague + Darkest Hour could be fun, especially with elephant grass already in your mainboard. Shiny Impetus might also be worthwhile, depending on the group. Even more defense-focused could be Chaosphere. Decimate is decent spot removal. Defense of the Heart has never done me wrong, and can be helpful getting some creature-based ramp or card draw out. I could also see a place for Seizan, Perverter of Truth and Mirage Mirror, but maybe not more than what you already have in. And one final suggestion - Mirri's Guile is always nice
1 year ago
The deck is more of a life gain deck than it is a control deck. You have a lot of removal, but that's all that makes it controlling.
Highest recommended card: Vile Consumption. This card is brutal in this deck if you don't have too many creatures.
Hallowed Burial is a highly underrated board wipe.
Card suggestions: Sphere of Safety, Approach of the Second Sun, Aura of Silence, Austere Command, Cleansing Nova, Damn, Darksteel Mutation, Doomskar, Epicure of Blood, Erebos's Intervention, Ghostly Prison, Infernal Grasp, Liesa, Shroud of Dusk, Narset, Parter of Veils, Propaganda, Rest in Peace, Righteous Cause, Rule of Law, Telepathy, Time Wipe, Trespasser's Curse, Utter End, Venser's Journal, Witch of the Moors
Mean/weird cards that I would probably play: AEther Barrier, Archmage Ascension, Death Match, Lightmine Field, Meishin, the Mind Cage, Overburden, Porphyry Nodes, Spreading Plague, Tainted AEther, Portcullis, Magus of the Moat, Magus of the Tabernacle, Silent Arbiter, Serene Master
*Obviously play what you want