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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Other enchantments you control have shroud. (They can't be the targets of spells or abilities.)
, Sacrifice this: Search your library for an enchantment card, reveal it, then shuffle your library and put that card on top.
2 weeks ago
Thank you both for the feedback, I especially love the suggestions of Honden of Infinite Rage and Sterling Grove! I am currently biased towards 4 copies of Nine Lives as they have helped in many of the games I've played so far, but I agree that some copies could be removed depending on the matchup. I was only running 2 copies of Sanctum of Stone Fangs since it is legendary and since Clawing Torment can also be a win-con, but I can definitely see dropping the latter and other shrines for more Stone Fangs or Infinite Rage. At this point, I will focus on adding the key shrines instead of Mechanized Production and adjust the mana, hopefully without sacrificing a turn 3 Nine Lives.
3 weeks ago
I like the concept. Some thoughts:
Sanctum of Stone Fangs is the only real card you need here to win out the game, i’d go to 4x of these. I’d also suggest playing a playset of Sterling Grove to both help find and protect your “cannot die” combo (yeah this will mean splashing green).
to fit in the above cards, i’d drop all of the Clawing Torment, Honden of Night's Reach, and Sanctum of Tranquil Light. Honden might do nothing as your opponent may already be empty handed before it drops. Tranquil-Light also feels super slow. Clawing Torment is ok but more situational than Stone—Fangs.
3 weeks 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.
1 month ago
This is coming a couple hours later after thinking a bit more; on the notion of swapping Commander's Sphere for Smothering Tithe - it is no secret I'm not a fan of Smothering Tithe, but with as little mana acceleration as your deck currently runs, I disagree with what the others have posted above. Not only are you getting rid of a mana source, but you are also getting rid of a source of card advantage.
On the topic of card advantage, I'll finally get to what I wanted to discuss earlier. Right now, you only run seven cards that let you draw a card on them. Below are the cards in question and my general opinion on them.
- Kwain, Itinerant Meddler - I don't like this card simply because it gives your opponents card advantage. Okay if you're running a group hug deck, and you appear not to be. Replace with something like Brainstorm.
- Rhystic Study - Excellent card. I advocated for this card in your last thread, and I'm glad to see you add it. The main problem with this card is it's up there on the "kill on sight" cards I spoke about in my first post. You can help protect it with cards like Heroic Intervention.
- Cryptic Command - I am mid on this card. It was great in other formats, but I don't think it translates well to Commander. I'd also advocate for getting rid of it due to it's CMC; you're a three color deck and this has three blue pips. I.e; it's not that easy to cast. Replace it with something like Ponder.
- Sphinx's Revelation - Again, I'm mid on this card. I don't like lifegain strategies in EDH for a myriad of reasons, but you need to pay at least four mana to draw one card. You could go for something like Harmonize, which is also four mana but lets you draw three cards instead.
- Treva's Charm - You don't even really get card advantage from this card as you're essentially paying two cards to draw one card; a net loss of one. I would actually go with something like Eladamri's Call or Growth Spiral. Growth Spiral replaces itself by drawing you a card, while Eladamri's Call allows you to tutor for any creature in your deck, effectively replacing itself.
- Commander's Sphere - I've heard a lot of people not like this card, but I have a soft spot for it. I like it because it can act as mana advantage in the earlier turns, and once you no longer need it you can use it to draw a card. Keep it.
- The Immortal Sun - Six mana to draw a card every turn. Again, this is one of those "kill on sight" cards, and I especially don't like it because of it's CMC. It does do other things, such as acting as an anthem in regards to reducing your spell's CMC and giving your creatures +1/+1. It's alright. If you wanted to, you could go for something like Mind's Eye which does require more investment in the long run, but it can draw you at minimum three cards every turn cycle if you want to go that way. If not, just go for something like Sensei's Divining Top. It's one of the best artifacts ever printed.
Now that I've spoken about your current cards, I'd also try to include more tutors. These range from a wide variety, such as Enlightened Tutor, Worldly Tutor, Traverse the Ulvenwald, Mystical Tutor, Sterling Grove or even something like Land Tax. Any of these will help you speed up your game and lower your CMC. Also, while on the topic of Sterling Grove, I see you run Privileged Position. If you get both out together, no one can target any of your permanents.
1 month ago
Luminarch Ascension definitely can attract attention when you play it, you either need to be in a pillowfort or have a wide board already. It makes lots of sense in a White deck that doesn't play a lot of other flyers, and would love to have access to some mid/late game, and expects to be able to block/be a bad player to swing at for whatever reason. In a deck where you already have a flyer on board usually (and possibly others as well), Ascension looks a little worse, but it also means you are more likely to be able to stop flying attackers to help get counters on Ascension. My solution is to run it in a deck where you have lots of support for it, I run it in Zur, where I put it in because he could fetch it, but found I liked drawing into it (especially early) a great deal. I'll list some stuff that can help it out below, first some 'fun' stuff, and second a bit of 'deeply unfun Stax' stuff, I'm not sure what you play against/people will tolerate.
Stuff like Archon of Emeria or Eidolon of Rhetoric (or even Rule of Law or Arcane Laboratory, or Deafening Silence or Ethersworn Canonist) can slow down players' ability to progress their board states, but your Commander comes with a mana sink attached that you can dump mana into. Rule of Law is a funny card, because it's really good in cEDH and against fairly competitive decks that hope to storm off, but vs decks with lots of big spells it can feel pointless, so it's not an especially salty stax piece in Casual play, even if it can be at the highest levels. Anyways, Ascension also likes stuff like this, it provides you with a potentially much stronger outlet for your extra mana, while possibly causing your opponents to waste some every turn due to Rule. Note, if you have Rule out, destroying Ascension will probably use up someone's spell for the turn, which probably will feel pretty bad for them. You could try Sterling Grove, which can find Asension or protect it, depending on the order you draw them. Greater Auramancy also exists, but it's pricey and does only one thing that may or may not matter, great to have both out though.
There are also stronger (and nastier obviously) things you can run like Crackdown, which will seriously hinder combat for anyone not running White creatures, which you (and your angel tokens) could ignore, but I'm not sure if this is appropriate for your power level, just mentioning that nastier stuff exists that make cards like Luminarch Ascension feel much better.
1 month ago
Bulldawg1310 I playtest most of my decks a fair amount before going to the trouble of writing a description or anything. I can safely say the deck is strong. Enchantress usually is pretty consistent because you draw so many cards with Sythis, Harvest's Hand and/or Enchantress's Presence that you can find a card to stop the opponent quickly enough. The hard part is just staying alive early but Ghostly Prison and Authority of the Consuls are good for that.
Wishing up the speghetti monster Emrakul, the Aeons Torn won't happen that often but it can pop up in matchups that don't have many mainboard answers to Sterling Grove so with a shrouded Sanctum Weaver generating crazy mana you can cast it easily enough. The Emrakul plan is good against other jank/prison decks, too.
2 months ago
Thanks for the input, but I am actually going to disagree. While more mainboard removal like Cast Out is something to consider, I do not think Blood Moon is much of a threat to this deck. So, firstly, there are slightly higher than the average basic land count here because we want a basic forest for Utopia Sprawl (which can name other colors of mana besides green). Secondly, in a pinch we could Spreading Seas our own lands. Finally, Sterling Grove and Idyllic Tutor mean we will sometimes be able to find removal for Blood Moon, Magus of the Moon, or what have you if we need it.
2 months ago
I see you tweaked your list ;) so did I.
Necropotence has been incredible. Gurantees Myrkul indestructibilty and a full hand to make something happen.
Vigilant Martyr Promising.