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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Artifact Creature — Golem
When Sundering Titan enters or leaves the battlefield, choose a land of each basic land type, then destroy those lands.
1 week ago
Oh whoops, I forgot about that last part of Blightsteel Colossus but ya, great as a side board option.
I guess I can see the value of using Sundering Titan, especially if the meta is geared towards 3+ color decks at the moment, but personally I'd just be too afraid it would backfire on me to use it in the main board.
That said, I really enjoy your version of the deck so far and I look forward to seeing how you improve it further.
2 weeks ago
Thanks. Sundering Titan is very situational. Against 3+ color decks he’s great, but against monocolored he’s basically a dead card. Depending on testing, he may end up in the side.
I’d love to main a couple of blightsteels, the problem is they always shuffle back in. The very first interaction of the deck had blighsteel and a breach package, but it was too clunky. I’m leaving it in the side for the moment as a transformative sideboard option for when my opponents bring in graveyard hate.
2 weeks ago
I really like your version of a Mishra, Tamer of Mak Fawa deck, it seems like a blast to play!
I do have one question though, is Sundering Titan actually good? I feel like it’s a card that can way too easily backfire on you if you decide to put it out. Maybe I just haven’t watched enough competitive games to know how good it can really be, but I feel like Blightsteel Colossus would be the safer and more practical option.
3 weeks ago
Thank you so much for the feedback aholder7!
You bring up a lot of really good points here. I suppose I could just get the same result of mana ramping if I just used Rakdos colored stones. I was using green because originally I had 4 copies of Ravenous Squirrel for saccing my creatures so I did need the green to activate its ability, but since I've decided to drop the squirrels I guess there isn't much need for green beyond needing it for tutors and for the occasional time I use Bala Ged Recovery Flip. Speaking of the tutors, I do think having at least a couple is really necessary for finding Void Maw, which I feel is a really important combo piece in this deck. I've also found that it's surprisingly easy to get the delirium effect of Traverse the Ulvenwald off even with only 3 fetch lands, but if I really want to keep the tutors I guess I could just add a couple more Profane Tutors, or maybe even the new Diabolic Intent.
I've also been noticing too that Bone Shards isn't really enough early game interaction, so maybe adding a few more 1 drop removal or burn spells might help the early game consistency. Jaxis, the Troublemaker has been an absolute superstar in this deck so adding at least 1 more couldn't hurt anything.
As with Chainer, Nightmare Adept, I don't think it hurts to have just a 1 off of him since he doubles as a way to recast my important non-artifact creature combo pieces should they ever get removed or dumped into the graveyard from my library, on top of him just being a great source of free discarding. I actually feel like I would need him more if I were to remove green from the deck since I wouldn't have access to Bala Ged Sanctuary Flip anymore.
Last, I don't know if I would add the fenlurker, the rat, or the zealot just cause I feel like they would be taking up space for more useful cards. I also don't actually like the idea of using Sundering Titan in this deck since it can very easily backfire and force me to blow up my own lands if my opponents don't have any black or red basics.
I really like all of your suggestions and your reasoning for dropping green is pretty sound. I do like how the deck feels right now, but I'm going to make a new version of this deck with the changes you suggested and see how much more I like it. Chances are you're right about the changes that I need to make here and I'll probably end up overhauling this version to match the version you suggested.
Thanks again for your comment, it's much appreciated!!
3 weeks ago
I like the feel of this deck and it seems fun but I have some questions and comments.
First, is green bringing enough to the table? you are playing 8 green cards if you count the backside of the flip land. They are also cheaper cards which means you would need to assure having access to green early consistently. You are devoting more than just a small splash to it, but all you are getting out of it really is some minor ramp. something like Mind Stone or Talisman of Dominance would probably serve you better. without delerium, traverse could be replaced by a basic. With delerium its a great card but in order to do that you need to get all 4 of your types (Land, Sorcery, Artifact and Creature) into the grave. Artifact and Creature are fairly easy but with as few fetches as you are playing you need to have already gotten a Cathartic Reunion or similar off before you have a consistent chance at delerium.
second i think you need a bit more interaction. you have Bone Shards which is a nice way to also get cards in grave. but as a 3 of, you aren't going to be able to respond to many things. I'd suggest throwing in Lightning Bolts but there are a number of cheap removal options like Disintegrate or Go for the Throat if you prefer those.
I think Jaxis, the Troublemaker is one of your best cards here. 3 mana with no warning to drop a leveler or combustion. if you can keep him around you can provide value by continuing to drop threats.
I don't see you hard casting most of your larger threats so Chainer, Nightmare Adept seems like they'd only be able to be a discard outlet and you have plenty of those.
it sounds like you are enjoying Void Maw so i'll skip commentary on it.
overall i think you lack early game presence or a way to stabilize if you manage your way through it. This is especially true if you are using Bone Shards as a way to get value out of unearth targets instead of putting targets in the grave. some basic cards like Yarok's Fenlurker/Burglar Rat/Dusk Legion Zealot can be a blocker and manage resources a bit.
I also don't think your tutors are entirely required with threats and filtering.
-4 rampant growth
-2 profane tutor
+4 Mind Stone
+2 Sundering Titan as a scarier unearth target.
3 weeks ago
There's a lot of great new artifact creatures in the new Brothers' War set. Both Rust Goliath and Cityscape Leveler might be better options to try out in place of Sundering Titan since the titan can actually backfire on you and force you to blow up some of your own lands.
Very cool deck though! It definitely gets my +1!
1 month ago
The game was designed backwards. You're supposed to start with a functional ruleset and then make cards that conform to those rules, not start with a half-assed ruleset and then jerry-rig it by printing looting effects and Serum Powder and mulligans to try to make up for the fact that the default game is just Hearthstone with booster packs that cost $999.
The problem is we're starting with a bad game and then trying to fix it by printing cards that mitigate variance instead of starting with a good game and then adding variance through the cards.
The default rules for Magic: the Gathering are stupid. You could probably replace them with good rules, and then you would say that the game is no longer Magic: the Gathering. Yeah, that's the point.
Imagine that mana screw and flood don't exist, and both players start the game with an equal number of cards and mulligans. Maybe whenever one player mulligans, the opponent also gets a free mulligan. Maybe each player always starts with the same ratio of lands to nonlands. Maybe the game starts with each player having an Abundance in play. Maybe players can each begin the game with a basic land of their choice.
It doesn't matter if each player starts the match with a Sundering Titan and a cup of Earl Grey on the battlefield, AS LONG AS IT'S THE SAME FOR BOTH PLAYERS.
We can sort out the details later. The point is, you need to begin the game with a level playing field. This is not even a lesson in game design, it IS game design. A competitive game that begins with an asymmetrical gamestate is not a competitive game. MTG is axiomatically not competitive, and it's barely a game.
The core input assumptions are wrong. We can fix then fix the second- and third- order consequences like Ledger Shredder becoming OP or discovering that Grapeshot can be a victory condition if you use the copies to target your opponent later.
So how do we make the comp rules fit on an index card and solve mana screw/flood at the same time? Debasing each player's manabase with weaker lands but always giving a player a land from that pile if he wants one is one such idea. I'm open to suggestions.
As a side note, the ENTIRE RULES for Baccarat fit on ONE CARD. https://www.vegas-aces.com/assets/images/charts/resources-charts-baccarat-rules.jpg
Somebody goofed, and it's not me
2 months ago
wallisface Hi, thanks so much for the feedback.
This makes a lot of sense, but is it really necessary to remove all the larger creatures with higher mana costs? Yes, it can be hard to play them, but otherwise I'm not sure how to reliably win if my opponent is able to quickly defend against the "main 3" eldrazi. Karn is obviously going to help out a lot, and I can see Emrakul, the Aeons Torn being excessive, but Artisan of Kozilek and Sundering Titan often win the game when I can play them. Still, perhaps that's just the wrong playstyle altogether.
I will seriously consider these suggestions and I really appreciate it.