Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Alchemy | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Oldschool 93/94 | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Swords to Plowshares
Instant
Exile target creature. Its controller gains life equal to its power.
Idoneity on
06) Birds of a Feather - Kangee, Sky Warden
5 days ago
Oh my God! Birds! I frickin' love birds. I have an old bird deck with him at the helm, existing purely to reference birds in all of the art and text boxes. (Right here!)
As for a suggestion, I have but one. Swords to Plowshares. It's already in there, you say? Nah. The Ice Age version. Look at all those feathered fucks.
Happy flying, bird friend.
theNeroTurtle on
twar 1
3 weeks ago
Arcane Denial Basalt Ravager Battle of Frost and Fire Beast Within Blasphemous Act Bonecrusher Giant Chaos Warp Curious Colossus Cyclone Summoner Frost Titan Generous Gift Inferno Titan Path to Exile Rapid Hybridization Realm-Cloaked Giant Return to Nature Sarkhan's Unsealing Stormkeld Vanguard Swords to Plowshares Thundercloud Shaman
theNeroTurtle on
test
3 weeks ago
Arcane Denial Basalt Ravager Battle of Frost and Fire Beast Within Blasphemous Act Bonecrusher Giant Chaos Warp Curious Colossus Cyclone Summoner Frost Titan Generous Gift Inferno Titan Path to Exile Rapid Hybridization Realm-Cloaked Giant Return to Nature Sarkhan's Unsealing Stormkeld Vanguard Swords to Plowshares Thundercloud Shaman
theNeroTurtle on
test
3 weeks ago
Decree of Silence Nine Lives Rest in Peace Solemnity Web of Inertia
An Offer You Can't Refuse Counterspell Cyclonic Rift Dovin's Veto Fierce Guardianship Force of Negation Force of Will Mana Drain Oblation Pact of Negation Path to Exile Swords to Plowshares
Lightning Greaves Swiftfoot Boots
Boromir, Warden of the Tower Giver of Runes Grand Arbiter Augustin IV Mother of Runes Pippin, Guard of the Citadel Selfless Savior Skrelv, Defector Mite Vexilus Praetor
Academy Ruins
Adarkar Wastes
Ancient Tomb
Command Tower
Deserted Beach
Flooded Strand
Floodfarm Verge
Gemstone Caverns
Glacial Fortress
Hall of Heliod's Generosity
Hallowed Fountain
Island
Kor Haven
Mana Confluence
Maze of Ith
Meteor Crater
Mystic Gate
Nimbus Maze
Plains
Prahv, Spires of Order
Reflecting Pool
Rogue's Passage
Sea of Clouds
Tundra
Dovin, Grand Arbiter Land Tax Rhystic Study Smothering Tithe Tithe
Arcane Signet Chrome Mox Grim Monolith Mana Vault Mox Amber Mox Diamond Mox Opal Sol Ring
Augur il-Vec Hunted Phantasm Infiltrator il-Kor Invisible Stalker Latch Seeker Looter il-Kor Soltari Champion Soltari Crusader Soltari Foot Soldier Soltari Lancer Soltari Monk Soltari Priest Soltari Trooper Soltari Visionary Spirit en-Dal Thalakos Deceiver Thalakos Dreamsower Thalakos Mistfolk Thalakos Scout Thalakos Seer Thalakos Sentry Zealot il-Vec
Academy Rector Enlightened Tutor Idyllic Tutor Intuition Mystical Tutor
theNeroTurtle on
3 weeks ago
Decree of Silence Nine Lives Rest in Peace Solemnity Web of Inertia
An Offer You Can't Refuse Counterspell Cyclonic Rift Dovin's Veto Fierce Guardianship Force of Negation Force of Will Mana Drain Oblation Pact of Negation Path to Exile Swords to Plowshares
Lightning Greaves Swiftfoot Boots
Boromir, Warden of the Tower Giver of Runes Grand Arbiter Augustin IV Mother of Runes Pippin, Guard of the Citadel Selfless Savior Skrelv, Defector Mite Vexilus Praetor
Academy Ruins
Adarkar Wastes
Ancient Tomb
Command Tower
Deserted Beach
Flooded Strand
Floodfarm Verge
Gemstone Caverns
Glacial Fortress
Hall of Heliod's Generosity
Hallowed Fountain
Island
Kor Haven
Mana Confluence
Maze of Ith
Meteor Crater
Mystic Gate
Nimbus Maze
Plains
Prahv, Spires of Order
Reflecting Pool
Rogue's Passage
Sea of Clouds
Tundra
Dovin, Grand Arbiter Land Tax Rhystic Study Smothering Tithe Tithe
Arcane Signet Chrome Mox Grim Monolith Mana Vault Mox Amber Mox Diamond Mox Opal Sol Ring
Augur il-Vec Hunted Phantasm Infiltrator il-Kor Invisible Stalker Latch Seeker Looter il-Kor Soltari Champion Soltari Crusader Soltari Foot Soldier Soltari Lancer Soltari Monk Soltari Priest Soltari Trooper Soltari Visionary Spirit en-Dal Thalakos Deceiver Thalakos Dreamsower Thalakos Mistfolk Thalakos Scout Thalakos Seer Thalakos Sentry Zealot il-Vec
Academy Rector Enlightened Tutor Idyllic Tutor Intuition Mystical Tutor
NV_1980 on
Krav partner token/lifegain
1 month ago
Correct me if I'm wrong, but the general idea of this deck is to generate tokens and benefit from that by gaining (or draining) life and by saccing some of them through Krav so you can draw cards. So anything that's not helping towards that, can prolly be axed. In my opinion, this would be cards like:
- Abstruse Appropriation: stealing creatures is fun, but this spell really makes it rather expensive. First you pay 4 to remove something and then the removed creature's mana cost to steal it. If you keep it for removal purposes, it's much better to replace with something that's cheaper to cast, like Path to Exile or Swords to Plowshares.
- Command the Dreadhorde: I get why you'd include this, considering the deck's theme, but there are better ways to steal opposing creatures. If you're THAT horny for what's in opposing graveyards, use Grave Betrayal; at least it won't cost you any life and it's an enchantment so it can be used until someone manages to zap it.
- Debt to the Deathless: you don't need this. The deck already contains plenty of ways to deprive the opposition of their lifepoints AND plenty of ways for you to gain life. This just seems expensive to me.
- Elbrus, the Binding Blade Flip: honestly, wtf is this doing in here? Not saying this isn't a fun card, but considering its costs and the fact that your deck doesn't do anything with making your creatures unblockable, this seems a waste of a slot to me.
- Emeria's Call Flip: have some doubts about this one. I get it, but are Angel tokens so important that you're willing to spend 7 mana on a spell that saves your tokens from destruction? There are cheaper ways to do this (but then you don't get Angels), like Make a Stand, Rootborn Defenses or Unbreakable Formation.
- Glasswing Grace Flip: it's a nice boost for a single creature, but it doesn't add to the deck's theme.
- Increasing Devotion: not bad but it's also relatively expensive to cast for what you get in return. Matter of taste I suppose; personally I'd leave it out (the deck has plenty of (cheaper) token-generation already).
- Polluted Bonds: strong drain, but not of a kind that's in-theme with the rest of the deck.
- The Regalia: it's an ok ramping mechanism. I'd replace it with a cheaper-to-cast mana rock though, which saves you some time. Jet Medallion, Orzhov Signet, Pearl Medallion, Talisman of Hierarchy ... whichever works.
So aside from all the above, you can cut four lands (or replace them with cheap-to-cast mana rocks to increase resource availability). Good luck.
FadingReality on
Necroblooomin
1 month ago
CREATURES:
I like every single creature with the sole exception of the Ancient Adamantoise. Glacial Chasm does the same thing but way better and is more on theme for the deck. Also, swapping an 8 drop for a 0 drop MASSIVELY reduces the deck's average cmc. I'd simply cut this. You need to cut two cards regardless AND you'll probably want to make more cuts so that you can add in some of my other upcoming suggestions. These suggestions will be different than my "swap" recommendations in my previous comment.
LANDS:
You are running two of the three karoo lands (Golgari RotFarm, Selesnya Sanctuary) in your colors. I'd reduce this to one. Normally I'd never run any of these cards except in VERY specific decks. That said, necrobloom is one such deck that I would run these in, but I would only run one. These are even slower than a normal tap land and are brutal to have destroyed by a strip mine or something. But in a deck that can recur lands and play more than one per turn, they are worth including one of. Pick one of these and cut the other. You are running 11 basics in a 3 color deck which is pretty high. In order to justify running things like Cultivate and Kodama's Reach you'll only need about 6-7 basics. I speak from experience. Even if you wanna run more than 7, 11 is really high. And again, I will be suggesting a bunch of lands to include, so you'll wanna cut some basics and a karoo anyway.
Last thing regarding lands: your land count of 40 is actually a good number. Normally 40 is way to high, but this is a "lands matter" deck so 40 is a good call here. You could probably get away with 38 or 39 too, but don't worry about that unless you are desperate for cuts.
SORCERIES:
These are all very good except for two. I'd cut Regrowth. If you still want this effect (you already have Eternal Witness) then run Bala Ged Recovery Flip. It's an MDFC land so it's awesome and synergies further with your deck. I'd also cut Dread Return. This card is actually VERY good and even saw some cEDH play when Flash/Hulk was still around. The flashback cost is also really good fro your deck. However, the initial cost of 4 is too slow. Consider Reanimate. This is the best reanimation spell in the game and this card is the reason reanimator decks are called reanimator. Also, with reanimate, you lower your deck's CMC more AND you can grab opponents' creatures with it.
INSTANTS:
I already recommended swapping Overkill for Swords to Plowshares. Other than that, I'd cut Reprieve. It's not terribly great (I know you want a pseudo counterspell, but this is meh). Cut it for Necropotence and that way you still preserve and actually upgrade the card draw in the deck.
ARTIFACTS:
As mentioned before, you should still try to keep world map if you can. Endstone should be cut. It's VERY powerful, but it's both expensive and risky. Necropotence is much better for drawing cards.
ENCHANTMENTS:
I like every single one of these with the sole exception of Spelunking. Sure it ramps you once (can wiff although VERY unlikely in your deck) but its 3 mana and theres a ton of two mana ramp you can run that's land based. Also you run 0 caves. The entering untapped IS nice, but swapping this card entirely for another card that let's you play more than one land per turn is going to be much stronger and also kinda negates the tapped lands as you're gonna be able to get more out which negates the slowness to an extent.
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