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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
1 month ago
1 month ago
Thanks for the feature treatment PurePwnage! Truth be told it’s been awhile since I took a close look at that deck, but I think your updated version is more stable and cost effective. What do you think about Tamiyo's Safekeeping instead of Snakeskin Veil? Or is that +1/+1 counter a safer bet in the event Melira isn’t in play?
3 months ago
3 months ago
Instead of the mana doublers, i would add something like Bear Umbra, untaps your land if you swing with your commander, plus totem armor. Get some protection aswell, Lightning Greaves Yeva, Nature's Herald (just cast commander straight back when he gets destroyed, keep it in your hand). maybe a few spells like Tamiyo's Safekeeping, Tyvar's Stand, Gaea's Gift, Momentous Fall, Shared Summons, Wrap in Vigor some other creatures i didnt think of before: Oracle of Mul Daya, Silverback Elder, Apex Devastator, Cultivator Colossus, Ghalta, Primal Hunger, Cankerbloom, Topiary Stomper, Regal Force
For cutting cards, i would just cut cards that arent creatures or synergize with creatures, or dont do alot most of the time. something like Exponential Growth is gonna be a dead card in your hand most of the times.
Also dont understand most artifacts in your deck. Diviner's Wand for example, 3 mana to cast, 3 to equip, 4 to draw 1 card, 10 mana to draw your first card, and 4 mana for each card after that doesnt seem worth it at all. Id also cut 1x Mirage Mirror, Staff of Compleation, Helm of the Host, Lithoform Engine, Book of Rass
And i would add 4-5 lands. playing a land per turn is stronger then playing an arcane signet or sol ring and then miss a land drop. (id cut arcane signet and sol ring aswell, they are bad draws past t4)
3 months ago
5 months ago
Hey +1 just for seeing another Arena player on here!
The first thing I'd suggest is that (without reliable extra card draw) a 68-card build is going to be problematic in delivering consistent games. I'd trim down to 60 cards. Drop 1 basic plains for sure, as 26 lands is fine for your mana curve.
You might also look at some other protection options. You have a wide array of permanent types here (Enchantment, Planeswalker, Creature, which is fine), but adding in a few copies of a common card like Tamiyo's Safekeeping can help a lot for protecting some of your more important big drops. The Valorous Stance copies your running aren't bad cards, but they don't do anything to protect your other permanents, and also Indestructible isn't itself 100% reliable since Exile effects aren't really that hard to come by, and Indestructible shows up often enough on cards that many control decks run at least 1 Exile option. Safekeeping gives Hexproof in addition to Indestructible, so it can do wonders against a wide array of threats, including Exile and Return-to-Hand effects.
You could leave Valorous Stance's in (they really aren't bad cards) for extra protection (you are rather creature-slanted in this build) and potential removal, but I would make room for 2 or even 3 Safekeepings if you intend to keep the build mostly as-is. Without knowing what cards you favor and find most reliable, it's hard to suggest further what to add or remove, but that'd be my starting recommendation: Trim down to 60 cards, and also find a way to slip 2 or 3 Tamiyo's Safekeepings in & go from there.
Either way, you have a good direction going here. Feel free to add me on Arena if you want to discuss deck builds/strategy or run some test games:
Apollo_Paladin#83413 on Arena
7 months ago
I've been wanting a little more protection in this deck, as it is highly vulnerable to removal. As noted in a previous post, I was thinking about either Heroic Intervention or Tamiyo's Safekeeping. I've decided on Heroic Intervention as it can save my big threats from a board wipe, and I only have a few, so protecting all of them is very necessary. As for the cut, in talking with iceberg_slim, I realized that Psychic Corrosion is really just salt in the pods wound, and doesn't really promote my game plan, it just severely disrupts the other playersr and breaks their wills, which might be a good enough reason to include it I suppose, but I'm not really that vindictive (Or am I? I mean, I am playing a heavy and expensive permission suite...). So with that in mind, I'm cutting Psychic Corrosion and putting in Heroic Intervention.
7 months ago
Change Log 31/01/2023
Added to Maybe Board: