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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Until your next turn, your life total can't change, and you have protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
SufferFromEDHD on "I'm Gonna do Their Ultimate"
1 week ago
Teferi's Protection is the best at what it does but doesn't Semester's End better fit the decks theme?
Resourceful Defense no loyalty counters ever go to waste.
Honor-Worn Shaku all your planeswalkers become mana rocks!
Staff of Compleation swiss army knife.
Sword of Truth and Justice turns your few creatures into proliferating machines.
Deserted Temple utility.
Mobilized District the best manland for Superfriends.
RCD2023 on Lathiel, Who Blots Out the Sun
2 weeks ago
rakdosrunner Great additions! :)
Generous Patron on Hapatra, Vizier of Poisons its awesome too!
Lathiel it's a fun good deck, but it's not broked in anyway, so you can keep or mind in peace hahaha .. he usually is based on creatures (that give us valor 1 turn after, and can easyly be removed, counter or controled) and 1-3 speells each turn.
One board wipe and we get back to back to square one xD (even with cards like The Ozolith or Resourceful Defense in play).
I would say that Teferi's Protection it's the only card that it's closest of "Broked" in our deck... one time I was really ahead in the game and one friend casted Farewell and I had Teferi's in hand ... we lough and agree with 'Im was running ahead and they gaved me cocain' hahaha
RCD2023 on Lathiel, Who Blots Out the Sun
3 weeks ago
i really enjoyed the enforce that u had describing the deck and the mechanics.
i'm playing Lathiel for a long long time and i'm updating him a lot since then.
all the cards that u described i alredy test it, some of then still in the deck but mostly i had cut from the deck in order to be fastier and be more "Go for the troat" (my playgroup dont play easy haha).
firstly i wanna say the awesome cards that i wouldn't dare to touch that u metion before: Aetherflux Reservoir Authority of the Consuls Mangara, the Diplomat True Conviction Worldly Tutor Teferi's Protection Ozolith, the Shattered Spire Branching Evolution Light of Promise Well of Lost Dreams Scholar of New Horizons Tribute to the World Tree Esper Sentinel
it took me a long time to get this deck better and i still getting some frustations but if you like to consider, here some tips of cards to be implemented in order to have a better experience with it: ( mostly of this cards i proxed it because i dont wanna spend a lot of money and because i dont have a headache changing they every 2 months when wizards bring some new things )
starting with the nasty combos :
God Mode ( infinity mana + infinity draw :D ) : Argothian Elder or Priest of Titania + Quirion Ranger+ Ashaya, Soul of the Wild + Beast Whisperer with Eternal Witness in the deck u can even cast your grave again
Lathiel Gatling Gun: Walking Ballista + Heliod, Sun-Crowned or Cleric Class
“Life moves pretty fast..” — Ferris Bueller’s Spike Feeder + Light of Promise
ramp : Marwyn, the Nurturer : counters will get him a good ramp Mirari's Wake : awesome ramp Land Tax: can save you in early game Burgeoning : get ahead Priest of Titania : every elf in the battlefield Exploration : get ahead again Arbor Elf : very good with Selesnya Sanctuary or some mana that u need Mana Reflection: awesome ramp Circle of Dreams Druid : gaeas crandle in creature Nykthos, Shrine to Nyx : why not ? proxy <3 Crop Rotation: get those good lands in battlefield Carpet of Flowers: very good against 2 or more people Smothering Tithe : just perfect
draw : Generous Patron: our green budget risky study, perfect in lathiel Guardian Project : good in general The Great Henge : we have big creatures so probably will cost onle 2 green mana Toski, Bearer of Secrets : unstapable, can't be countered and draw Archivist of Oghma: meh... sometimes good sometimes not, but its 2 mana
tutors: Finale of Devastation : go for the troat Enlightened Tutor: very good tutor in our deck Eladamri's Call : get those pieces that u need Fauna Shaman : get those pieces that u need Defense of the Heart: this is funny, but moste of times works haha Yisan, the Wanderer Bard : good in general Natural Order : to the battlefield! Primal Command : say goodbye to ur grave zombie players
utility: Akroma's Will: defense or end game Alhammarret's Archive : it's 5 mana, but double life gain and double draw Eternal Witness : u have awesome cretures that people wanna destroy so... also good piece of combo God Mode Elesh Norn, Mother of Machines : Hushbringer + Hardened Scales, but better Serra Ascendant: sooooo goood in this deck ... first piece to be tutored by yisan, the wanderer bard Angel of Destiny: go for the troat Ashaya, Soul of the Wild: combo, but also a big creature Overwhelming Stampede : go for the troat Walking Ballista: good in general andd combo Cleric Class: combo but also grave Spike Feeder : Snowball effect, one of the best synergy of lathiel, 'each turn' change counters for life/
Good interactions : Aura Shards , Force of Vigor 2 ducks 1 shot ,Farewell exile :) , Kenrith's Transformation (interaction with draw)
DawnsRayofLight on A Fable of Angel and Elf
1 month ago
bingo. this is exactly what I was talking about, just a couple of things:
Sigarda, Font of Blessings
ugghh the problem is thinking what to drop as the list seems solid as is.
Taurean Mauler: though I see why it would be good
Shadowspear: good, but you it is better in more classic control decks
Force of Vigor: you probably have enough removal for this
Chaos Warp: Probably would be fine without
^^^ Most of the above suggestions are to help improve the control matchups^^^
Crow-Umbra on Isshin Double the Fun EDH
1 month ago
You can still do your multi board-wipe plan, but replace the recursion effects with the Indestructible & phasing protective spells like Clever Concealment or Teferi's Protection. I've had games where my growing board of creatures dodged wipes that affected everyone else, & I kept swinging away once the turn came back to me.
I've played Aristocrats & Reanimator strategies in other decks. I think recursion is a bit more effective when the deck is more focused on utilizing its graveyard more intensively.
I'm currently only running Aurelia, the Warleader as my only extra combat effect. I've never really felt like I've needed extra combats to close out a game, as I can usually pump out enough damage from the group slug & drain effects.
There's other Impact Tremors effects you could pair with Myriad, like Corpse Knight, Witty Roastmaster, or Purphoros, God of the Forge if you have the budget for it.
If you're interested, I have an Isshin deck with an extensive primer visible on my profile. I have a section where I discuss build options, & older game logs.
Crow-Umbra on ¿Attacks? ¡Double them!
1 month ago
The ratios on your Isshin build are kinda tripping me out hahaha. I don't think I've seen any others with this kind of ratio of lands to spells.
I think you could cut down to like 36ish lands, especially with some of the fast mana rocks you're already running. You could probably swap out a few of those for Talisman of Indulgence and the others in the Mardu color cycle.
Some other more general recommendations:
Hall of Heliod's Generosity could be a banger here with the higher ratio of Enchantments you're running.
Vault of the Archangel could also be decent for the keyword anthems.
Reconnaissance is a general banger that is at home in basically in any Isshin build variant. This article details some of the timing rules that make it so good for protecting your creatures and as a pseudo-Vigilance anthem
I think Leonin Shikari, Puresteel Paladin, Ardenn, Intrepid Archaeologist, & Sram, Senior Edificer could all be excellent support for your Voltron Equipment theme.
Lastly, I think you could benefit from running some more instant speed removal & interaction. At least Teferi's Protection or Clever Concealment can do some work in protecting all of your permanents. Those Vandalblasts and creature wipes will hurt bad.
Hope these suggestions are helpful
Mortlocke on The Predator of Predators
1 month ago
Kesslerspatz, hello and welcome to the conversation. Random question - but are you German? I'm currently living and working in Germany so if you're in the Kaiserslautern area, let me know! Thank you for the nice compliment - this deck is definitely one of my babies.
I have to ask how your brawlers can protect themselves? The short answer is that if I can ramp early enough and get my Commander on the board then I can reasonably set my opponents back long enough to get my damage in and hope I draw into protection via Yavimaya Hollow, Teferi's Protection and the like. I also cannot understate the importance of Asceticism - that extra layer of protection goes a long way.
In my playgroup, a lot of removel and board wipes are played, which always blocks some slots in the deck for more protection. I've been flirting with the idea, but with the recent reprint of Flawless Maneuver in Phyrexia: All Will Be One Commander - I felt inspired by this statement to finally pull the trigger and get a copy of this for the deck. Protection for my creatures is paramount, especially when using the Enrage mechanic which focuses so heavily on dealing damage to my own creatures. Making my creatures indestructible can make for some very big turns. This card I definitely recommend for any deck that runs , and has alot of big creatures.
Do you have a decklist I can check out? What cards are you excited for in MOM? Are you excited for the upcoming return to Ixalan?
MattN7498 on Ur-Dragon's Multiverse Onslaught | *PRIMER*
1 month ago
One of the hardest problem that this deck deals with is opponents that are able to go wide on you when you become the archenemy. Typically, you're able to to fight off people with a few creatures as your dragons are typically bigger. But when they're able to swing and get chip damage on you with no consequences for the rest of the table to finish you off is a common way. Deploying early on curve basically guarantees you have a field wipe ready as its difficult to actually kill early walkers and worse case you get some extra damage off. The tutor is just extra on the card. If it was solely for tutoring, there's obviously better cards that are mana efficient or conceal what I'm actually tutoring as tutoring a creature faceup and not being able to cast it just paints a target on your head.
Reduction creature permanents are bad. I either want my creature to have some insane ability to attached to their ramp part or I don't want it (such as Selvala, Heart of the Wilds). Big part of this deck is either having those utility creature rampers to push you ahead or land based ramp as with this deck having your ability to cast spells based on fragile ramp cards is typically how you lose. Realistically on those mana rocks, you aren't usually casting something immediately after so it's no different than just getting more lands in play. Also is a reason I don't have Sol Ring in the deck on top of some weird early mana requirements. But any type of removal on those fragile pieces, you get bottle necked on mana and you'll be casting only spell for turn for the rest of the game.
Sarkhan, Fireblood feeds into recursion portion of the deck and early card filtering as well as dragon ramping on a hard to answer permanent early. Ultimate is nice but not typically what I'm concerned with. The need for the cheaper reducers is bad for this deck as I'm wanting to have land ramp early and then setup draw engines to be able to keep the train rolling. I'm not looking to draw Birds or Goblins. I'd rather just draw actual dragons, utility/draw permanents or land rampers to keep me going in the inevitable increase in keep casting Ur-Dragon. Also, given the fetchs, triomes and mutlicolored lands I've never once had a problem hitting mana requirements early. If you just think about your fetches and potential draws and options for tutor targets, you shouldn't be having an issue.
One off effects like Counterspell or Angel's Grace dilute your deck. Teferi's Protection is an exemption to this because it can save you/your board in way more scenarios than the other two. If you're wanting to load up on protection spells that's fine. But I'd rather be having a lot of those effects than just one. This deck is inherently a creature deck that is beating face/throwing etb damage at opponents. I'm not really looking to optimize my ability to be on the stack. I'd rather optimize being on the battlefield. Because then you end up in too many scenarios where you have less creatures to actually kill people with and too many protection spells where you'll never overtake opponents.
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