Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Destroy target nonartifact, nonblack creature. It can't be regenerated.
2 months ago
Would it be good, or maybe bad, if the cards (or rules?) were changed to have “target player” include planeswalkers? Or maybe this has already happened... sort of? An example of what I’m talking about would be to have Earthquake hit planeswalkers because they’re included under “players.” They’re not creatures,so you can’t Terror them, but you can Lightning Bolt them with an “any target” spell. Changing earthquake would then make Magmaquake less useful, but I feel like fixing this blind spot might make PWs more manageable. Please help me understand PWs better and work through the logic of whether a change like that might be bad. Thanks all!
2 months ago
I think there’s also a personal “these are the first few cards I’ve seen that imprinted the game in my mind” iconic to be considered. Cards like Stasis and Twiddle seem iconic to me, both because their mechanics were original and their art is very cryptic and original, but also because they were what I saw first. When you grew up with straightforward art like what was drawn on a He-Man package, something like the original Terror was WILD. I feel like the newer MtG products are better polished, which has some upsides... but lacks that iconic Will-o'-the-Wisp feel. (if I had more skill/time I would link the original arts rather than whatever is about to come up with them - sorry all)
4 months ago
Hi DreadKhan, thank you so much for your insights. This deck is emulating my physical deck. I've been playing with some friends and making some adjustments.
Some points I noticed while playing:
Despite Dark Ritual, I've really been missing mana
When I do those changes, I will update this deck.
8 months ago
Thank you, Made_Compleat.
For a lot of things, but amongst them, giving Archelos some love.
May I break this thread by ranting a little bit about Power Creep?
Headline: It Isn't a Bad Thing.
I've been playing since I was 13 years old, in 1994. You know what was the first thing that pissed me off about the game? When Dark Banishing was released in Ice Age, in 1995. You know why? Because, at that point, not a whole lot of shit had been printed that made any of my decks better.
And there was Dark Banishing. A shell of its predecessor, Terror. A card that basically did the exact same thing, but cost one more. Yeah, it killed artifact creatures, but what the hell good did that do anybody back then. And nothing else added to it that made it even close to as good. And, in my mind, I thought, "is anything ever going to make my decks better?" Or are they just going to keep making worse versions of existing cards?
I quit playing the game. Stopped buying packs. Kept my cards, because I never thought they'd be worth anything. Occasionally I would find someone who played, would bring out my old what then began to be called "Legacy" decks, and inevitably trounced them. And, do you know what made me want to start buying cards again? At some point, I started to lose games.
Ok, so I first started buying cards again for the Urza block, because of the fast green creatures with Echo, and because I thought Squirrels were cool. Then, I bought a lot of Mirrodin years later, because I liked both the Affinity mechanic and Equipment subtype therein. I was utterly disappointed with 5th Dawn, but there I was. And I bought a lot of Kamigawa block after that, solely for the flavor. But I quit again after that, because I still owned those decks from long before that were my best, and nothing had made them any better.
I stopped buying cards for many years after that, and then Lorwyn was released in 2007, and I started losing games. Power Creep had set in.
I honestly don't know what it was. Nobody I played with used planeswalkers, so their introduction couldn't have been it. Maybe I had just missed too much in all those years, and new archetypes had emerged. Whatever it was, suddenly my Legacy decks, that hadn't changed much in more than a decade, weren't competing. I had to start buying cards, lest my stance that "new cards will never compete with the old ones" was proven obsolete.
And the hits kept hitting, for years thereafter. I was elated. FINALLY! The cards that were being printed could create decks that could compete with decks that had existed more than a decade ago. And no, I'm not talking about Power 9 decks, but even they could be improved by newly printed cards! There was something better out there, possible and new, to give me a reason to want to continue playing the game!
And by "playing the game," I mean continuing to give my money to WotC. And/or my LGS, TCGplayer, or whomever (way back then, there was a website called Blacborder.com, where I bought all of my singles, but I don't think they exist anymore). Finally, WotC was printing cards that competed with existing cards! Finally, there was a reason to expand my collection! Finally, WotC wasn't just trying to push Standard format for the sake of getting new players to feel like they could keep up, and instead was making old players - like me - feel excited about buying packs again!
And then there was commander. Some of you might not know or remember, but EDH stands for "Elder Dragon Highlander." "Elder Dragon," because in the beginning your commander had to be one, and "Highlander" because that was already the existing name for singleton format ("There can be only one!"). True story: 100 card singleton format existed in 1996. It was called "Highlander" back then. There was no commander. There was no command zone. Just a 100 card singleton deck that forced you to use all those less powerful reprints like Dark Banishing, because the deck was 100 cards and you could only have one Terror. And sometimes, in my experience, your starting life total was still just 20. The wild fuckin west, brah.
And with Commander came a revitalization of a lot of previously overlooked cards. For instance, those 8 copies of Rhystic Study that I had pulled from packs many years prior were suddenly worth a shit. Hard to believe now, but they hadn't been before. Just bulk rares. So at that point, not only were there more and better cards being released frequently, but my old cards that even I had dismissed were becoming relevant. It was like Christmas times 1000!!
So please, don't complain about new cards being too powerful. You don't have any idea what it was like when all that bullshit was being printed in the late 90's. Be grateful that WotC keeps you on your toes. It's a lot more of a beneficial strategy to us players than the creation of the Standard format, where they basically said "we're not ever going to improve on existing cards, so you aren't allowed to use them anymore. Here's a load of less powerful garbage. Please keep buying cards." It keeps us interested in what's being released. It keeps us from taking years-long hiatuses, like I did many times in the past. It keeps new releases relevant, for more than just flavor or shiny new mechanics.
Now we have to grow our collections in order to compete. We have to buy those new cards to keep up. We can't just keep playing that graveyard deck that we built in 1994 and expect to win against these kids that just started playing. We have to adapt, and that keeps the game interesting. Even if it's only changing a card or two in the deck every year. And yeah, if a card comes along every now and then like Elesh Norn, Mother of Machines, that completely wrecks all of the decks that you spent so much time and money building, so be it! That just means that the game is improving, diversifying. It means that there's an avenue for what you already own to get better.
It is a good thing. Get over it.
1 year ago
Just a few suggestions on the utility pieces: Sisay's Ring is the same thing as Ur-Golem's Eye, but Thran Dynamo is better. Expel is better than Excoriate. Unless you really care about preventing regeneration, Doom Blade is better than Terror, though I personally prefer Poison the Cup.
1 year ago
You could use a Terror in there. Would be on brand for horror movie
1 year ago
Hey, well done for being new, for less than $50 you put together a deck and included many untappers which are good with Garth. Interesting Wizard subtheme with Azami.
These are all staple budget cards in Commander and other than Sol the other cards are rainbow ramp/color fixing for five colors.
You lack a win condition, a game plan to win the game. Jeskai Ascendancy can combo with Retraction Helix + Sol Ring or Everflowing Chalice to make all creatures you control as big as you want, loot (draw/discard) as much of your deck as you want and Sol makes extra colorless mana.
When you control Ascendancy target Garth with Helix. If you control Sol then tap it to make two colorless mana and tap Garth to return Sol to your hand. Cast Sol for one mana which triggers Ascendancy to untap Garth and repeat. Use this combo to make Garth huge to attack. Regrowth cast from Garth can recur Helix to make this combo repeatable.
Unblockable is a powerful ability to give a high power Commander since you only have to do 21 Commander damage to a player for them to lose the game. Whirler Rogue's activated ability can make Garth unblockable and Whirler is a creature who benefits from blink to create more Thopters.
Consider expanding on blink with more repeatable sources? Teleportation Circle is good, but more repeatable blink will give you more chances to reset Garth and since you have so many untappers that's kind of important to get more out of Garth especially with Jeskai Ascendancy and Murkfiend Liege. Soulherder can repeatedly blink Garth at your end step. Brago, King Eternal can repeatedly blink Garth when it attacks and does combat damage to a player. When this happens Brago triggers to blink any amount of nonland permanents you control which includes Garth as well as any creatures who have an enter the battlefield trigger.
An effect that's good with Garth, blink and untappers is haste, to be able to tap Garth the same turn he enters the battlefield (ETB). Temur Ascendancy gives Garth haste as well as repeatable draw since Garth and Shivan Dragon have more than 4 power. With Ascendancy and blink from Soulherder right after Garth ETB then you can tap him to cast any one of the three instant options: Disenchant, Terror or Braingeyser. Only one of these three because you're blinking Garth at your end step which is not a main phase.
Brago, King Eternal's blink is different since it happens at the end of combat meaning that at your second main phase if Garth has haste he can tap to cast any of the options including the sorcery speed options: Black Lotus, Regrowth or Shivan Dragon.
If interested I offer more advice in another comment. Good luck with your deck.
1 year ago
Hey, really well done for your first Commander deck and less than $100 budget. Garth is an interesting choice for Commander for five color Dragons, haven't seen this before. Jodah, Archmage Eternal would be my first choice for a less than $1 five color Dragon Commander.
Some budget support cards to consider adding. These card suggestions have interaction with each other, Garth and Dragons.
- Temur Ascendancy: repeatable draw when Garth or Dragons enter the battlefield (ETB) and haste for Garth and Dragons.
- Soulherder: repeatable blink for Garth and has interaction with Temur Ascendancy since Garth ETB to draw after he returns from exile. Giving Garth haste lets him tap right away to cast one of Disenchant, Braingeyser or Terror.
- Vizier of Tumbling Sands: untap Garth, a land enchanted with Fertile Ground, Arcane Signet, another mana rock or Faeburrow Elder for ramp, etc.
- Arcane Signet: staple two drop rainbow mana rock for more ramp.
- Fierce Empath: can search library (tutor) for a Dragon and can be repeatable with Soulherder.
- Fertile Ground
If interested I offer more advice including some cuts to consider. Would you like more advice?
Good luck with your deck.