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Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Thoughtseize
Sorcery
Target player reveals their hand. You choose a nonland card from it. That player discards that card. You lose 2 life.
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wallisface on
Kamarupa’s Challenge
1 week ago
I think Choke is a card you’d probably leave in the sideboard to battle decks that use islands. But I think Power Conduit is a good mainboard addition:
- 4x Blooming Marsh
- 3x Oboro, Palace in the Clouds
- 1x Overgrown Tomb
- 4x Polluted Delta
- 4x Swamp
- 4x Verdant Catacombs
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4x Urza's Saga
- 4x Power Conduit
- 1x Shadowspear
- 1x Expedition Map
- 1x Nihil Spellbomb
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4x Fatal Push
- 4x Damnation
- 2x Cling to Dust
- 4x Collective Brutality
- 3x Shadow of Doubt
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4x Thoughtseize
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4x Bloodghast
legendofa on Lotus Petal vs. Chrome Mox
3 weeks ago
Not competitive (especially Legacy), but I'm an 8-Rack enthusiast.
Setting up fast is important. Once you have your Rack lock set up, at least in my experience, you only really need a couple mana each turn, so the mana from that Chrome Mox might be less valuable than the card that got imprinted. Especially with a set of Dark Rituals, it should be easy to set at least one Rack effect and a Hymn to Tourach or Thoughtseize on turn 1 and build with 1-2 mana a turn from there, with a little burst for Liliana of the Veil or Ensnaring Bridge or whatever as needed.
So my vote's for the Lotus Petal. Prioritizing your denial and removal seems more important than a guaranteed extra each turn, but I'd be very interested to see how well it works in practice.
Ravndark on
Lantern Control *Primer*
1 month ago
KongMing The decks back then were using a loop of Pyrite Spellbomb to continually ping the opponent. It's become less useful as of right now, since a lot of Activated Ability hate is out there. I've been questioning if that's the route I'd like to go again, but finding room is hard. Cutting coloured lands makes the Ancient Stirrings and Thoughtseize and Inquisition of Kozilek a little harder to cast.
Xica on
How to deal with [[The One Ring]]
3 months ago
I didn't want to list counterspells and targeted discard, since they are the trivial choice.
I mean all of them work.
And there is a LOT of them. I didn't want to list all flavours of Counterspell with various up and downsides. And same goes for Thoughtseize, Duress, Mire's Toll, Collective Brutality. There are way too many.
And targeted discard is a way sketchier proposition than counterspells, as they turn the game into topdeck - where they don't help against the one ring.
wallisface on Brew ideas for Scrawling Crawler
3 months ago
Another very rough idea, deliberately not using OneRing as it might be gone in a month, and none of this list makes any sense in a world where it still exists.
- 21x Lands
- 4x Orcish Bowmasters
- 3x Sorin of House Markov Flip
- 4x Scrawling Crawler
- 3x Boggart Trawler Flip
- 4x Sheoldred, the Apocalypse
- 3x Birthing Ritual
- 4x Necrodominance
- 3x March of Wretched Sorrow
- 4x Soul Spike
- 4x Fatal Push
- 3x Thoughtseize
legendofa on Brew ideas for Scrawling Crawler
3 months ago
First pass, probably lots of room for improvement:
24 lands
4x Scrawling Crawler
4x Blood Moon
3x Thoughtseize
This tries to win off passive damage, although the Crusader and Orc Army can chip in if they get a clear lane. Blood Moon and Damping Sphere shut down opponents' production, and you don't need to be casting a big pile of spells each turn anyway. Bolt and Thoughtseize are a pretty typical 1-mana removal package, but I'm soft on Thoughtseize as a late-game draw. Kederekt Parasite also feels subpar, but it's the cheapest draw punishment available. In testing it, I would watch the ratio of forced drawing to control effects--handing opponents free resources is dangerous, and if you can't shut them down, you're setting yourself up for failure.
wallisface on I need help creating a …
4 months ago
Some thoughts:
-
Generally a deck wants either countermagic or hand-disruption, not normally both - as it creates a weird jumble of tempo and mismatched-plans. This is why you'll see basically no control decks running hand disruption. In that vein i'd suggest removing the Thoughtseize.
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A lot of cards in your deck are just not good. Specifically, instead of running Anoint with Affliction, Corrupted Resolve, Serum Snare, Reject Imperfection, or Fuel for the Cause, you're better off just running good-cards like Counterspell, Fatal Push, and Drown in the Loch.
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Similarly, Infectious Inquiry being sorcery speed makes it really terrible and unplayable. Same goes for Vivisurgeon's Insight and Phyrexian Arena. These cards are all just too clumsy, don't do enough, and give your opponent the opportunity to do things.
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I think your creatures validate your opponents interaction too much and also mess with your own plan to control the game.
-
The sideboard choices confuse me.
If I were trying to build a deck like this, I'd be using the following as a base:
- 23x Lands
- 3x Virulent Wound
- 4x Prologue to Phyresis
- 4x Vraska's Fall
- 4x Drown in Ichor
- 1x Inexorable Tide
- 2x Damnation
- 2x Cling to Dust
- 3x Fatal Push
- 4x Counterspell
- 4x Drown in the Loch
- 2x Sheoldred's Edict
- 4x Preordain
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Want (3) | concorde , ACrispyTaco , Kripkenstein |