
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 |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Oldschool 93/94 | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Tormod's Crypt
Artifact
, Sacrifice Tormod's Crypt: Exile all cards from target player's graveyard.
TheOfficialCreator on
Count the Bells, Heed the Chimes
1 month ago
king-saproling My only concern with Mastery as the main wincon is that it's much more susceptible to instant-speed graveyard hate. It would mean that I would have to fold pretty hard to Tormod's Crypt unless I ran some kind of Krosan Grip type effect. Which, granted, I could do that if I was removing all the creature tutors, but it still feels somewhat iffy. I'm not sure.
Stardragon on Custom Theros Set
1 month ago
wallisface-First and foremost my experience is commander not standard or legacy or modern or vintage nor sealed or draft just commander. So all these cards are built with commander in mind. So lets tackle each card one at a time.
Gods- All the god effects are based on their old cards and built upon and tweaked with some research done on their lore and made sure it fits in their color pie (since soo many people are anal about color breaking though i find it fun and interesting). So if you find it samey blame me for my lack of imagination but also some of Wizards for making the OG's that way as well
Iroas- You said his second ability is too much but is OG card protected from combat damage Iroas, God of Victory and slap on Tajic, Legion's Edge ability to protect against non combat damage and white has lots of cards that destroy tapped creatures or blocking/attacking creatures so i gave him a conditional removal sure you could put him a boros weenie deck and have continuous removal it basically X/1, X/2 or X/3 deathtouch for white but white has done similar thing like that though for equipment only but this is a god so yeah it ment to be powerful. Also he is at Mythic Rare meaning you except game winning/breaking effects and for modren/sealed playstyle 6 mana is along to invest if im told right unless you cheat it into play but not my area of expertise.
Shield and Spear- Just made to giving creatures Lifelink, ward 3 and Battlecry
Hakatos- For his for first abiliy this will cover all demi gods so let me explain (this also for you TypicalTimmy) Let do Dexos and Heilod as an example Daxos, Blessed by the Sun is a double white 2/* which by himself makes him a 2/2 and gives 2 devotion to Heilod all other demigods are the same in this way and gives you roughly half of the devotion needed to the gods into creatures with the gods them selves also giving 1 devotion to their own color giving you three meaning you only need 2 more to that god online. Since all the Muilticolored gods need 7 devotion insstead of 5 i gave all thier demigods 4 devotion (may cut that to three) leave 3 devotion and since each multi god gives two devotion that leaves only 1 needed to get them online, and since each mono colored demi had 2 devotion making them all 2/3 if or 2/2 by themselves if I did that with the multi colored ones as Timmy said that would make them all X/4's or 4/X's much to powerful for uncommons even if their legendary so i nerfed it in that you need one of each color pip to give them a boost to there X stat so if you just had 1 red AND 1 White on the field Hakatos's Power would be 1 and if had 1 Red AND 3 white is power would still be 1 but if had 5 red AND 5 white his power would be 5. It was a way to try and balance them out it maybe rough but i could work
No on to his second ability is play on OG card Haktos the Unscarred which also gives him protection from certain numbers this just makes so weak creatures can't chump block him it not broken or confusing to to keep track of he is fine once I find a way to smooth out the devotion thing.
Karmatra- Creatures are spells and they do ETB that how ETB effects trigger I honestly don't know what your talking about here. as for the mana cost i think 5 mana for whenever a non-token creatures ETB's you get to search for ANY land is fine 4 mana seems too cheap for repeatable effect hell 5 mana maybe too little.
Her Scythe- I admit may not be as flashy as others but neither is farm work lol but gains mana fixing and ramp but making all you creatures into a BOP, and you can you three of those creature to ramp even harder with it second effect can summon a 6 or higher drop buy turn 4 or 5 depending on your field and gains life to help get head or stabilize, it very powerful just not in the flashy immediate way which feels right for basically the god of agriculture's tool it not fast but be patient and you'll reap the benefits. Again it don't see much wrong with it.
Sythis- This one is the inspired but it's literaly just her OG card Sythis, Harvest's Hand without the card draw and with scrying instead and scrying is all color effect partically in theros where the mechanic was officially named and a bunch of cards from every color had it tacked on. So she every much fits into the GW pie
Ephara- She basically is a tweaked Rhystic Study or Smothering Tithe which is fine bu ti do agree with the non land and caring about your opponent thing will fix that but i do want it a bit more unique than your standard tax card
Medomai- I assume other than the devoion power/toughness thing you dont have a problem with him
Kruphix- i can agree that cards for and indestruable card is powerful maybe busted but again he is mythic rare and a god those two things together you would expect some bust things about it BUT i can see spiraling way to out of control will think but nerfing the draw
Kydele- Her effect is for THE END OF THE TURN, Not the beginning and you than have a choice of untapping three land so you have access to outer spells or other creature protection on you opponents turn or having that card in hand that you've probly already scryed and want in your hand the flexability is what makes nice and you may not always want to draw in case you're milled out out lose life if you draw niche in the grand scheme of thing but a useful to have. i probaly will cut the adding a +1/+1 counter to creature though to much for an uncommon
Cymede- Fix her egregious spelling mistakes and just made scry 2 simple but decently powerful particularly when paired with her god
Atris- Fixed his until end of phase to end of turn but that's it. Thier are other cards that give sorceries flash like Hypersonic Dragon and Wizards of Thay give sorceries flash, Vedalken Orrery and Tidal Barracuda give all spells flash sorceries included. So it safe to say that sorceries can and do interact with flash even if it rare and it not even a pie break.
Mogis- Fix him it was always meant to be at the end of the turn not upkeep and tack only the current player's creatures I don't how those got past me. And made clear that it for each creature that didn't attack.
Rhordon- I assume other than the demigod clause your fine with him Axe- For the the self afflict dmage was decause rakdos has alot of power cards that deal damage to you, and i felt that as the god of slaughter's weapon it was fitting that it doesn't care about it summoner/owner but i will reworded so that the damage procs at the end of each other player's turn so it it works as intended
Pharika- Her frist ablity is fine it just a powerful Desecrated Tomb, Tormod, the Desecrator or Quintorius, Field Historian (and i say more powerful be cause of the poisonous 1) and they are powerful with Tormod's Crypt so I think it is fine is fine.
Her second effect is also mostly fine the card is fine if you 1 opponent and they have 5 posion counters on them you still only draw 1 card if have 7 opponent's and 3 have say 8 poison counters on them you will only draw 3 cards and while powerful is nothing in commander compared to some of the crazy card draws other even with out going infinite. fixed the left aspect of it though
Hythonia- Is just a Syr Konrad, the Grim with deathtouch and he is an instant win with graveyard exile and he also an uncommon and not even legendary! So no her effect if fine
Hope that answers your questions feel free to voice your thoughts again after reading this (IK it alot) i take all feed back and contine to scrutinize the rest of the cards
wallisface on Custom Theros Set
2 months ago
Some general thoughts, both on power level and rules concerns. The is a lot of missing punctuation in these cards - but i’ll avoid bringing that up unless its an actual comprehension problem. My background is Modern, Draft, & Sealed.
If i skip a card it’s cause it seems fine.
-
Iroas: does waaay too much for 6 mana. I’d suggest ditching the second-half of the last paragraph.
-
Shield and Spear of Iroas: the way this is currently worded it sounds like it’ll give each creature multiple stacks of Ward3 (i.e a stack for every other attacking creature). Needs rewording to fix that imo.
-
Haktos: the first para is confusing and the explanation text doesn’t explain enough. I’d reword to say its power is the lowest/highest (whatever the intention is) value between your devotion to white and red. Last para on this card I think needs to read “or” instead of “and”, but honestly just track one thing instead of two (i.e the card reads better if it just cares about power, not that and toughness).
-
Karametra: remove the word “spell”, as “spells” never etb. Imo you could make this card 1 mana cheaper.
-
Sythe of Karametra: seems pretty weak. The activated ability needs to to have 7 lands in play to profit (unless you have mana dorks etc to pay for it). Imo you could make either the casting cost or its activation only 2 mana.
-
Sythis: the devotion wording has the same problem as Hactos (I assume now there’ll be a cycle of these confusing texts, so i won’t mention the other occurences). Imo the last ability doesn’t feel very GW to me (particularly the scrying).
-
Ephara: this card is BROKEN as-is. The etb ability probably needs to say “whenever a nonland permanent enters the battlefield under an opponents control,…etc”. The “nonland” is important to stop this being too oppressive, and only tracking when opponents stuff comes into play is important for the UW colour identity, as well as preventing the controller just immediately combo-ing off and winning the game on the spot.
-
Kruphix: make it 1 extra card, not 2. 2 extra cards every turn on a very-hard to remove permanent is pretty busted imo, especially with the free ramp this gives.
-
Kydele: I don’t understand what the “if you don’t draw a card” thing is here. Players will almost always be drawing a card on their turn (draw step). Imo just remove the card draw text - the card reads fine and feels fair without it.
-
Cymede: a lot of spelling mistakes make this super hard to read. Assuming i’ve read it right, i’d be careful with making scry effects go above 3. Wotc avoid it cause it slows the game down too much and messes with a healthy game-flow.
-
Atris: end of “Phase” instead of “turn” (or, just making it happen when the trigger resolves) seems weird. I’m not sure how Flash interacts with Sorcery cards, but my gut-feel is the logistics of this card might need a rejig.
-
Mogis: his trigger doesn’t work - it’s happening at upkeep before the player has even had a chance to attack with their stuff! Outside of that it doesn’t stipulate that its only tracking that players creatures (so they get punished for another player not attacking). Additionally it’s not clear if they need to just sacrifice 1 thing to avoid all damage, or 1 thing per creature.
-
Battleaxe of Mogis: the activated ability is going to do a ton of damage to you for no reason because its literally impossible for something to attack when this is resolving. Imo remove all of the self-damage stuff on here.
-
Pharika: seems busted alongside the likes of Tormod's Crypt type cards. Also Poison counters are never “on the field”. Imo too much card draw too.
-
Hythonia: again, instant win with any grave-exile effect.
Right, i’ve only read down to the GB cards but i’ll stop here. Not sure how useful you’ll find this so i’ll wait for feedback before rambling any more
zapyourtumor on
The Art of Deflection
2 months ago
The deck could definitely use some tuning, but I like the concept a lot, especially the flavor bonus of Jeskai plus a deflection theme.
Cards to Cut
First off I would cut a lot of the straight up bad cards. Divine Reflection obviously fits with the theme but the card just takes too much mana and offers too little for what it costs.
Shu Yun doesn't really do much for the 3 mana he costs, and his double strike effect even makes you pay two more mana every time.
Boros Charm is really more of a burn card, and I don't think it does very much in a tempo list like this. The indestructible choice can come in clutch sometimes, but the 4 damage or double strike options seem pretty mediocre. There are loads of great cards to run in Jeskai, and I don't think this is one of them.
Snapcaster Mage is obviously a great card. However, assuming you're on a budget, you also have to consider the fact that this card is taking up 1/3 of your decks price (for only 2 copies). More importantly, I'd actually argue that Snappy is far too slow for your tempo deck, which wants to be relatively aggressive with early threats like Swiftspear and Delver. The extra $40 you save can go towards some really nice upgrades for the deck, some of which I will suggest below.
The Manabase
I've had to build manabases for multicolor budget decks before, and I feel your pain. This is always easily my least favorite part of deckbuilding on a budget, and it just feels bad in general that your deck can't even run smoothly without spending a ridiculous amount of money on lands. But that's what WotC decided its going to make half its profit from so it is what it is.
I'm not going to make any specific card suggestions here, but your manabase is pretty clunky. This isn't really a criticism, since any manabase below a triple digits is going to be clunky, and I think the combination of basics+checks does an okay job all things considered. Thank god none of your cards have double pips of one color. I think any number of shocks are going to be out of your price range. Check lands are nice, but they basically require shocks to work well. Some other land cycles you can look into are Painlands, Innistrad Slowlands, Temple (Scry) lands, Amonkhet Cycle lands, and Pathway lands.
Maindeck Card Suggestions
Path to Exile: While some of the deflection cards can hit creatures, you technically only have three copies of bolt in the removal department. In my opinion, you should definitely expand that to a more diverse suite of removal spells which can cover all the bases. Path is probably the best catch-all creature removal you can run. It excels in the midgame, removes annoying threats like Murktide, Archon of Cruelty, Primeval Titan, Yawgmoth etc, and only costs one mana. It's also affordable! I think running around 1-2 copies would be good, with potentially another in the sideboard.
Prismatic Ending: A very strong removal spell that compliments Path very well. While path takes out all the high cmc creatures, ending deals with the cheap creatures easily while also dealing with any other problematic permanents. Most 3+ color decks of this kind that run white should run this card in my opinion. Ending also dropped in price a lot so it's quite cheap.
Lightning Helix: I definitely think you should max out 4 copies of bolt first, but helix would be like copies 5+. It also kind of fits the deflection theme since it gains you life (equivalent to preventing damage) while also dealing damage.
Monastery Mentor: Definitely on the more expensive side of my suggestions, but still a lot cheaper than Snappy. If you want to run a 3 cmc threat, I would highly recommend Mentor over Shu Yun. With all the noncreature spells you're slinging around, you will quickly amass an army of monk tokens with prowess.
Sprite Dragon: My replacement of choice for Stormchaser Mage. One of my favorite cards, Draggy is a threat that your opponent must answer quickly, or risk getting run over. Definitely a very solid 2 drop in this kind of deck.
Expressive Iteration: Iteration is a bit slower than most of my suggestions and most of the cards in your deck (besides Snap), but what we get for being slower is grind power and card advantage. EI is such a strong card that most decks from the aggro-midrange-tempo-control spectrum in UR colors choose to run it. Of course, if you are short of card slots then I think my earlier suggestions fit the deck a little better.
Consider: While I don't think you have space to add Consider in addition to Serum Visions, I do think it is worth cutting Visions for this card. You lose a little bit of digging power, but the instant speed is invaluable in a deck that wants to hold up mana for counterspells and instant speed removal/deflection effects. Opt works if you want to save a little bit of money since you have no graveyard synergy besides Snappy (which I think you should cut anyways).
Sideboard Card Suggestions
Tormod's Crypt: Grave hate.
Spell Pierce: Additional copies of Pierce are always good for decks with lots of those noncreature spells.
Wear / Tear: Remains some of the best artifact/enchantment removal in these colors, especially good against saga decks. Cheap also.
Hallowed Moonlight: Hits a surprisingly large number of decks right now, from Creativity to Scam to Rhinos to Yawgmoth to Living End--you get the idea.
Dress Down: This card is just crazy versatile and absolutely hoses saga tokens, and it is probably relevant in more matchups than you would expect. You can cast it in response to Murktide to make it a 3/3, you can shut down hammer and Yawg, stop Titan and Archon from using their ETBs, cast it in response to a Thassa's Oracle, etc.
Alpine Moon: Mainly for Urza's Saga, but it also stops Tron and hits some random stuff like Valakut Scapeshift and Lotus Field shenanigans.
Mystical Dispute/Aether Gust: Just decent color-hate options, if you need more flexible sideboard pieces and have extra space.
Blossoming Calm: Another card I like in decks like this, great against Burn and Rakdos Scam but also stops stuff like Archon and Yawg Combo from targeting you.
Deck Description Suggestions
Each person usually has their own style of deck descriptions, but I can give some suggestions based on my own deck descriptions.
Accordion tabs are usually my go-to, and I'm glad you already started one here.
- Deck overview/general deck goals
- Gameplan
- Maindeck card choices (can be broken up into sections: creatures, interaction, etc.)
- Sideboard card choices
- Matchups/Sideboarding Guide (optional)
- Nonbudget Upgrades (optional)
In terms of stylistic choices, if you contact Yeago (the site owner) on the discord and request CSS perms you can do internal/embedded CSS. You can do inline css without perms, but it is pretty limited and only allows you to customize the objects in the description itself.
If you made it this far, thanks for reading all of my comments; I hope at least some of it was helpful lol. Happy brewing!
NV_1980 on
Golgari Self Mill
2 months ago
Interesting deck, but I think it needs more protection against graveyard-hate. Especially a card like Krosan Grip is key as it doesn't allow activation of graveyard hate as a response to you killing some graveyard-hate (so it will neutralize stuff like Tormod's Crypt and Soul-Guide Lantern). You can also use a Elixir of Immortality as a reaction to someone casting a graveyard-hate spell, or you can pick out specific graveyard hate spells from someone's deck with a card like Jester's Cap.
livingrock on
Postman's Fear Delivery
2 months ago
I'm assuming that your lands haven't been adjusted for multicolor and not that you need that many basics. Here's what I have for your acquire board:
Bojuka Bog Dismal Backwater Command Tower Dreadship Reef Evolving Wilds Rogue's Passage Dimir Aqueduct
Sol Ring Darksteel Ingot Replicating Ring Lantern of the Lost Tormod's Crypt Honored Heirloom Slip Through Space Ghostly Flicker Dauthi Horror Crypt Incursion
colinplaysmagic89 on
$60 Mono Red Prowess with Upgrade Path to Murktide
2 months ago
I threw together the sideboard for the $60 version based on what I could fit into the budget, but here's a general explanation of the sideboard choices:
Abrade Abrade doubles as a removal spell against creature decks and artifact hate against decks like Hammertime, Affinity, and Hardened Scales. While you can also snag a turn one Amulet of Vigor on the draw against Titan, this might be too slow. Abrade also deals with Chalice of the Void
Dragon's Claw Whenever you are in a matchup where you need to race, Dragon's Claw gains you a ton of life. Bring it in in the mirror and against burn, for sure.
Kozilek's Return This card serves a few different purposes. Because it only deals two damage, your prowess creatures will survive the spell, meaning you can use this to clear the board in matchups like Hammertime, Yawgmoth, or Creature based decks. But the spell is also colorless, meaning that it can kill creatures with protection from Red like Sanctifier en-Vec
Smash to Smithereens This gives us some extra reach against hammer and burn while also destroying their shadowspear or getting rid of an artifact blocker.
Unholy Heat This is a removal spell for matchups like Yawgmoth where we need to get through blockers or anything where we need to kill something. This can also take care of a primiveal titan if we have delirium.
Pyrite Spellbomb This card is more Sanctifier En-Vec protection.
Tormod's Crypt Zero mana graveyard hate. Because it's zero mana, it also is good for getting prowess/delirum triggers.
Soul-Guide Lantern One mana graveyard hate that gets past leyline of sanctity, or deals with a single target in the graveyard and then cantrips.
wallisface on
Goblins Whack!!!
3 months ago
You have a bunch of cards here that don't belong in a mainboard - they're sideboard cards. If you're playing with a sideboard, then they should go there. You never want these cards to ever be in a mainboard. They are: Dragon's Claw, Pyrite Spellbomb, Tormod's Crypt, Smash to Smithereens, and Leyline of Combustion. I would also suggest that Flame Slash is a really dubious choice for a card.
Have (3) | DudeMan1031 , Azdranax , sachiel2nd |
Want (10) | fibion101 , Desilet , Aizakku , ArtistaFeo , TechNoble , Amaterasu312 , beesaurs , erinluna , manphist449 , IrateBovine |