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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
3 weeks ago
LynxGoddess First off thank you so much for all of this! My friends and I play with proxies, so price is not an issue for us. You caught me right before I printed the final deck and I am glad I can make some of these edits in time!
Yea can you tell I don't build blue black often? I'll swap one of the diamonds for Dimir Signet, any thoughts on other cheap mana rocks I may have missed? Yes we proxy but I try to avoid crazy expensive/competitive cards like Jeweled Lotus. I have somehow never seen Tolaria West before, excellent suggestion. I don't play black often so it seemed like Cabal/Urborg would be fun if I could get it off, but not necessary for the deck. Appreciate the land suggestions as well, never thought of using all those fetches for UB mana correction, gonna make those changes now.
The mana curve is a lil too high for sure, was definitely just excited to build typal faeries haha. Nymris is an easy cut, and I'll work on lowering the mana curve so there's more room for shenanigans. Cards like Hullbreaker Horror, Kindred Dominance, Tegwyll's Scouring etc are mainly fun pet cards that I'm going to try out, but are first on my to cut list since they're so high CMC wise. My playgroup decided to work away from every deck having power cards like Cyclonic Rift or Toxic Deluge in every deck with those colors, so I've been trying to find fun (if not less efficient) alternatives like Raise the Palisade.
If you ever need any deck suggestions let me know, this was a huge help and I really appreciate the detailed feedback!
3 weeks ago
Honestly, I could see cards like Swords to Plowshares, Back to Basics, Toxic Deluge, Archaeomancer's Map, Tainted Pact and Animar, Soul of Elements being downshifted to modern. Anything that either: 1. Empowers control, 2. Encourages deck diversity instead of 4 copies of everything, or 3. Encourages go wide creature strategies would be a positive for the format in my opinion. Right now, the format is far too many tempo aggro type decks, with combo coming in as a close second (usually with tempo/control elements to back up the combo).
Control is near non-existant if it isn't there to slow you down enough for them to get their combo off. I'm not asking for something like Celestial Colonnade to become the all star finisher of a control deck again, but I would like to see an uptick in control to rebalance the current meta. Honestly Animar, Soul of Elements is probably too slow for the format, but you should get my point.
1 month ago
Goldbranner, so I bought a bunch of cards just to mess around with and there were a couple interactions I found fun that led to some blowouts but I haven't had enough testplay to see if they're worth a slot in your list.
You mentioned Pull from Eternity which I like a lot since it basically means no removal is permanently removed and you can get it back with Anikthea.
I stuck both Eternal Witness and Timeless Witness in some of my plays and ended up Eternalizing Timeless Witness and then populating her. This allowed me to grab back an instant that populates and just creating more tokens.
I've also tried all the protection spells like Heroic Intervention and Flawless Maneuver but I think the best few are Teferi's Protection obviously but also Clever Concealment and Eerie Interlude. Clever Concealment gets around all board wipe effects including Cyclonic Rift, Terminus, Toxic Deluge or Farewell which are played a ton in my pods. It also protects the token creatures and leaves them up for attacking on the next turn. Also, since it has convoke, we can go all out on a big turn with our lands but since we have creatures up we have enough to cast it. Eerie Interlude doesn't protect the tokens but it saves the enchantresses for the next turn without having to rebuild and can have some Witness triggers to protect the board again for when we go off. I'd typically reserve Eerie Interlude for an early to mid game build up and Clever Concealment for the late game right before we go for the alpha strike.
1 month ago
Firstly a +1, as it is always good to have more added to the hive.
So had a quick look at your list and seems legit. Certainly seems like it is mostly based around a go wide synergy. Going on that, I would like to offer a bit of advice. Firstly, I think Merciless Eviction can be a really dead card. I would look to be using spot removal for exile such as Swords to Plowshares, and Path to Exile. I would be using modal boardwipes which you can rebuild from using Sliver Gravemother, and Merciless Eviction is a kinda non-bo. Maybe something like Austere Command would be better, and Toxic Deluge can still deal with those indestructable things.
I am also not a massive fan of Coat of Arms. Dont get me wrong, its a classic, but EVERYONE benefits from it. Something like a Shared Animosity may be better for you as you have so much evasion that toughness is less of a concern. I know its pricey, but maybe a Finale of Devastation could go search for your Sliver Legion and get to swinging with those big Slivery baddies. Can also use things like Natural Selection. Would also say that given the key words you can get just from your Slivers, Akroma's Memorial is a little redundant.
If I can think of anything else I will drop some more on here, but hope it helps. If you would like to come and drop by my hive, you will be always welcome to come have a look around and leave me a message letting me know what you think :)
2 months ago
Ooh, wheel punishment fun. Here are some thoughts of varying budget levels:
- Memory Jar is a great wheel effect, and comboing with Sheoldred means 14 damage right off the bat. You could also think about Teferi's Puzzle Box, cheaper-price wise and is effectively a wheel every turn. (I use this to great effect in my Nekusar, the Mindrazer EDH.)
- Wound Reflection and/or Archfiend of Despair will multiply damage and life loss, and not just from Sheoldred. (Use them both for extra fun!)
- In terms of board wipes, The Meathook Massacre, Toxic Deluge, Damnation, and Oblivion Stone are all within color and all very brutal. Living Death is a bit of a strange boardwipe, but can be quite handy. Murderous Rider is also good for pinpoint removal with an upside., and Aether Snap might also be useful depending on your playgroup.
- Tutors are good things to get your stuff, but many that I would recommend (Demonic Tutor, Vampiric Tutor, and Imperial Seal) are price-wise quite high. Diabolic Intent and Grim Tutor, however, are much less expensive, though, and recently reprinted, so maybe worth a thought.
- If reanimating is a thing you want to do, The Cauldron of Eternity is maybe worth a thought.
- Field of Ruin and Demolition Field are good pinpoint land removal tools that don't really cost you anything. (Because there are some lands that need to die.) You could also use Fabled Passage, Prismatic Vista, Evolving Wilds, and Terramorphic Expanse as other land fetches to also load up your graveyard for whatever shenanigans you plan (and for deck thinning).
- Snugglemuffin–er, Phyrexian Obliterator is great in any mono-black deck. Not only is it cute and adorable, but it's very hard to deal with.
- If you can have a reliable source of sacrificial victims (eg. Reassembling Skeleton or Bloodghast, for instance), Contamination is maybe worth a thought. Your opponents will "love" you forever when their lands only tap for one black mana at a time.
3 months ago
To be clear about what's going on here: if a resolving spell or ability creates an effect that changes the characteristics of objects on the battlefield (adding or removing abilities, increasing or reducing P/T, changing colors etc.) then the group of objects it applies to is locked in at the time it resolves. It won't affect anything that enters the battlefield later in the turn. That's why the Young Wolf brought back by Undying will stay alive, because Toxic Deluge isn't affecting it anymore.
3 months ago
Young Wolf will get -3/-3 and die, then Undying will trigger, and Young Wolf will return to the battlefield with a +1/+1 counter, if it didn't have one when it died. The -X/-X from Toxic Deluge has no bearing on the Undying trigger whatsoever.