, , Discard a card: You gain 4 life.
, , Pay 1 life: Create a 0/1 white Goat creature token.
, , Sacrifice a creature: Return target artifact card from your graveyard to your hand.
, , Sacrifice an artifact: Draw a card.
|Have (2)||metalmagic , VioVoid|
Printings View all
|Mystery Booster (MYS1)||Rare|
|Commander Anthology 2018 (CM2)||Rare|
|Commander 2016 (C16)||Rare|
|Commander 2014 (C14)||Rare|
|Magic 2014 (M14)||Rare|
|Magic 2013 (M13)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Trading Post Discussion
2 weeks ago
@Jackfrost23: Compared to U/R Storm with Gifts Ungiven, this is more of a "draw-go" hard control deck, rather than a combo deck. You're looking to grind your opponent down through raw card advantage and silver bullet answers over casting a big Grapeshot. Compared to Junk Gifts, the red over green means much stronger removal. Not only do you get Lightning Bolt, but also cards like Terminate and Kolaghan's Command. Sometimes, you can just burn people to death like U/W/R Control does by going Lightning Bolt -> Snapcaster Mage -> Lightning Bolt at your opponent's end step, then untap and swing with Snap and Celestial Colonnade.
What makes this specific build powerful is how difficult it is to remove its threats. Not only is Godo, Bandit Warlord strong on his lonesome by getting an equipment, Batterskull is hard to get rid of. But then along comes Trading Post and Academy Ruins to make Batterskull even more difficult to remove. This means you can safely trade your threats against other control decks. Your opponent is forced to counter your Batterskull after they bounce it back to your hand after it came out from Unburial Rites on Godo, only to have to still deal with it when you get it back via Crucible of Worlds -> Academy Ruins. Coupled with Lingering Souls and other threats, you have this massive value engine that means your opponent gets 29,301,246-for-1'd every time they want to deal with something.
Where this deck struggles that other Gifts may not is in the lack of countermagic and answers to aggro. Aggro can have problems dealing with the 12+ removal spells in the main deck and boardwipes out of the sideboard, but sometimes you just run out of removal faster than they run out of gas. No counterspells makes Tron and combo difficult matchups. This build is more about beating a control-heavy meta with red-based aggro, while CoCo variants, Humans, Fish, and so on are harder to deal with.
1 month ago
Baclash Ideally the token generation system would be to repeatedly bounce/blink Breya as often as possible, though that's definitely not the only way - the deck is based on Thopters, but they definitely aren't the only thing you need to produce. Treasures and clues also build up your artifact count and can net you wins with Hellkite Tyrant and Mechanized Production. Card draw is a bit of an iffy thing, in my experience with this deck. I recently put in Thopter Spy Network to give a bit more, plus Padeem, Consul of Innovation and Trading Post can both draw some cards. Usually, however, it isn't too bad since you can hold on to your mana should you need to activate Breya in a pinch; in an ideal game, you can get most of your important pieces out onto the board already and save your hand for as-needed situations. In regards to counter magic, I agree that it doesn't have a ton of counterspells. I have Ertai, the Corrupted in the decklist to try and alleviate that, but I don't get to play super often and have yet to play him in a real game to see how effective he is and I'll make adjustments accordingly. It's a bit vulnerable to wipes, though I have a few workarounds: Slobad, Goblin Tinkerer can protect a few key pieces from removal, and Open the Vaults is the best (but not only) option for graveyard recursion if you can't cheat/fetch out your DS Forge. And in regards to mana/ramp, I also agree that the deck is very light on that, but with how many fetches and multicolored lands I run it has yet to fully mana screw me in a real game; once you get one of each color active, you can cast Breya, and with how many multicolored lands it has odds are you'll have two of any colors you need (mainly blue or white). I only get to playtest this each Friday afternoon, so it's still very much in the "test it and see what cards underperform and should be cut for more mana" stage, but I really enjoy playing this deck.
2 months ago
Urborg can be really good I'm sure, the deck runs expeditionmap to grab it if needed. I always feel it helps your opponents more than it helps you, unless you re Mono Black with Cabal Coffers. But that's just anecdotal and subjective. I really like Doubling Cube and, as a mono-green mage, Duplicant. Scorched Ruins can be quite dangerous, if your meta runs some sort of land destruction (as it should :-P), but of course anoher land that effectivly tapps for 2 mana would be great. Trading Post and the Planar Pair are extremly durdely, but gve a kind of utility not really seen in colorless decks. I guess one could try then out and see if the flexibility beats out the clunkyness.
2 months ago
2 months ago
Another Kozilek deck, love them! I have a deck built around him as well so feel free to check that out, but a couple thoughts from my perspective.
40 lands is too much, you can run this on 37ish just fine. I say ish cause each deck has that tuned number up or down 1. (Mine is 36, and I can mulligan to 4 cards then pump out Kozilek on turn 6 without trying that hard.) I agree putting the Tron lands in as you have expedition map to go fetch them anyways, but I also think you shouldn't cut any Wastes. Too many effects that allow you to get basic lands in the meta these days.
Keep tweaking and have fun!
2 months ago
I would personally replace:
Prism Ring for Trading Post - Could be very handy artifact in decks like this.
The Immortal Sun for Exquisite Blood - creates infinite loop with Vito and Sanguine Bond, but isnt cheap. I wouldnt bother with The Immortal Sun, unless your playgroup runs a lot of planeswalkers or you struggle with card draw (which shouldnt be a problem in mono-black.
The Haunt of Hightower - I would say you need either more discard or mill effects to get Hightower big.. Doom Whisperer seems to be much more useful.
Tavern Swindler - Its just gamble that doesnt seem to be worthy in a deck, where you can already get a lot of life by other cards. Bastion of Remembrance works as another aristocrat effect (Tortured Existence+Desecrated Tomb+Phyrexian Altar as infinite engine).
Dreadhorde Invasion - You dont use any other Amass effect cards and it takes 6 turns to make a 6/6 zombie with lifelink (which will last only until end of your turn), which is pretty meh. It would be good if you had some sacrifice cards, like Smothering Abomination, Village Rites, Diabolic Intent, etc. I would go for either Twilight Prophet or Bloodline Keeper Flip. Captivating Vampire could be useful aswell. With Carnival of Souls you could get a bit of ramp, but can backfire really hard, so its kinda risky.
Gifted Aetherborn - is pretty nice drop I guess, but feels kinda weak overall. Kalastria Highborn supports your mostly vampire creatures and can also drain your opponents.
Swiftfoot Boots - unless you want the haste, Whispersilk Cloak seems like a decent option. It cost more to cast and to equip, but makes your creature unblockable.
Drag to the Underworld - should do a good job, Oblivion Strike might be something to consider aswell. Or just Corrupt?
Some more cards that might be useful:
Call the Bloodline - discards useless cards and makes a 1/1 vampire token (once per turn).
Revenge of Ravens - decent defensive enchantment that could fit your lifesteal deck nicely.
Burnished Hart - slow ramp creature. BH also triggers your Dread Presence and Staff of the Death Magus.
Crypt Incursion, Suffer the Past - more graveyard hate and another life gain.
2 months ago
When ~ enters the battlefield put a poison counter on target creature at the beginning of each end step each creature with a poison counter on it's controller sacrifices it unless they have it deal damage to them equal to its power
: put a poison counter on target creature, activate this ability only any time you could cast a sorcery.
I was considering it being damage equal to half the creatures toughness, but that is probably too expensive, this is probably abusable but it costs 6 to put a poison counter on 1 creature and 9 for 2 which is pretty expensive.
next challenge: Create a utility artifact with alot of modes like Trading Post
3 months ago
Hmm that is a pretty vague request. Card draw engines come in all shapes and sizes depending on your strategy. What type of deck are you trying to build? Regardless, here are some of my favorite general ones in each color: