For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Tragic Arrogance Discussion
3 days ago
You might want to think about adding a couple more board wipes as your commander gives you extra value when your spirits die. Best white board wipe in my opinion is Tragic Arrogance. Keep your best stuff, leave their worst, its
1 week ago
I count 9 sources of card draw; 9 feels too low, especially with so few lands. I would recommend either adding just one more source of solid draw power--might I suggest Bolas's Citadel?
I also only see like 3 interaction pieces... that's just not enough in today's EDH environment! You're gonna want ways to consistently deal with scary threats on opponents' boards, but fortunately black/white is the literally the best color combo for removal. You could run Swords to Plowshares, Feed the Swarm, Reliquary Monk, Seize the Soul, Rite of Oblivion, Damn, Tragic Arrogance... the list goes on.
1 week ago
Nice Build! I like the creature choices you made, it looks super fun with all of the counter synergies.
I'm also trying to build a Drizzt deck currently, with a heavier focus on the swords and equipment (he is a master swordsman, after all). I would definitely recommend anything to help add some evasion to Drizzt, or to force your opponents into tough blocking situations. Single Combat and Tragic Arrogance can help clear the way for your commander quite reliably. Trailblazer's Boots is fantastic in the commander format, and creatures such as Silent Arbiter and Mirra, Weatherlight Duelist can make swinging in a bit safer. Although not really on theme, Grafted Exoskeleton is a one hit KO, which is always our aim in voltron.
Hope some of these suggestions help evolve your deck even futher!
3 weeks ago
IHATENAMES thanks for your suggestions. I'll probably take out Silence for now. But Spear of Heliod also seems like a good option. Tragic Arrogance is not something I can play in my playgroup because there are a lot of decks going around that want permanents to be sacrificed .. Mazirek, Kraul Death Priest for example. But I definitely see the appeal of Tragic Arrogance, it's just not for me at the moment.
3 weeks ago
Megaspell what you take out will be meta dependent.
Underperformers in your deck could be wrath of God. Paladin class silence. Norn annex. Land tax. Spear of heliod.
Tbh besides land tax in one of my decks (I plan to sac my own lands and return them from grave) I don't like how the others have worked out for me.it might work for your meta though. If you are looking for flexible slots that is where I would look. Also would highly suggest. Replacing wrath of God. It does the job but you might want something more synergistic Tragic Arrogance is a go to of mine for white decks.
4 weeks ago
I don't know anything about the source material, so these suggestions are more tactical than thematic.
Glenn is the only source of among the survivors. Misstep locks down the existing Horde for a turn, and a good selection of counterspells will take the edge off the Horde's nontoken effects. I see Glenn being the support/control. Cards like Black Ward and Spirit Mantle give protection from the Horde, and Absolute Grace gives everything protection from black. Angel of Glory's Rise can wipe the Horde, but see my thoughts on Michonne below.
Negan wants sacrifices. I assume the Horde will choose to sacrifice a generic token when possible, so Ashling, the Extinguisher should be used to target the important stuff. Most mass sacrifices affect everyone equally, so cards like Slaughter the Strong and Tragic Arrogance have to be used very carefully, since Negan only triggers on an opponent's sacrifice, and the Horde can rebuild faster than the survivors. Archfiend of Depravity might be one of the best cards here, as long as you have a method for the Horde making decisions.
Michonne's equip clause doesn't mean much when the opponent doesn't use blockers, so a Zombie tribal focus might work. It's a little odd to use one Zombie army against another, but that's what I see here. Use lots of Zombies, lots of buffs, and try to beat the Horde at its own game.
Daryl might be fun to use with Enrage effects. I'm seeing big mana and big creatures. Rites of Flourishing, Zhur-Taa Ancient, and similar effects become a lot less symmetrical in a 4-on-1 match. I'm a little leery of Pyroclasm and friends, for the same reason as mass sacrifice for Negan: the Horde can rebuild from a boardwipe a lot faster than the survivors.
For the Horde itself, what colors and effects did you want?
1 month ago
DemonDragonJ hence why I never said to cut Sol Ring, or Arcane Signet, or Thought Vessel. Only the 3+ CMC ramp cards, like Gilded Lotus, Thran Dynamo, and yes, Chromatic Lantern. Here's why you should cut Chromatic Lantern:
Since you have to play it on turn 3, a turn later than say Three Visits or Nature's Lore, and 2 later than Birds of Paradise, Llanowar Elves, etc, you'll end up having 5 mana on turn 4 instead of 5 mana on turn four and also 4 on T3, or 3 on T2 as well with the one-drops.
Artifact is a much more vulnerable card type than land, so as much land-ramp as you can fit means a stronger ramp-base. Many more people play cards such as Vandalblast, Austere Command, and Tragic Arrogance than do they Armageddon or Ruination after all.
If you run more ramp in your deck, especially cards that help fix your mana instead of colorless-producing cards like Thran Dynamo and Thought Vessel (Sol Ring exempt, ofc), you won't need the rainbow ability that Chromatic Lantern gives. Remember that Three Visits, Nature's Lore, and Farseek can get shocklands, and Rampant Growth can get any basic--which should significantly reduce your need for said rainbow effect (another thing that would help with this is making sure the color distribution for your lands is actually accurate with what your deck needs, instead of just guessing).
1 month ago
Your artifacts are, indeed, insufficient. Here's why:
Most are 3+ mana, which considerably stunts the amount which you'll be able to use them--and wastes a turn which you should be doing more than playing a rock.
You're in green, which opens you to MANY more options for ramp than any other color. You should lean into the insanity that is land ramp/dork ramp.
Rocks are susceptible to indirect removal, through the likes of wraths (Austere Command, Tragic Arrogance, Vandalblast, etc.); since artifacts are so fragile, it's better to stay safe with land-based ramp, with a touch of creature-based--purely because it's so overpowered in green.
Circle of Dreams Druid is a fine card, but it again sits too high on the curve. I would add it, but not consider it part of your ramp package: rather, think of it as a value card.