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1v1 Commander | Legal |
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Vanguard | Legal |
Vintage | Legal |
Transmogrifying Wand
Artifact
Transmogrifying Wand enters the battlefield with three charge counters on it.
, , Remove a charge counter from Transmogrifying Wand: Destroy target creature. Its controller creates a 2/4 white Ox creature token. Activate this ability only at any time you could cast a sorcery.
DreadKhan on Jor Kadeen, the Prevailer Home Brew Deck
2 weeks ago
I'm not sure if you're interested in adjusting this at some point, but I often get ideas when I look over decks/test them out (and like the list enough to get a bit invested in it), so here's a few ideas I had, maybe something will spark your interest! Also, you're at 99 cards atm, if you add 1 more the deck will show as legal in Commander.
I have some decks that mix Voltron/Aggro, I have rarely been unhappy with Berserkers' Onslaught, even if you already have First Strike getting Double Strike also doubles everything on your board's power while attacking (you'll still have First Strike while blocking, which is still very useful imho). True Conviction is a White version with a bit more upside, but it's 6 mana, I think you could run both to get that Double Strike Anthem out more often. Scavenged Brawler is a weird new card that offers two uses, if you cast it it's a 4/4 artifact creature with a heap of upsides, but imagine using that on Jor! Vigilance and First Strike are AMAZING together. With your Average MV I wonder if Detective's Phoenix is worth a look? Haste and Flying for only is amazing later game, especially with an 8 power Commander! Rite of the Raging Storm is a weird card that synergizes with your Commander (an 8/1 is actually intimidating IMHO, and if you can give it Double Strike, it gets ugly...). Gisela, Blade of Goldnight is an interesting late game card, the effect is stronger than it looks, and it stacks with Double Strike. Two-Handed Axe and Inquisitor's Flail are nice equipment with First Strike.
If you like The Prydwn, maybe Parhelion II? If Jor is online it's 8 mana to swing for 22 by itself (well, with it's two Vigilance angels that each get +3), this also plays well with any power double effects. It is a LOT of mana fwiw, but it's a decent closer that only needs a pilot to work.
This is going to sound a bit crazy, but have you ever considered Harmonious Archon? This has big synergies with Jor (and any other anthems you have), maybe not ideal if you have opponents who have larger armies of smaller tokens? Oh, if people do tend to swarm you maybe Brave the Sands would help? It's very good with First Strike, as well as Jor's ability.
Liquimetal Torque is a neat mana rock that can help you get a problem card off the board (artifacts are more often removed), and with your Commander you could use this to gain access to an extra artifact to turn on The Prevailer in a pinch, I think that's enough use cases to matter. I have had fun with Torque + Gorilla Shaman, Viashino Heretic, and Devout Witness as permanents that can repeatedly remove problematic cards without generating too much salt. Since they're also creatures they offer you upside of being capable of swinging with +3 in a pinch. Great with Double Strike obviously!
Bonders' Enclave and War Room are pretty handy in a Boros list, especially with a Commander that turns on the Enclave. Enclave is pretty cheap ATM, War Room seems to get reprinted a lot so if it's too much it'll probably go down at some point.
Oh, just remembered, have you got a Transmogrifying Wand kicking around? This is an artifact that will stick around after you've removed 3 creatures with it, the only real drawback in my experience is that it costs 3 up front, though in practice this is often an upside because you can play it out whenever for Metalcraft, then use it to Ox a problem creature.
DreadKhan on Katilda WIDE boi
1 month ago
Harmonious Archon would probably play incredibly well in here since it sets base power and toughness, and the counters your Commander puts out mean that even a single use of the ability means all your creature outclass all of your opponents. If you wanted to make a lot of enemies you could try Humility, but that's also fairly expensive! If you did want to try it out (maybe as a proxy for awhile to see if other people hate it) the idea would be to develop a wide board and put a counter on each, then play Humility and stomp everyone with Overrun effects (Green has a bunch that are budget). If you have the Archon out it'd be hilarious to use Nacatl War-Pride to clear someone's board (it also means everything else of yours gets in vs that player since their creatures get tokens to block).
Since you already use +1 counters, you might like Metastatic Evangel, Proliferate is a really strong ability if it's at all relevant to your strategy, and this is a repeatable source. If you Proliferate a counter that doesn't stack (like a Trample counter), you can move it with Nesting Grounds. If you have any other Proliferate cards kicking around, maybe Evolution Sage or Contagion Engine, these would be great in here too I suspect.
If you find people are clobbering you with artifact and enchantments I'd use Aura Shards, assuming your opponents aren't going to flip the table, I also like Soltari Visionary as a repeatable removal and evasive creature. Transmogrifying Wand is good without Proliferate sources, but if you add both the card is pretty strong creature hate.
YMMV naturally but I suspect your deck would run more smoothly if you could sneak a few more lands into the list; if you really want to keep your creature count high you could try throwing in a few man-lands like Mishra's Factory and Treetop Village. If you want I could dig around for a few more, I'd want 33 or 34 lands for a deck like this, especially since you don't run a lot of land ramp (stuff like Rampant Growth). You might also look into Modal Dual-Face Cards, Strength of the Harvest Flip is the GW option, but Bala Ged Recovery Flip is amazing, and many good players swear by Ondu Inversion Flip, this type of card shines brightly when you'd probably want the type of effect the card side produces but are running the MDFC as a redundant copy of the effect; you don't run Ondu Inversion as your only wipe generally, you run it as your 3rd or 4th one, and if you don't need a wipe it's a land. I wouldn't cut lands to add MDFCs at your present land count, but if you were at say 33 true lands and snuck in 2 or 3 MDFCs you'd probably much happier with how this list plays out.
If you want more help with anything in particular I or someone else could probably give some ideas! Hope you have fun with your list, I love building a deck out of what I've got kicking around, you usually end up with so much character and flavor.
DreadKhan on My Vampire Deck
1 month ago
Just at a glance, if I was you I'd probably hack out Bloodthirsty Aerialist, this is too small of a payoff in a Commander game IMHO, Defiant Bloodlord is a literal mountain of Mana (unless you've got a doubler out it's hard to cast a 7 drop), he's also redundant with your Commander to an extent. I'm guessing it's a pet card but I don't like Eternal Thirst. The various and sundry Murder effects (3 mana to kill 1 creature) are pretty awful in my experience, but mono-Black makes it a bit harder to eschew cards like this. I've mentioned a few removal options below for you to consider, hopefully something will fit in!
I feel like I should mention Urborg, Tomb of Yawgmoth, it's $$$ but it's a pretty good card in a Black deck that wants to use some utility lands. Maybe Expedition Map, finding a land for 3 mana is really good if you've got Urborg or Coffers out, being able to get the other one can be helpful. With your Discard payoffs I think you could justify a Geier Reach Sanitarium, the dig can be nice if you've drawn an otherwise 'meh' hand but have enough mana to want to keep it. I feel like I'd switch out Wedding Invitation for Tome of Legends, you certainly want to cast your Commander and he can give EVERYONE Lifelink. I feel like if you've got this many 'big mana' sources in here you could switch out Diabolic Tutor for the much, much flashier Diabolic Revelation, I love it in a weird Rakdos list that often ends up with too much mana, if you can cast it for 9 or more you're just getting a bespoke hand! The other option I'd consider switching out Diabolic Tutor for is Rune-Scarred Demon, mostly because it gives you a fairly big blocker to help you survive when you find your win con, but IMHO Revelation is way more fun (it's also a gorgeous foil). You might try out Decree of Pain over In Garruk's Wake, the card draw is usually VERY good, and sometimes you actually need an instant speed -2/-2 effect to kill a token army before the opponent can resolve their Craterhoof. I'm lowkey shocked to see you're not running a War Room in here, I think it's certainly worth a look. If you're fine with combos and already have Bolas' Citadel in here, maybe Sensei's Divining Top and Aetherflux Reservoir as a back up combo? Top and Citadel are amazing, as is Reservoir with Citadel, but all 3 should win on the spot. Now that I think about it you could probably benefit from Reservoir even without the other two, if your deck is working correctly you're probably at a solid life total and can threaten to 1-shot someone with the Reservoir.
As for removal, they cost a bit of life, but you can easily afford it so maybe Ashes to Ashes and Reckless Spite? I've always liked Cannibalize, it's exile on top of everything, including being a potential buff if you need 2 more damage from a swing. I've heard only good things about Curtains' Call, it's busted in a 4 player game. Do or Die and Make an Example are both impressive cards, even if they are Sorceries they can cripple an opponent, though Make an Example is IMHO the Gold Standard of sorcery speed removal for creatures, it gets around almost any protection and always removes at worst the creature you most want gone from EACH opponent, that's insane value for only 4 mana. There is also Wicked Pact *list*, it's not a 'great' card but the art is cool on some versions, and it's still a 2 for 1. TBH I don't think I'd run more than 2 removal spells that only hit non-Black creatures, but one or two is rarely a problem in my experience. Feed the Swarm is a pretty wild colour break, this lets you blow up an Enchantment, something Black normally can't do, this can save your bacon sometimes. It's a bit of a weird card, but Transmogrifying Wand is a criminally underplayed card, removing 1 creature isn't great value, but the 2nd and 3rd creature feels pretty amazing. Just thought of one of my old favourites for any big mana deck with Black in it, Drana, Kalastria Bloodchief is removal on a flying stick that is incredibly powerful late game.
DreadKhan on Lucius, Champion of Slaanesh!
2 months ago
I feel like Transmogrifying Wand would do work in here (you both want a creature somewhere and want a specific body dead, and the 2/4 is ideal vs your Commander in a fight). Maybe Kiku, Night's Flower as removal on a stick? Royal Assassin is pretty good at getting your Commander back too, and has a different hoop to jump through. Not sure if it's too risky, but I love using Jaya Ballard, Task Mage as removal, her ping for 3 is big enough for most utility creatures, and she can just blow up any Blue permanent (such as Propaganda, and other annoying Blue Enchantments that are otherwise pretty sticky). Mask of Griselbrand is a repeatable 'big' draw effect, it also gives your Commander some useful abilities. Lyzolda, the Blood Witch can ping something if you want (to get your Commander back), and can also sacrifice your Commander if you need him dead (and want to draw a card and ping something). I think Lyzolda's ability would result in Lucius entering the graveyard with the ping ability still on the stack, meaning his death trigger would go on top and resolve first, so you could technically kill a creature with Lyzolda by sacrificing Lucius and get Lucius back right away (also a card I guess?), not sure if that's relevant in your meta. It might be hard to trigger, but Lagomos, Hand of Hatred can tutor up whatever you need situationally, and for no new mana. I'm not sure if it's enough of a buff, but Tenza, Godo's Maul is a is a nice equipment for a Red legend that likes to swing, and Equip 1 is pretty sweet for +3 and Trample.
I feel like Hellish Rebuke would be a neat trick to both wipe out some attackers and recur your Commander at the same time, nice dual purpose effect potentially. It's getting a bit pricey, but Make an Example is an incredible card for a Sorcery, since you pick the pile you'll always get at least the most problematic thing (for each player, unless you're being political) despite it not targeting and not being a destroy effect (so it gets around almost any protection yet printed).
I read some lore about this guy the other day, pretty crazy stuff!
DreadKhan on lonely goth girl
5 months ago
I'm not sure if Teysa would even want a friend, but Michiko Konda, Truth Seeker is a bit of a kindred, maybe they could hang for tea?
If you want people to attack a lot there is Angel's Trumpet, very handy that your Spirits have flying! Exquisite Blood is a combo piece, but it's also a strong card on it's own, it synergizes with your Commander very powerfully I'd say, if people come at you their creature's die, and if they go at each other then you gain life. Breena, the Demagogue can be used to make your stuff better. Shadrix Silverquill has a really good interaction with your Commander, if you give someone an Inkling and they come at you it dies and you get a 1/1, and if you give your board +1 counters twice than your 1/1s clobber inklings. I would run Transmogrifying Wand over Murder, it's 4 mana for the first creature but only 1 more for the next 2. You could also try something like Reckless Spite. I am a big fan of True Conviction, very good with a big token army.
It's a pretty janky card but I often enjoy using Axis of Mortality in White decks that are trying to stay on budget, you can punish or reward people as you see fit, it's a very strong political effect, and if people are losing creatures to your ability to lower your life total (while giving you evasive attackers) then you're probably gaining ground.
It's up to you obviously if you don't want to run more lands, but have you thought about including some MDFCs? I use Hagra Mauling Flip and am happy to see it now and then, ETB tapped lands aren't great, but if the spell effect is also a playable effect their value is incredible. I'm sure you could find a use for Malakir Rebirth Flip too, though that is less budget.
In the time that I've played Commander I've come to the conclusion that one of the hallmarks of a good deck is card draw, especially low to the ground effects. Stuff like Sign in Blood and Night's Whisper are very good in practice, there are also things like Village Rites, Corrupted Conviction, Plumb the Forbidden, and Reckoner's Bargain, these are all handy with your tokens, but also if you can't protect your Commander and they're getting blown up anyways, this can also prevent effects like Oubliette from working (which can be VERY helpful if your deck depends on your Commander, you might want a couple in the deck in case). If you think your tokens might stay 1/1s, or that you can get them to die with consistency then Skullclamp draws a lot of cards. Stinging Study draws a whopping 7 cards in this deck, for only 5 mana, I'd say that'd be handy late game.
DreadKhan on I'm Playing Blue So...
5 months ago
Pet decks are so much fun to play, just drawing into certain art (even if they're dead cards at the time) can feel pretty sweet. Here are a few of my favorite Blue cards that can also make an opponent's life difficult! War Tax can be really crazy, you can use it during anyone's turn to limit their attacks. Cultural Exchange can let someone else enjoy your Seacoast Drake (it seems mean to hog fun cards like that, right?), it can also generate a lot of advantage. Mass Diminish is a weird card even by the standards of weird cards, the effect last for a REALLY long time in a bigger game, and it inexplicably has Flashback at a low MV. I'm not sure if it needs support to 'work', but not many cards are as annoying to a table as a resolved Counterbalance. She used to be pricey, but Empress Galina is a REALLY weird Blue card to throw in, if people can't answer it they are going to lose their Commanders. Callous Oppressor is pretty good, steal the best thing and then use it to chump the new biggest thing (and then steal that thing with Oppressor). Fatespinner is a nifty Stax piece that can slow your opponent's game plan quite a bit (but it doesn't nothing if they're wildly ahead, so it's still 'fun'). Not sure if you want the removal, but Transmogrifying Wand is a very good effect if it sticks around, but Oxing even 1 creature can be pretty helpful.
DreadKhan on bungo
5 months ago
I'm not super familiar with Zombie decks (and have zero experience with Crime decks), but I think I can spot a few cards that you could probably cut for something better. Brain Pry seems like it'd be embarrassing to cast, I'd cut this unless you want actively bad cards (I keep them in some decks so I know when I'm drawing truly awful, but it's very suboptimal). Crippling Fear seems pretty small when there is Kindred Dominance and even Necromantic Selection, either of these is a much bigger, beefier effect. Diabolic Tutor is not a very good card IMHO, if you have access to large amounts of mana potentially (and you do from multiple sources) Diabolic Revelation is a much bigger, better effect, I like to run it with Emergence Zone. Gravestorm is a pretty uneven card if your Commander isn't out, I'd cut this for Phyrexian Arena, your Commander comes out late and resolving Arena on turn 3 feels amazing, if you miss 2 or 3 free cards you might not even be able to cast Gisa. I feel like I'd run Sadistic Hypnotist over Cabal Therapist, even at 5 mana the effect is so much stronger. I might be missing something with Hunted Bonebrute, it's not a Zombie, and Hunted Horror exists, offering a much stronger political play. I usually like Keen Duelist, but your MV might not be high enough to support this kind of effect, in general you should be regularly walloping your opponent with huge MV stuff to justify this. I guess if you throw in Kindred Dominance and/or Necromantic Selection Duelist gets a bit better, but your MV probably needs to be closer to 4 or this will just give free cards to opponents unless your Commander is out (and people are going to be wiping you a lot I suspect). Unless you throw an Urborg, Tomb of Yawgmoth in I don't know if Oblivion Sower is good enough, ymmv. If you already have it by all means keep it in, but I feel like Urza's Incubator is not a very good card in here? You have a lot of mana requirements, and your zombies aren't especially big overall, I'd switch this for Sceptre of Eternal Glory if possible.
This is a bit out in left field, but can you imagine if you have Zombie Trailblazer out with your Commander and an Amulet of Vigor? That's infinite, right? Not sure if you want infinites or not, just wanted to mention it (because it'd be a sweet combo because you'd still need Haste or your Altar of Dementia, so it'd still be a 'look out next turn!' thing at 3 cards).
Generally I'd say discard effects are a lot less powerful the less of them you use, but I get that you want to commit crimes in here, perhaps you could look into repeatable removal sources? Drana, Kalastria Bloodchief is a budget card that can commit a crime for BB, and if you have extra mana you can also pump Drana while killing off Blockers. You might also try out Transmogrifying Wand, this can commit 3 very useful crimes, 2/4 vanillas are about as useful as floppy carrots in Commander, especially compared to 3 of the best creatures on the board (which you can reanimate I guess, since it's a Destroy effect). There is always good old Royal Assassin, this is SO MUCH better than Urza's Glasses in practice, and it's only BB more to make a gigantic impact on the board.
Here's some stuff you might consider adding, Night's Whisper is a very good low-to-the-ground card draw effect, as is Sign in Blood, both can help you get your Commander out on time more consistently. Sign can even be used to finish off a vulnerable opponent in a pinch. You also might be curious about War Room and Bonders' Enclave, both are lands that can draw, very useful with Urborg, Tomb of Yawgmoth.
Sorry if I missed some synergies, I like the idea of this deck but am a bit agog at how much this Commander can do if properly supported, Ward seems like major overkill! Have fun out there!
DreadKhan on The Friendmaker | Talrand, Sky Summoner [PRIMER]
5 months ago
I did some fiddling around with my Talrand and Proteus Staff, I found that I preferred it to Polymorph because I could throw a Sphinx of the Second Sun in, and if Proteus Staff hits Sphinx first it's amazing because I get to untap and draw an extra card before I hit my end step, meaning I can likely Staff again to get Jin just in time (and still have mana up for interaction). I guess it boiled down to me trying to raise the ceiling on Jin, and that was the best I could come up with! The other nice thing about an artifact plan is Blue has tons of relevant tutors, and if you clear all of the creatures out of your deck and Proteus Staff away another Drake you get to put your library in whatever order you want... meaning Jin can then draw you the actual 7 cards you want most. It's very, very degenerate when it works, but I was aiming for a budget cEDH list rather than something suitable for casual play.
I'm not sure if you need blockers, but Metallurgic Summonings can generate a bunch of them for you, and Shark Typhoon can generate attackers (or flying blockers if you're desperate), they're handy if your playgroup likes to 'deal with' Talrand, these Enchantments tend to be very sticky, people neglect Enchantment removal in my experience.
If you're aiming for a more casual Talrand, I might have a few ideas for you that are budget to boot! Hands of Binding and Hidden Strings offer two very low to the ground repeatable spells that can generate Drakes if you can Cipher them onto something evasive and get in, Hidden Strings can untap your stuff fwiw, and Hands of Binding can lock down the most problematic thing if you want. Last Thoughts isn't as good IMHO, but repeated card draw tends to be very good if you don't need to input more resources. Stolen Identity can be a solid win con, if what you take has evasion you can keep getting in and getting copies, it can get pretty out of hand, even as a 6 MV spell.
If you like politics and/or combat tricks I might have a few that are worth looking into, Mass Diminish is a true budget gem, the effect lasts long enough to be truly crippling late game, and it has Flashback for no discernable reason, very good at making one opponent dead, and then another opponent dead because their board is tiny. Polymorphist's Jest is much more of a surprise since it's an instant, but the effect can turn an opportunistic attack into a bloodbath (in either direction).
In any deck that's not in the ideal colours for removal I often end up looking hard at Transmogrifying Wand, this can deal with 3 creatures if it sticks around, 2/4s are basically trash vs your 2/2s in the air. Even if all you do is force someone with a low MV Commander to keep recasting to raise the tax it's very little resources to do it.
It's not a nice thing to do to someone, but I've always thought of Talrand as a real man of culture, perhaps you'd want to send some Drakes on a Cultural Exchange?
Best of luck, hope some of these ideas are relevant
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Want (1) | AjaxSlumbering |