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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Trinisphere
Artifact
As long as Trinisphere is untapped, each spell that would cost less than three mana to cast costs three mana to cast. (Additional mana in the cost may be paid with any colour of mana or colourless mana. For example, a spell that would cost to cast costs to cast instead.)
griffstick on
infinite rats
2 weeks ago
Cards that make it hard or impossible to play the game. It makes for a frustrating game cards like Stasis Blood Moon and Static Orb are stax so is Contamination, all three of these cards (and there are many many more cards like these) all of these cards make the game hard or impossible to play... so if you add a card like Contamination and your opponents can't play because they are not playing in black. They will feel like they should do the same to you. And then they will also play cards like these. That is a "stax and tax war" amungst your friends.
Tax are cards that make it cost more to do things in the game. Cards Like Thalia, Guardian of Thraben and Trinisphere and Grand Arbiter Augustin IV are tax effects.
Tic12 on Cryptic Spires
3 weeks ago
Another famous example is Trinisphere, which has no color identity.
SynergyBuild on Ideas to make Krenko Cedh
1 month ago
While I have no issue with the concept of a Mono-Red Najeela style cEDH deck that rather than comboing with combat->mana cards instead turns tokens->untap cards into an auto-win, it's not capable of making goblins competitive on its own, it's more of a Thornbite Staff combo deck at best, with you wanting to run mono-red stax (Magus of the Moon, Trinisphere, Sphere of Resistance, Thorn of Amethyst, and Blood Moon) and using Krenko's Inevitability to take over a long game. Any Altar (Ashnod's or Phyrexian) and any untap for mana effect combos too (Staff of Domination, Sword of the Paruns, and Umbral Mantle) might be functional too, but sadly even though it adds 6ish more 2 card combos, they all cost a lot of mana and aren't easy in mono-red to tutor and fetch.
Godo and Helm might be an easy include as well, since helm and your commander win in a few turns, with the math meaning if you have both your commander from the start of the turn before attaching helm, and have no other goblins, you activate them both after making the new one and get a total of 8 on the first turn, 72 on the following turn, and 1168 goblins on the turn after that, most likely winning the game.
Outside of that a fast mana package to back up your combos and stax, some easy includes such as a couple counterspells like Pyroblast, some cheap removal and a manabase that works well enough since you are mono-colored to not stress about your own land hate backfiring and you have a successful Tier 3ish cEDH deck.
legendofa on Help me torture
1 month ago
Hand = hurting: Black Vise, Ebony Owl Netsuke, Iron Maiden, Misers' Cage, Sword of War and Peace
Bounce: Blood Clock, Crystal Shard, Surgical Skullbomb, Umbilicus
Standard stax/tax effects: Smokestack, Tangle Wire, Winter Orb, Thorn of Amethyst, God-Pharaoh's Statue, Damping Sphere, Trinisphere, Sphere of Resistance, Cursed Totem, Static Orb, Meekstone, Norn's Annex, Mindlock Orb
Artifact creatures with these effects: Viseling, Neurok Replica, Esper Sentinel
Pulled mostly from EDHrec, and I only hit the highlights. https://edhrec.com/themes/stax
nbarry223 on Minor Misstep
3 months ago
X is 0 everywhere except on the stack. Also, reducing what you are paying for a spell doesn't decrease it's CMC, comes up with Trinisphere sometimes in the opposite direction, so I am familiar with that one.
I also use https://chat.magicjudges.org/mtgrules/ for any rules questions, almost always someone there.
Epicurus on
Runadi, Behemoth Caller: Beef Chief
4 months ago
First off, I am not a competitive player by any stretch. So take any comments I might make with that in mind. It is very likely that I'm just not a good enough player to understand. And I mean that honestly. In other words, I'm trying to learn something here.
Just going on the statistics, the deck has 34 spells that cost 5 or more (with 16 of those cards split equally between MV7 and 8), while only having 10 cards that cost 2 or less. That's more than a 3-1 ratio, with the larger category comprising slightly more than a third of the deck.
Of your mana ramp spells, 4 are in the MV5 or higher category, while having only 3 in the MV2 or less category. Even the remaining 7 ramp spells, at MV4 and 5, can't be played in the first two rounds unless you happen to get one or more of those 3 early ramp spells in the first 8 cards drawn. An even more lopsided ratio exists for the removal.
Constructed as such, when I playtest the deck, I'm almost always drawing for at least 4 turns before I can play a single spell. Just nothing but MV5+ spells and lands. The percentages don't make sense to me.
I guess what I'm getting at is that I've always thought that the ratio should go the other way around. Heavy on the lower cost ramp, and include a select few power ramp cards for a huge mid-game push. Generally fueled by the obvious Elvish selection (Llanowar Elves and all of it's counterparts). And yes, I do recognize that your land base is pretty stellar.
To answer your question, some of my favorite mono-green removal spells are already on your list. If I were to list a few others, I would include Manglehorn, Broken Bond, Caustic Caterpillar, Song of the Dryads and Lignify. For colorless, Warping Wail, Ratchet Bomb and Powder Keg. I don't know if stuff like Chalice of the Void, Trinisphere or Thorn of Amethyst would do anything for you, but they might put your opponents on a level playing field with you. And yes, if all else fails, you could at least have a Fog or two or three or four in the mix to at least stave off combat damage whilst you spend turns building resources.
I think that I'd have to actually see you play it to appreciate how it works.
Tur on People's Thoughts on Mommy Norn?
5 months ago
Combo players, in semi-competitive, do not care about this card. It will never be a road block to their combo decks. It will die right away or be countered. Boom and that's all they wrote. Counterspell cards would be more effective against combo players.
Again, I do not care about the Yarok, the Desecrated part of the card. That really doesn't matter too much.
The problem which I have with Elesh Norn, Mother of Machines is the very large amount of judge rulings, player errors, and misrepresentation which will occur.
It is inevitable these will occur.
How many times have you seen someone in your play group do any of the following actions:
- Use a fetch land or Rampant Growth while Stranglehold is in play
- Use a "Pact" card, such as Pact of Negation, and forget to pay the cost on the next upkeep
- Use Force of Vigor on their turn by exiling a green card
- Resolve a spell of X CMC into Chalice of the Void
- Forget about taking damage from City of Brass
- Forget to about cumulative upkeep abilities on Mystic Remora or Elephant Grass
- Forget to draw two cards after their spell got an Arcane Denial or add the X mana from Mana Drain
- Equip Lightning Greaves while Damping Matrix is in play
- Forget the "Ward" cost to target
- Play Swords to Plowshares for one mana into Trinisphere
- Draw before using Wild Evocation
In a casual meta takebacks are generally acceptable. Assuming not too much time or actions have past.
Elesh Norn, Mother of Machines is a engine for these kind of effects. Unless you're a very sticker for the rules, half the time you'll have to deal with so many takebacks. It's a headache.
I'd probably just scoop to this card if I don't have an out in-hand.
At least Winter Orb isn't going to cause massive takebacks.
Rhadamanthus on Interaction between Animar, Soul of …
5 months ago
Some additional notes: To determine the total cost to cast a spell (or activate an ability), you start with the base mana cost after making all the necessary decisions (modes, targets, value of X, etc.), consider the effects of any additional costs (kicker etc.) or alternative costs (flashback, overload etc.), add the effects of any cost increases (Sphere of Resistance etc.) and then subtract the effects of any cost reducers (Animar etc.) and finally apply Trinisphere if needed (yes, it has a special rule all of its own).
The rules of the game do allow for a cost to be reduced to this way. If an effect only allows reduction to some minimum amount it will specifically say so (e.g. Heartstone).
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