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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Target creature gets -3/-3 until end of turn. You lose 3 life.
1 year ago
Drannith was printed largely to fight companions, the commander angle was an incidental plus.
Here's the thing. It dies to Lightning Bolt, Path to Exile, Swords to Plowshares, Rapid Hybridization, Pongify, Ulcerate, Fatal Push, every wrath, doomblade effect, Oring effect . . . honestly, it doesn't die to Shock, Dead Weight and Gut Shot. It's so easy to kill it's not even funny.
And it doesn't do anything if it immediately gets killed. Hullbreacher was flashed in in response to a wheel, which would mean that the Breacher owner's hand is full, and they have 20ish treasures, and everyone else gets nothing. It has to get answered immediately or else it provides tons of value. Drannith can honestly be answered at the table's leisure, it doesn't provide any value until somebody wants to cast their commander. That is outside of hardlocks, of course.
It's annoying, yes, but unless someone wants to Knowledge Pool lock, and that's really only acceptable in cEDH, it's not a problem. If your deck can't function without your commander, you need to rebuild. If you can't draw a removal spell, run more removal or more card draw.
1 year ago
EleshNornsFs Chances are, I'd try to abuse a manabase capable of supporting Tainted Pact, so you can run that and Demonic Consultation to make it easier to abuse the opposing Thassa's Oracle's you'll try to use. I assume cards that are instant speed removal would be useful, Disfigure, Dismember, Deadly Rollick, Fatal Push, Ulcerate, etc. to deal with opposing Drannith Magistrates and Opposition Agents. Dark Confidant, Necropotence, Ad Nauseam, and Bolas's Citadel can get you card advantage w/o drawing cards, and rituals like Dark Ritual and Cabal Ritual help get you the pieces together faster after a big draw turn. Remember with Opposition Agent, Instant Speed Removal, and instant speed rituals Necropotenceing for a lot could let you sort of storm off some decent number of cards on your endstep, not winning, but getting close to the lock.
1 year ago
jaymc1130 Tbh flash sorta sucks in an OP Agent meta xD
Path to Exile as well as Swords to Plowshares off will quite possibly be run a lot more together, and actually is really good of you and an opponent have OP Agents out, so you can remove theirs and steal a land simultaneously. Exiling removes Unearth/Reanimate shenanigans so white has a massive leg up in the removal category.
Rapid Hybridization/Pongify feel more akin to the red or black removal spells, and bounce is so-so, but obviously countermagic and steal effects are possibly the best ways to deal with OP Agent. Gilded Drake has gotten a ton better with cards like Kinnan, Breacher, and OP Agent being powerful options for any deck, often especially ones outside of the colors.
I think green decks like Yisan are the worst off, while Ulvenwald Tracker is probably the best, it doesn't have many options past that, so I think they are hurt by this shift a lot.
Edit: Trophy&path are may abilities, so it's not a free card.
1 year ago
I'm also going to have to take dingus's "point" that people won't be running more removal in response to Agent and say "Gaak forced everyone in Modern to run maindeck Surgicals". Agent won't be as format warping as Gaak was in modern, but it's good enough that we will definitely see a sharp uptick in 1-2 mana removal that hits Agent. Bolt for sure, cards like Ulcerate, etc. I mean, there's already plenty of good targets for bolt, so it's not just a 'screw agent' move. It hits Temur Sabertooth for Dockside comboing, it nabs Teshar and about half the commanders on the cEDH decklist.
There's not really a downside to running more spot removal. It's just that, with tutors, you don't really need as much.... but Agent means no tutors.
It's a 3-mana win condition that fights against tutors, which are the easiest way to find answers. That means we'll need more answers so we can draw them. And if every deck starts running 2-3 more good spot removal to answer Agent, then Agent is not as much of a problem... especially when you have 3 people all with about a 5%+ chance to draw a removal spell. That stacks, and the math also gets better the more cards are drawn.
2 years ago
Here are my favorites per color, and of course, colorless!:
Now, as I mentioned, there are plenty staples I didn't mention, here are some of the less common, more budget cards. If you want a list of all the dorks, draw engines, etc. that are at 1 cmc and should be run, just ask!
2 years ago
Thoughtseize seems too good not to play. Smuggler's Copter doesn't seem that good without dorky creatures to crew it and almost all of your other creatures are hard hitting late game with higher power than Smuggler's Copter, and tapping down a 3+ power creature to attack for 3 and loot 1 seems bad. For activating delirium, I suggest these: Hangarback Walker, Walking Ballista, Scrapheap Scrounger, Liliana, the Last Hope. Also, there's a lot of removal but very little early game so maybe cut Murderous Rider and add one of: Fatal Push, Bile Blight, Ulcerate.
Sidenote: It's telling me Bile Blight is not legal in Pioneer when it definitely is.
3 years ago
3 years ago
Put a -1/-1 counter on up to three target creatures.
Target player sacrifices a number of creatures equal to the number of creatures attacking you or a planeswalker you control.
Continue the aftermath cycle or do the cell phone artifact from the previous one.