|Commander / EDH||Legal|
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|Commander 2018 (C18)||Rare|
|New Phyrexia (NPH)||Rare|
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Untap all artifacts you control during each other player's untap step.
Unwinding Clock Discussion
1 day ago
You could just replace an island. It just gives a few synergies for things like Unwinding Clock , Mox Opal , Academy Ruins , Tezzeret the Seeker , Urza's construct, etc. Though I did not notice Back to Basics which would be anti-synergy
3 days ago
Idk it's just general blue hate i guess. I stopped playing 3 years ago because blue was so prevalent it seemed unfun unless you played blue.
I already run The Chain Veil and Crawlspace . Ensnaring bridge is my next add. I usually lockout by blowing up lands with Darksteel Forge and Mycosynth Lattice and then Obliterate or Nevinyrral's Disk or Oblivion Stone . I can Mind Slaver lock people too. Winter Orb works great for that too, especially with Unwinding Clock . I also use Platinum Angel and a pay life source to make my life total less than 0. Then i use Soul Conduit . Moltensteel Dragon is a go to here, because then I can make him huge and take out 2 people in a turn.
Do you see the problem with everything i listed there besides Obliterate and Moltensteel Dragon ? It's all available to blue. Blue is dominant in legacy, vintage, modern, usually standard, and edh. Also, the graveyard hate i am referring to is not only Bojuka Bog I was thinking specifically starting the game when an opponent has Leyline of the Void out, or when one casts a similar enchantment. Red can't deal with enchantments, and that is why it remains the weakest color. White has exile effects for all permanent types(i think, maybe not lands). Red doesn't have enchantment removal.
Can someone point me to one single red enchantment removal spell besides Chaos Warp , which can hugely benefit the opponent? Not a combo like Mycosynth Lattice + Vandalblast but a red "destroy/exile all enchantments"(that isn't banned, - Worldfire - or a 'Destroy/Exile target enchantment". That's why I'm struggling with mono red vs other decks.
@shadow63 I don't run any other walkers. Do you think I should?
3 weeks ago
I do not think Vedalken Orrery is that scary of a card, and certainty do not think that it is worthy of a ban. First and foremost, not every deck wants to run Vedalken Orrery . Orrery's main value comes from allowing you to leave mana open during your opponents' turns for counterspells or other instant-speed interactions, then, if you do not need to use instant-speed interaction, still having the opportunity to play permanents on the end step before your turn begins.
For that to really shine, you need a critical mass of instant-speed interaction. While Orrery still has some utility in decks that don't hit that critical mass--such as surprising someone with a blocker or sorcery removal--the added value it brings does not necessarily justify spending four mana, which is a high enough mana cost that you are quite possibly unable to play any other cards alongside Orrery.
Ultimately, Orrery is a powerful card, but it is not all that gamebreaking on its own right.
Seedborn Muse and Wilderness Reclamation are also powerful cards, yes, but I do not think they are banworthy either. For them to be effective, you need to either run an extremely large volume of instant-speed cards to take advantage of their benefits, or you need to run another enabler, such as Orrery, so you can play things at instant-speed. Unwinding Clock has the same issues as Seedborn Muse and Wilderness Reclamation , but also requires you to have fielded a whole host of artifacts, thus requiring additional build constraints. These are cards that are powerful if built-around, but they do require fairly significant build-arounds to make shine. As such, they are not worthy of bannings either.
Bear Umbra and Sword of Feast and Famine (which you did not mention) also require significant build-around to get to work. Sure, they go infinite with Aggravated Assault and some other cards--but that's not dangerous in their own right. Both cards require you to have a creature you can safely attack with, and, on their own, only get you one additional main phase worth of casting. That's strong, but it's not something that an opponent can't recover from.
For all of the above, I think it is reasonable for the Rules Committee to keep them in the game--they're powerful, but most require your deck to be built in a specific way or for you to dedicate slots to other cards. The RC has made it very clear that they don't want to limit players' options too much with bannings--they don't want to ban cards that require significant deck-building investments, but rather cards that, exclusively on their own with no other deckbuilding constraints, warp the format.
Which brings me to Prophet of Kruphix , which is "turbo banned." As I said above, Seedborn Muse only becomes really scary when you have Vedalken Orrery also in play. That's what makes Prophet worthy of a ban--it takes two different cards, each fine on their own, but devastating together, and mashes them into a single card. It can be slotted into almost any Green/Blue deck and automatically makes that deck better, without any consideration to other deckbuilding constraints.
TL;DR - Most of the cards listed as needing to be banned are powerful, but still need additional support before they are devastating. The only one on your list that should be banned is Prophet, and that's because it is both "power" and "additional support" all rolled into one card--which is precisely why it already is banned.
Still, while I disagree with your conclusions, as always I enjoyed reading your thoughts!
3 weeks ago
3 weeks ago
I will agree that the ability to untap all permanents, or all lands, or all non-lands is a HUGE advantage. seedborn muse is at the top of the list of cards that go into most green decks I make. That said, not every deck can take full advantage of the benefits, just as not every deck can take full advantage of, say Hypersonic Dragon or Teferi, Time Raveler 's +1 ability. If everyone and their grandmother are building the deck around one card (as we saw with paradox engine), then it makes sense to ban it; behold, to paraphrase the the EDH rules committee: "That $#!t don't fly".
The ability to cast ANY spell at flash, however, is something that every deck can take advantage of. By waiting on specific triggers, certain combinations otherwise impossible become disgustingly good. At the end of opponent's turn? cast Phage the Untouchable , and respond to it with Supreme Verdict . Field wipes, phage resolves, untap & swing. Sure, it's an over-the-top example, but it does illastrate the point nicely. Hell, for ages I had a deck of "bad cards" just so I could run Barren Glory and respond to it with Kaervek's Spite . the ability to flash that at the end of an opponent's turn massivly reduces the chances an opponent can do something about it. I think (or possibly just hope, but who knows) that wizards has discovered that Vedalken Orrery and Leyline of Anticipation aren't what people should have (it may be what they want, but that's another thing entirely). In war of the spark, we saw Vivien, Champion of the Wilds , Teferi, Time Raveler , and Emergence Zone , all good examples of what _should_ work as a flash mechanic - ones that have limitations built in - they have to remain in play, are on attackable, damageable permanents, or are a one-time, sac to activate effect. Quicken , Scout's Warning , and Savage Summoning are all other good examples of this mechanic being used. Now, Wilderness Reclamation is actually _waaaaaay_ lower on my threat-meter for one, simple reason - it only untaps once. Honestly, the Isochron Scepter + Dramatic Reversal combo is far more dangerous in my book, simply due to the ability to untap creatures as well as mana rocks. In a multi-player format, the difference between it and Seedborn Muse or Unwinding Clock is huge. Speaking of Unwinding Clock , this is one of the cards that also don't have as much of a problem with - to get the full effect of this card, you're typically going to have to build your deck as an artifact deck. and in a format with Vandalblast , Bane of Progress , Shatterstorm , Nevinyrral's Disk , Akroma's Vengeance ...well, the list goes on. And since most people run Sol Ring (I'll confess to a love/hate relationship with that card, but thats a story for another time), most decks will run at least _one_ artifact removal (or steal) effect on the assumption that their opponent's will also be running it.
anyway, just my two cents as a response.
1 month ago
So my immediate thoughts on this commander, past the obvious Monty Python reference thank you for your sense of humor, is that a choice needs to be made on whether you focus on the commander's ability entirely, and allow the risk of failure without it, or if the commander is just one tool of many that simply sticks around more. I've learned my personal preference between value engines and infinite ones for instance, and I feel like they are also two very different builds, but your set-up somehow still feels like it is in the middle of that choice that would further hinge on how you use your commander.
For instance, her tap ability is limited only by summoning sickness, so anything that enables flash make anyone's turn fair game now. Silverskin Armor and a Shimmer Myr would combine well with Emry and that Unwinding Clock as one example, but I'd never play with the armor outside of a build solely dedicated to Emry's ability. The same would be true for adding Illusionist's Bracers .
1 month ago
Things to remove and why:
Worry Beads - too slow Endless ranks of the dead- dead if you don't have other zombies out
From Under the Floorboards - no way to activate madness which is what makes it good
Unbreathing Horde - you can keep if you want, but it only helps if you self mill and you just don't have that many creatures
Dark Salvation - keep it only if you can fix your mana generation issues. If you can consistently get 10+ mana a game then keep it.
Exsanguinate - it's just a worse Torment of hailfire, and again you don't generate 20+ mana consistently.
Butcher of Malakir - Costs too much mana, and when you need to wipe the board you have boardwipes to do that anyways.
Things to add:
Altar of Dementia swap that one out for Ashnod's, it's better in this deck
Grindclock , it's slow but it gets a lot better with Unwinding clock, and if you can land it early it'll do some serious work over the course of a game.
Helm of Obedience is a pricey card but definitely would do work here
Millstone if you took that one out
1 month ago
Unwinding Clock occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%