Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Unwinding Clock
Artifact
Untap all artifacts you control during each other player's untap step.
Profet93 on
Ultima (Lemme Suck Ya Lands)
2 months ago
Thanks for the shoutout in the description, I appreciate it. On that note, you state Winter Orb but then reference winter moon (from a previous deck iteration), might wanna change that when you get a chance.
I will say, with a relatively high cmc (colorless deck so understandable), more ramp would serve you very well. Perhaps replacing some of your high CMC creatures and swapping them for additional ramp and/or simple eldrazi swaps for a more cohesive/unified build with more relevant abilities that can assist you in the destruction of your opponents hopes and dreams that they foolishly cling to.
From my perspective (correct me if I'm wrong), your deck is moderately-commander reliant given all of the equipment + trigger doubling you have. Getting quicker access to your commander in the early game can be crucial for locking opponents out, forcing removal and applying pressure. Ramp is crucial for this, especially with your high avg cmc.
Mana Vault - Turn 2 commander is strong
Expedition Map
- Help find urza lands or utility lands like marit lage combo.
Mind Stone - Ramp when you need it, draw when you don't.
As far as other misc suggestions go, here are some to tickle your fancy.....
Unwinding Clock - Untap more than 30% of your deck. Works best with more mana rocks, especially useful with your flash engines to be able to "be like the blue player." Not an entirely serious suggestion but worth noting should you wish to optimize the deck by cutting high cmc cards that aren't greatly impactful and leaning towards the strengths of the deck. More playtesting is probably needed to see which direction you wanna take the deck in.
Sword of Feast and Famine - Pro black removal, pro green creatures, very common colors in EDH. Untapping lands and discarding is great.
austintayshus on
Counter Intelligence with mods
4 months ago
I was going to make some suggestions for Kilo but I see you changed commanders to Inspirit. Looks more like an artifact creatures and charge counters build. For this I would recommend:
Unwinding Clock is great with any artifact strategy.
Tempered Steel buffs most of your creatures.
Inexorable Tide is a great proliferate engine.
Magistrate's Scepter gives you infinite turns with Kilo, Apogee Mind and your commander. You can also find other fun combos here.
Happy Brewing!
xraider on
Play EDH they said, it will be fun they said
1 year ago
Craeter Your comment reminds me of my first build for my Hokori deck. Back then, I used Unwinding Clock and Mycosynth Lattice. Pure nostalgia. In the past, this combo didn’t do enough, but I definitely want to test it again now that the deck works a bit better. I hadn’t heard of Laser Screwdriver before, but it’s definitely worth testing further.
Craeter on
Play EDH they said, it will be fun they said
1 year ago
Cool deck concept. I'm wondering isn't this Commander anti-group hug (group shove?) IE it taps down all of your lands too? I'm assuming your game plan is to get by on the Mana Rocks, although the opponent could do the same.
I'm thinking Mycosynth Lattice (all lands are artifacts), Unwinding Clock (untap your lands), and Laser Screwdriver (mana rock plus tap opponents mana rocks / lands), Enlightened Tutor to search for Mycosynth or Unwinding. You could even destroy target artifacts to remove opponents lands too.
Icbrgr on Thoughts on my Deck?
1 year ago
Hard to say with the commander because you draw soooooo much.... my brother runs the commander and I absolutely hate it... Unwinding Clock amd Intruder Alarm nonsense. I personally would make some cuts for more lands/mana rocks but again the draw in the deck is nuts.
Goldberserkerdragon on
1 year ago
Hahaha, not to burst a bubble Craeter but yeah I figured anyway I could activate her cheat ability more or double it, etc., to add. I did the best with what I have atm, but that Unwinding Clock is definitely nothing to sneeze at. Definitely with some Mycosynth Lattice action.
Craeter on
1 year ago
True, just thinking from a ramp perspective. Reducing Svella's first ability allows for easier mana generation as well. Seems to me like the main drawback for Svella is how expensive the tap abilities cost. Unwinding Clock maybe could be useful too to get refunds on the Icy Manaliths on the opponents turn for instant effects. For instance, if you already have a bunch of them late game and leave Svella untapped, then they untap on the opponents turn and you can cheat out something big on their turn after they declare attackers.
| Have (3) | Azdranax , metalmagic , MoJoMiXuP |
| Want (2) | TechNoble , aKamikazePigeon |





