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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Landfall — Whenever a land enters the battlefield under your control, exile the top card of your library. You may play that card as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with Valakut Exploration, put them into their owner's graveyard, then Valakut Exploration deals that much damage to each opponent.
3 weeks ago
Welcome to Magic! I highly recommend watching this deck-building template from The Command Zone, it gives extremely helpful suggestions on how to put a deck together that will run smoothly and do what you want it to do:
Also, you could visit EDHREC to get some suggestions on what cards might be good in your deck based on what other people are playing.
Some suggestions I would make:
Some cuts I would make:
1 month ago
Hey, with Rakdos as Commander then consider some effects that make an opponent lose life without attacking? Rakdos can't be cast without first an opponent losing life and effects that cost no additional mana as well as being repeatable are nice since you want to use your mana on your turn to cast Demons or draw. Get repeatable value while also making your opponent or each opponent lose life.
Cryptolith Fragment Flip is ramp and an enabler for Rakdos. Plague Spitter is a hidden gem, repeatable 1 damage to each creature at your upkeep can wreck opponent token strategies especially Spirits who are flying blockers against Demons and opponent's green mana dorks. Lower mana cost options, less than 4 mana, are better since they can potentially be cast before Rakdos.
With Rakdos as Commander and playing Demons you need less ramp because he's a source of ramp for Demons. For this reason I would make draw more important then ramp. Still play some ramp, but more draw lets you draw Demons to cast using Rakdos mana cost reduction.
- Arcane Signet
- Rakdos Signet
- Theater of Horrors
- Florian, Voldaren Scion
- Valakut Exploration
- Mask of Memory
- Faithless Looting
- Light Up the Stage
- Seize the Spoils
- Big Score
- Unexpected Windfall
- Magus of the Wheel
- Read the Bones
For more draw my advice is make cards with repeatable effects a priory for upgrades. Draw spells that are a single effect are fine too, having both is best. Seize the Spoils, Big Score and Unexpected Windfall is loot (draw and discard) and ramp with treasures, that's really helpful for Demons to get three effects with one card.
If you're interested I offer more advice in another comment. Would you like more advice?
1 month ago
You have a card draw/bearhug theme, maybe you should make this a Nekusar, the Mindrazer deck? I recommend running Memorial to Folly, Path of Ancestry, Blightstep Pathway Flip, Drossforge Bridge, Talisman of Indulgence, Coldsteel Heart, Commander's Sphere, Fellwar Stone, Mind Stone, Star Compass, Fire Diamond, Charcoal Diamond, Glittering Stockpile, Prismatic Lens, Tome of the Guildpact, Exsanguinate, Read the Bones, Angrath, the Flame-Chained, Court of Ambition, Curtains' Call, Stormbreath Dragon, Fiery Confluence, Liliana's Specter, Capital Punishment, Gray Merchant of Asphodel, Soul Shatter, Tectonic Giant, Graveyard Trespasser Flip, Palace Siege, Vance's Blasting Cannons Flip, Cut / Ribbons, Make an Example, Oath of Liliana, Valakut Exploration, Terminate, Liliana's Triumph, The Eldest Reborn, Unnerve, Yarok's Fenlurker, Elderfang Disciple, Skull Rend, Tasigur's Cruelty, Warchief Giant, Warlock Class, Zof Consumption Flip, Hagra Mauling Flip, Skyclave Relic, Syphon Mind, Syphon Flesh.
2 months ago
I really like Outpost Siege for card advantage. Valakut Exploration is also absolutely insane! Other personal favorites of mine are Faithless Looting/Careful Study/Frantic Search effects. Izzet Charm has added utility, and they other two modes come up surprisingly often!
3 months ago
- Sol Ring
- Goblin Engineer (It does not really synergize with the combo, it was in to find Zuran Orb but I kind of have enough ways to find it and not enough artifacts to sacrifice.)
- Roil Elemental (It was a cute card but I had to cut one more card for some more consistency and with the amount of tutors I play generally I will always rather have Tatyova or Gitrog Monster which are both tutorable by Bring to Light.)
- Pact of Negation (Pact of Negation is kind of an expensive card and I think I like Pyroblast more, it's mainly to combat counterspells on the second sunrise anyway and Pyroblast has some added utility to it which I think makes it better.)
- Mana Vault
- Overgrown Tomb (Decided I want to run just 3 shock lands, this one might get back into the deck but I opted for others first.)
- Mox Diamond
- Mana Crypt
- Krark-Clan Ironworks (Decided to get rid of the KCI saccing mana rocks before second sunrise plan, it was too convoluted and I want to go for a more land centric deck.)
- Valakut Exploration (This was also one of my other win conditions, and I liked Roil Elemental first above this but decided to cut both.)
- Izzet Chronarch (Got replaced by Timeless Witness.)
- Krosan Wayfarer (Has some early game utility while still being excellend in the Combo.)
- Cosmic Intervention (I somehow overlooked this card but I am really excited to add this as an early game play for value.)
- Uro, Titan of Nature's Wrath (Uro is already an insane card, it sacrifices itself which is great, it's basically a recurrable Explore with the added bonus of sometimes being a powerful body, I think it will work excellend in the deck.)
- Explore (Both replace my mana rocks for some early mana ramp.)
- Breeding Pool
- Temple Garden
- Hallowed Fountain
- Timeless Witness
- Unbridled Growth (Fixes mana and sacrifices for a card, the other candidate was chromatic star which would also be good but I think Unbridled will have more value as you don't need to sacrifice it to gain it's fixing effect.)
I decided to cut my mana rocks that don't provide a color except for when they have a way to sacrifice themself which also made me cut my KCI from the deck.
5 months ago
I personally really like sticking to a theme or gimmick even if it means sacrificing the decks quality just because I have more fun with it. If I wanted to make this deck more competitive a Sol Ring would definitely make the cut tho.
Valakut Exploration looks very fun for this deck!
Wilt can probably go out for a Nature's Claim, I'm pretty sure I've got one lying around
Thanks again for the ideas Profet93! Draw well :)
5 months ago
I'm glad you enjoyed some of my suggestions. Regarding Sol Ring, is the theme of the deck more important than a huge turn 1 play? Its just hard for me to wrap my head around personally.
Also, I've seen my friend GO OFF in his Mina and Den deck with Valakut Exploration, it was scary how efficient it was. With all your lands and ramp, you can cast most cards and the damage is still on theme.
Stone-Seeder Hierophant - What does this target in the deck? I don't see cradle, nykthos or another important utility land target?
5 months ago
Honestly, the blue mid range archetypes that happen to be the most powerful in the format are also the hands down most difficult to pilot. For less highly competitive metas I typically tend to recommend a simpler race oriented deck, like Yisan, K'rrik, Godo, Teshar, etc. Generally most players will find more success with these archetypes as the ease of execution of those strategies is a big benefit. There aren't very many complicated decisions to make, the game plans are very straight forward, these race archetypes just do the one thing, they put the pedal to the metal and try not to blow the engine block.
The control oriented decks, in edh, are crazy complicated to pilot by comparison and minute errors in judgement or game state evaluation can lead to massive consequences that may not be entirely obvious. When playing the control role it's critical that the pilot properly identify exactly and precisely the game state the game is in at all times. You need to know what the biggest threat is, how you intend to stop it, and how to profit from the position afterward. You'll need extensive knowledge of every possible combo that can be utilized in the format from the entirety of MtG's history. You'll need exacting knowledge of your own deck and the lines of play that best suit the particular game state you find yourself in. You'll need exacting knowledge of each opponents deck and how those decks play so that you can anticipate your opponents' lines before they begin to travel down those roads. Playing blue in EDH is a suicide mission, for the most part, if a player steps into those shoes unprepared, because the typical blue play pattern of spending a card to deny an opponent's card is counterproductive in multiplayer settings (you and that one opponent are now both down a card compared to the other 2 players and are therefore at a disadvantage compared to both of them, you're both less likely to win from a fundamental theory perspective because you're both down resources compared to the opponents who invested no mana or cards in the interaction). This means your 1 for 1 permission and interaction elements need to be spent sparingly and ONLY on critical game winning threats, never for value. Yes, it's good to Mental Misstep an opponent's Sol Ring, unless the next player in turn priority plays a Sensei's Divining Top, for example. The Sol Ring certainly had some potential to put a player into an advantageous position, but the SDT has the potential to outright win the game and is much, much, much more difficult to remove from the board than a Sol Ring. Just tapping the incorrect land once can lead to catastrophic consequences.
In a pod with Krark/Sakashima, Tymna/Malcom, and Godo the first thing to do, on turn 0, before the game has even started, is to identify the fastest threats at the table. These are your priority considerations as these are typically going to be decks that are consistently faster than you to deploy a combo win line. However, these decks are usually not good at recovering. So looking for an opening hand that can trump the standard Godo play pattern (ramp with rocks, maybe an ogre, cast Godo, search up Helm, equip, swing for the win) is a priority. An opening hand with Swords to Plowshares is going to be much stronger in this type of situation than it might otherwise be because it will slow the Godo deck down, perhaps even eliminate it from contending entirely until turn 5 or 6, for the low investment cost of 1 card and to stuff their line of play that will require significantly more mana and card investment. This will create a situation where you profit since the resources you've invested were minimal, while the Godo deck has already shot it's one real bullet and spent most of the resources available to it to do so, only to have the attempt stuffed.
That should be priority one, not anything your deck can do, but rather stopping the opponent's first bullet because reloading that gun is a difficult and time consuming task.
The Krakishima deck would be the next fastest deck, and the typical play pattern involves some ramping with artifacts (notice the weaknesses both of these first two archetypes have? A heavy reliance on artifact ramp to play their strategy reliant commanders) into dropping Krark and a non legendary clone of Krark, potentially with a thumb alongside it. The main priority here is to just make sure they can't assemble the whole squad and have them in play all at the same time. If Krark hits the board then it becomes a priority to prevent the Sakashima cast or copy effect, and again, that Swords to Plowshares is going to do a lot of work here. But you can't use the Swords (or your interaction piece of choice for this particular example) for them both, now can you? So you need to judge which one is presenting the faster threat and use the Swords as needed, you'll have to find a separate solution to the other issue. Fortunately the deck has a game plan in mind for this that is consistently deployable in the opening turns. One of those opponents will present a faster threat, typically, and the other will present a slower threat. It's very rare both decks will ramp out super hard at the same time, usually one might and the other will have more average opening turn development. In this spot it tends to be best to spend the mana denial game plan resources (ie, the Strip Mine style lines of play) on the slower developing opponent and prevent them from doing much of anything while you handle the faster opponent first. Then you can swap to using the attrition gameplan on the faster opponent once their initial combo win attempt has been stuffed to prevent them from being able to recover effectively. And you basically juggle these responsibilities for the rest of the game until you secure an overwhelming board and game state advantage when you will finally begin to deploy your own game winning assets. If you aren't playing the consistently fastest deck at the table then trying to force an aggressive combo line attempt is generally going to be the fundamentally wrong choice, those decks do that better than blue midrange decks, but the blue midrange decks grind out wins better in games that go longer than 3 turns by an absolutely massive margin. So your priorities are first to stop the fastest opponent from winning, then to stop the second fastest opponent from winning, then to begin to edge them out in the battle of attrition for resources (cards in hand, cards in play, cards in the yard you might want access to), and THEN to position for a win attempt yourself. It's some of the most common mistakes I see from players with a blue deck in a pod, they try to force a race (which they will lose due to deck construction play pattern issues) and they spend their interaction on the first spells any random opponent casts without regard for what lines of play actually present a threat to win the game.
With so much cheap and effective interaction in the format it's nearly impossible for the first player who attempts a combo win line to succeed with that attempt in true competitive settings as long as the correct game state evaluations are being made by the interacting players and they aren't wasting critical spells on non critical issues. Essentially, when playing the interactive deck in the pod, the ONLY things you want to spend your interaction on are critical threats that represent an immediate potential to win the game. The strength of the Bloom concept lies in the fact that the pilot is able to spend their mana and card resources on nothing but developing their board state and stuffing opposing win attempts while the mana base development handles pruning opponents' board states.
As for Valakut Exploration as part of the Bloom combo line, this is a fine iteration of the combo to utilize and one I've tried out myself. It fits rather nicely into the Temur shells that utilize the concept to help enhance it, but isn't a critical component of the combo line as there are a multitude of options in those colors that represent the ability to return Bloom to a zone it can be cast from. Any of these options (draw a card, return directly to hand, play Bloom from the top, etc) can work, and the best bet to know which is best for you in your meta is to test out the options and find out which ones succeeded the most often and how difficult that success was to achieve. Valakut might not be the best option if you expect to face a Drannith Magistrate, but it might be a terrific option if you expect to face a Narset, Parter of Veils, for example. If you have advance knowledge of the meta game, use it to your advantage, if you don't, then build in some flexibility so the deck can handle a wide range of game state situations.