
Combos Browse all Suggest
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 |
Highlander | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Vampiric Tutor
Instant
Search your library for a card, then shuffle your library and put that card on top of it. You lose 2 life.








Kjacobson6800 on
Kaalia, Queen of the Vast
1 week ago
Cool Build. I have a pretty mean Kaalia myself but its rather competitive. Yours looks fun to play I just tested it a few times. Love the Sneak Attack as a backup. Feel free to take a look at mine if you'd like. My only real suggestions after seeing your maybe list is to tune the creatures a bit more and sell that Alpha/Beta D-Tutor ... buy a Chrome Mox. Would leave you with a few $$ to really deck this thing out. Id also be running all 3 Talismans. A revised Demonic tutor is Rather affordable. I run Gamble Demonic Tutor, Enlightened Tutor, Vampiric Tutor, Grim Tutor, And Imperial Seal. More tutors and maybe Steelshaper's Gift to get the Greaves out fast. Diabolic Tutor works just fine to go get an Avacyn or something and get the whole table salty Lotus Petal is clutch too and chronically slept on IMO, especially when it comes to Kaalia... Im pretty sure Jeweled Lotus is banned in EDH now so maybe let that one go too. Necropotence is stupid good in a Kaalia deck, especially if you can get a Reliquary Tower out. As soon as i focused more on tutors, mana rocks, and a few board-wipes Wrath of God Day of Judgment Damn She started going off quick and dirty.Sensei's Divining Top is super helpful too. I wouldn't sleep on Dark Ritual if you're short a Jeska's Will. I slip a Dark Rit in mine from time to time depending on where I'm playing. I also run Armageddon and Catastrophe. Sometimes Winter Orb ...locks everyone down once I have Her out. I Cant tell you how many times Steel Hellkite has won the game for me. Blows up all dorks and keeps opponents rocks at bay. Plus you can grab him with Enlightened tutor. Dragon Mage could work in this to help load up youre Kaalia drops without needing a Wheel of Fortune Solid build!! Ive been tuning mine for years now.
legendofa on The New Commander Brackets Beta
2 weeks ago
I've been struggling with this for a couple of my decklists recently, and I'm trying to summarize my thoughts here without starting a new thread. So this is semi-stream-of-thought, and I apologize if it gets a little rambly.
There are several criteria being tracked by the current bracket system, including resource generation, speed, reliability, and oppression, and possibly others.
Game changers: A combo like Demonic Consultation/Tainted Pact + Thassa's Oracle gets a key card on the game changers list, because it's fast and reliable, ending a match on turn 3-4. These are speed game changers. Other game changers generate resources just by playing the game, like Rhystic Study or Smothering Tithe. This group often also includes oppression, since a lot of them tax the opponent. Another group is cheap (1-2 mana) tutors, like Vampiric Tutor, Enlightened Tutor, or Survival of the Fittest, that increase a deck's reliability for very little opportunity cost. Most game changers can be sorted into one of these four categories. Ancient Tomb and Gaea's Cradle are speed and resource generation, Drannith Magistrate and Force of Will are oppression, and so on.
Bracket Guidelines: From Gavin Verhey's announcement article, here's what each of the brackets mean and expect. Important to note that the system is still in beta testing, so this is probably going to be different in the future.
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Bracket 1: Decks with more focus on a gimmick than on winning. "Winning is not the primary goal here, as it's more about showing off something unusual you've made. Villains yelling in the art? Everything has the number four? Oops, all Horses? Those are all fair game!" This bracket doesn't allow extra turns, two-card infinite combos, mass land denial, or game changers, and restricts tutors.
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Bracket 2: Decks that can win, but are not tightly focused, or slow to develop. "While Bracket 2 decks may not have every perfect card, they have the potential for big, splashy turns, strong engines, and are built in a way that works toward winning the game. While the game is unlikely to end out of nowhere and generally goes nine or more turns, you can expect big swings." This bracket doesn't allow any game changers, mass land denial, two-card infinite combos, or multiple extra turns in a row, and restricts tutors.
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Bracket 3: Decks that are focused on winning efficiently, but are not optimized. "They are full of carefully selected cards, with work having gone into figuring out the best card for each slot. The games tend to be a little faster as well, ending a turn or two sooner than your Core (Bracket 2) decks." This bracket does not allow mass land denial or multiple extra turns in a row, and restricts game changers and two-card infinite combos, and allows tutors freely.
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Bracket 4: Decks that are optimized for their strategy. "Bring out your strongest decks and cards... This is high-powered Commander, and games have the potential to end quickly. The focus here is on bringing the best version of the deck you want to play, but not one built around a tournament metagame." This bracket has no restrictions.
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Bracket 5: Decks that expect to win at the most competitive levels. "There is care paid into following and paying attention to a metagame and tournament structure, and no sacrifices are made in deck building as you try to be the one to win the pod." This brackets has no restrictions.
Deck Analysis 1: The deck I've been struggling most with is Clear Waters. As I listed in another thread, it has an infinite turns combo (Wanderwine Prophets + Deeproot Pilgrimage + Merfolk Sovereign) and mass land denial (Opposition + Seedborn Muse, Quicksilver Fountain), and a selection of tutors to pull these together (Forerunner of the Heralds, Idyllic Tutor, Merrow Harbinger, Seahunter, and Sterling Grove). This should put it squarely into Bracket 4.
My concern is that it's neither high powered nor optimized. On the axes of speed, resource generation, reliability, and oppression, I would score it high on oppression, pretty good on reliability, and low on speed and resources generation. Looking at examples of other Bracket 4 decks around the internet, all four of those criteria need to be high in this bracket. The infinite turns combo is slow and easily removed, and the land denial is optional (Opposition can have other targets) or temporary (Quicksilver Fountain can remove its own effect).
It would be easy to simply add a big pile of game changers to improve all of these facets. Right now, it has one game changer in Grand Arbiter Augustin IV, and that one's not essential to the deck. That's not the direction I want to go with the deck, though--I want to keep it reasonably budget, and even adding the three least expensive of the game changers I'm considering would basically double the deck's cost.
I know that people in brackets under 4 want to be able to play their deck, and the infinite turns and land denial shut that down. These are clearly stated in the announcement article -"A single extra-turn spell can be fun and splashy. However, extra-turn spells take a ton of time away from other players and their ability to play the game and tend to be unfun when repeated."- that's why they're forced into brackets 4 and 5. But if a deck isn't able to compete against high power, optimized Bracket 4 decks, can it be considered Bracket 4?
Deck Analysis 2: Another deck that I've been struggling with is an enchantment deck, Do Not Mistake Peace For Passivity. The point of concern for this deck is land denial. Blood Moon is classic mass land denial, and the deck is designed to play around it with Abundant Growth, Fertile Ground, Prismatic Omen, and similar cards. It also has a combo that doesn't directly deny lands, but punishes their play and use: Manabarbs + Citadel of Pain. Otherwise, the deck fits all the criteria of a Bracket 2 deck--no game changers, no infinite combos, few tutors, and no extra turns.
This deck can be converted into a pure Bracket 2 deck without much effort by replacing Blood Moon and Manabarbs. But as it stands, a single card pushes the deck up two brackets, according to the guidelines. Again, I don't feel the deck is high powered or optimized, and would not be able to compete in a Bracket 4 match. It could probably survive in Bracket 3, since it's highly synergistic, but nothing any higher.
In this case, adding a bunch of game changers and power cards would somewhat dilute how the deck functions. A few, like Smothering Tithe or Trouble in Pairs, could slot in, but most others would be more gratuitous.
Conclusion: To quote the article again, "There's some wiggle room, and while playing against decks that are all inside your bracket is ideal, you can usually wiggle within one bracket away from you safely." "You should play where you think you belong based on the descriptions." All of this can be discussed in a Rule 0 talk. I strongly believe the brackets are intended to help this conversation, not replace it. As an example, for the Clear Waters deck, I would say that the deck is not optimized to Bracket 4, and I think it fits best into Bracket 3, but it's controlling and has a potential three-card infinite turns combo. I'm willing to announce when the combo is assembled and ready to start, to give everyone a turn cycle to react, and reduce the use of Opposition to creatures and artifacts.
I feel like the current setup is a little too restrictive of the kind of combo-control decks I like. I can have fun smashing big creatures into each other and outmaneuvering everyone else, but I will enjoy locking down the board and establishing my inevitability, and I'm having a harder time trying to find ways to do that in lower brackets. Some people have already offered me excellent feedback and suggestions that I'm taking into consideration, but I'd also like to see how people are responding to the bracket system so far.
For comparison, here's a few more of my decklists:
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Bracket 2: But if you smash one helm...
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Bracket 3: Above such mortal concerns
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Bracket 4: Arrogant. Ruthless. Oppressive. Victorious.
jsnrice on
Atraxa, Grand Unifier
3 weeks ago
Deck Title: Ascension Through Unity – Atraxa cEDH Food Chain
Commander
Atraxa, Grand Unifier
Color Identity:
Introduction
Welcome to Ascension Through Unity, a competitive EDH build centered around Atraxa, Grand Unifier, the ultimate value engine and a uniquely powerful commander that bridges midrange resilience with combo potential. This list leverages the raw card advantage of Atraxa’s ETB trigger to dig for win conditions, interaction, and fast mana — all while supporting a Food Chain combo core.
This deck is tuned for high-level pods and aims to win fast, interact precisely, and grind smart when necessary.
Win Conditions
Primary Wincon:
- Food Chain + Eternal Scourge / Misthollow Griffin / Flesh Duplicate
Infinite creature mana via Food Chain and one of the exile-recurring creatures.
→ Cast Atraxa, Grand Unifier, dig for Thassa's Oracle or Tainted Pact / Demonic Consultation combo.
Backup Wincons:
- Thassa's Oracle + Tainted Pact / Demonic Consultation
- Finale of Devastation for lethal with infinite mana
- Displacer Kitten combos with The One Ring, Teferi, Time Raveler, or mana rocks for infinite value/actions
Notable Synergies
- Atraxa, Grand Unifier ETB + Displacer Kitten: Abuse blink triggers for maximum card filtering and pseudo-storm turns.
- Food Chain + Exile creatures: Efficient engine for infinite mana into Atraxa chains.
- Talion, the Kindly Lord + low-cost spell density = passive draw engine.
- Drannith Magistrate, Opposition Agent, Orcish Bowmasters: Stax elements that don’t disrupt our own lines.
- Archivist of Oghma, Esper Sentinel, Mystic Remora, Rhystic Study: Passive card draw galore.
Staples and Interaction
This deck plays nearly every blue interaction spell you’d expect:
- Free Countermagic: Force of Will, Force of Negation, Pact of Negation, Mindbreak Trap, Flusterstorm
- Removal: Swords to Plowshares, Abrupt Decay, Chain of Vapor, Toxic Deluge, Culling Ritual
- Tutors: Vampiric Tutor, Demonic Tutor, Worldly Tutor, Enlightened Tutor, Imperial Seal
And it runs every relevant fast mana: - Mana Crypt, Lotus Petal, Chrome Mox, Mox Diamond, Mox Opal, Mana Vault, Ancient Tomb
Why Atraxa?
While many commanders offer value, Atraxa’s Grand Unifier trigger is uniquely broken in a deck like this. With a proper build, she can hit:
- A creature (e.g. Eternal Scourge, Deathrite Shaman)
- A non-creature spell (e.g. Demonic Consultation)
- An instant (e.g. Swan Song, An Offer You Can't Refuse)
- A sorcery (e.g. Finale of Devastation)
- An artifact (e.g. Sol Ring)
- An enchantment (e.g. Rhystic Study)
- A planeswalker (e.g. Teferi, Time Raveler)
This makes Atraxa a one-card value engine that refills your hand and pivots you into a win turn with proper sequencing.
Power Level & Goals
This deck is firmly cEDH (power level 9.5–10). It’s built for pods where interaction is heavy, turns are fast, and wins are clean.
You’ll thrive if:
- You can protect Atraxa, Grand Unifier for at least one trigger
- You pilot your combo lines efficiently
- You mulligan aggressively for interaction or ramp
Mulligan Strategy
Look for:
- Turn 1–2 dorks/rocks + tutor
- Food Chain + exile creature opener
- Strong card draw pieces + interaction
- Always mull away clunky high-CMC hands
Weaknesses
- Susceptible to Drannith Magistrate (unless we remove it)
- Hate for graveyard/exile recursion (Rest in Peace, etc.)
- Heavy counterspell matchups if we stumble on mana
Closing Thoughts
Atraxa, Grand Unifier doesn’t just unify card types — she unifies power, control, and combo under one elegantly devastating package. Whether you’re tutoring with efficiency or slamming a turn 4 Food Chain win, this deck rewards mastery and punishes hesitation. Perfect for cEDH players who love versatility and inevitability.
Thanks for reading! Let me know if you want a sideboard package or metagame tweaks.
DemonDragonJ on Why are Worldly Tutor and …
4 weeks ago
WotC regards Mystical Tutor, Enlightened Tutor, Demonic Tutor, and Vampiric Tutor as "game changers" in EDH/commander, but does not consider Worldly Tutor or Gamble, the red and green cards in that cycle (not including Demonic Tutor) to be game changers, as well, so I am wondering why they have that opinion. My best presumption is that Gamble is too unreliable to be a game changer and that searching one's library specifically for a creature card is far more commonplace, and, thus, less impactful, than is searching one's library specifically for an artifact, enchantment, instant, or sorcery card.
What does everyone else say, about this subject? Why are Gamble and Worldly Tutor not considered to be game changers in EDH?
king-saproling on
The Rules Say It Works
4 months ago
There are other situations where activating Obeka on an opponent's turn makes sense. The biggest is that Obeka could be used to shut down a different opponent who might be making a strong play on the active player's turn, like if opp #2 is casting a Vampiric Tutor. I can also think of a bunch of ways where Obeka could be built for politics or "pick your poison" kinds of play where using her on an opponent's turn makes sense.
In any case the rules abuse can't work unless all players agree to that informal shortcut arrangement.
Flarhoon13 on
Derevi, Empyrial Tactician. No stax!
5 months ago
May 3, 2024 I started a new quest. Having built 52 decks, I endeavoured to play them all, in roughly the same order as I created them.
May 31
Derevi, Empyrial Tactician. No stax! 8-9 Loss, Did get off Pyxis of Pandemonium (I love this card too much to take it out of the deck lol) for 15, possibly could've won but Jon Irenicus, Shattered One foiled my Dismiss into Dream, negating the forced sacrifice. Still, had a couple fetch lands with Retreat to Coralhelm but didn't think to use it--I could have fetched and used the landfall trigger to tap down the potential attacker--this only occurred to me after a Kemba, Kha Regent deck killed me with a massively equipped Archfiend of the Dross, which Jon Irenicus, Shattered One had so kindly donated . .471
Pyxis of Pandemonium won me a couple games. Once, it got me enough attackers to fuel infinite turns via a Magistrate's Scepter. Another game, it undid a Vampiric Tutor. Mike took a couple minutes for his search, too, not realizing that the Pyxis of Pandemonium would exile his card. Hilarious! I held on to win that one!
_Kane_ on
Karlov of the Ghost Council
5 months ago
DreadKhan on What makes a card or …
5 months ago
I like to build some fairly toxic Commander decks, though I try to warn people if a deck dips too deeply into any of the elements I've noticed that cause toxicity. In Commander most people consider decks that take away player agency to be toxic, so that includes;
-excessive permanent removal (clearing each opponent's board repeatedly, or Obliterate/Jokulhaups)
-things that limit what you can do (like Rule of Law or Collector Ouphe)
-excessively pushed Commanders in Casual (stuff where they throw Ward on for no reason, most of these are also the payoff and enabler in one card)
-Chaos effects that turn the game on it's head (Thieves' Auction and Grip of Chaos for example)
-stuff that prevents untapping (Static Orb and Winter Orb)
-stealing everything strategies (flickering Agent of Treachery infinitely, Insurrection late game)
-excessive discard (multiple Necrogen Mists and Bottomless Pit effects)
-'win on the spot' effects that don't have an upkeep trigger (there is a few of these on the banlist, like Biorhythm and Coalition Victory)
-counter everything strategies (Dovescape)
-overly efficient tutoring (Zur the Enchanter *f-etch* fetching out Necropotence, and people are weirdly salty about Vampiric Tutor)
-faster elimination strategies that encourage you to target a specific opponent (think anything Infect, and lower to the ground Voltron decks)
-I think the last one I can think of is optional tax effects that encourage people to screw their pod and play into the Rhystic Study, if the tax is just a tax, like Thalia, Guardian of Thraben people tend not to mind as much, it's the ability to king make if you're dumb.
In 1v1 I don't think it really matters, unless you only have 1 deck to play kitchen table with just changing decks should generate enough novelty to avoid the build up of bad feelings, and if you're playing competitively it's your call if you want to play nightmarish stuff like Nadu, or something traditionally 'fun' like Aggro... only if everyone plays decks that aren't fun, more people will quit, so it's a 'tragedy of the commons' scenario too if you have a fairly small meta each player needs 'fun to play against' decks, even for 1v1.
Have (2) | metalmagic , Azdranax |
Want (7) | TechNoble , StayFrosty110 , Kripkenstein , Azoth2099 , pnkghst9 , ACrispyTaco , bladeoathkeeper |