Whenever a creature an opponent controls becomes tapped, if it isn't being declared as an attacker, you may draw a card.
: Tap target creature without flying.
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|Commander / EDH||Legal|
Latest Decks as Commander
Verity Circle Discussion
1 week ago
Epicurus we're in the commander subforum, so nobody will comment on its Modern or whatever power level.
Also, "removal, recursion, combo piece" excludes "value engine, card draw engine, ramp, stax piece, tutor, etc". Additionally, while probably the most popular way to play cEDH is with fast combo, there are many many decks that play the long game, switch between them, etc. It's a lot more varied than t2 wins from the turbonaus players.
Another point as to why Arena is bad is that there are TONS of cards that can draw you two or three or even more cards per rotation for only 2 maybe 3 mana. Verity Circle is INSANE in any meta that uses mana dorks. Compost and Insight are incredibly effective draw engines. Ghostly Pilferer is solid too. It's so easy to find a 2 or 3 mana card that draws you at least one card if not several each rotation that Arena is just a $20 version of what a hundred other $2 cards do, except worse.
1 month ago
Verity Circle seems like an obvious include here. Also, why did you choose a nonlegendary commander? normally commanders should be legendary, but if your playgroup plays differently then just disregard what I said.
3 months ago
0rc ah yeah, I did miss the rogue-jank angle being incredibly effective. I've actually won several games with such a strategy myself.
I personally like playing high power with a budget, but I give my self a little larger budget as I dislike having to deal with tapped lands.
Might I suggest Compost , Verity Circle , and Insight as well? I've seen Circle just act as Rhystic Study against one or two green players, but I haven't tested the other two yet(they look amazing tho). Also, if you can find the budget, Root Maze is god tier when you're trying to use high budgets against people.
Also Yavimaya Coast , Sungrass Prairie and Skycloud Expanse might still be cheap enough. I also really like Hickory Woodlot , Saprazzan Skerry or Remote Farm if you can reliably flicker/proliferate, although that might not be on the menu here.
Quick edit: Compost and Insight look a little bit pricey for the $100.
on Power nap
4 months ago
I most certainly can! Archelos is super cool and can really warp a landbase, as now you can include so many tap lands that normally aren't too powerful, not only giving you that sort of ability but also making the land base WAY cheaper! You also have to think about the lands BEFORE you put our Archelos though, and so I'd say a balance between better lands and tap lands are what you probably want to head towards. What you have so far looks wonderful, and certainly efficient, though again, you may want to include one cycle of a certain land, maybe Breeding Pool, Overgrown Tomb, and Watery Grave? These guys can help get Archelos out, but after he's out you won't necessarily have to take the shock damage from them which I'd say deserves them a good spot in the deck. Other ones that aren't necessary but could be worth considering are Hinterland Harbor, Woodland Cemetery, and Drowned Catacomb, since again they can come in untapped with Archelos and still be relatively good without him, and of course the bounce lands Simic Growth Chamber, Golgari Rot Farm, and Dimir Aqueduct, since they can get pretty powerful when they come in untapped. Since you have Fabled Passage, Evolving Wilds, and Terramorphic Expanse I'd say it's worth it to slot in a Ramunap Excavator or Crucible of Worlds, since you'd then get two landfall triggers per turn guaranteed, since you can continuously play the sac lands again and again. If this trick proves to be very helpful, you may want to consider slotting in more fetch lands like Prismatic Vista, Misty Rainforest, Verdant Catacombs, Polluted Delta, etc. Speaking of landfall triggers, I think Myriad Landscape would work AMAZING with Archelos, as not only would the Myriad come in untapped, but so would what it searches for, giving you three landfall triggers just off of that one card if you have two mana to spare. So honestly, I don't have too much to say about the lands, I think it's pretty solid at the moment though you may need to playtest a lot to know for sure, however, I did find a bunch of great cards that could work well with Archelos!
- Amulet of Vigor: If Archelos isn't out yet and you have a ton of tap lands, this guy could be of great use, especially for just a single mana.
- Root Maze: SUPER amazing card, this guy can tax everyone but you! On your upkeep untap archelos, have everything come in untapped, then tap him before your next turn and boom now everyone's artiafcts and lands come into played tapped for one mana besides yours.
- Coldsteel Heart: Basically a 2 mana, untapped mana rock with Archelos
- Cryptolith Fragment Flip: This guy can perform your goal of whittling away peoples health, as well as coming in untapped with Archelos. The flip side can also perform that whittling quite efficiently.
- Manascape Refractor: Comes in untapped- could be pretty fun to see how that works out!
- Arcane Signet: You should run this no matter what
- Orb of Dreams: Similar power and ability to root maze mentioned above, this can tax everyone else except you with Archelos
- Renegade Map: Basically 1 mana get a basic land if you have Archelos out
- Sphere of the Suns: Great with Archelos out and coming in untapped
- Terrarion: Seems pretty solid if it doesn't come in untapped
- Worn Powerstone: Like the rest, pretty sweet if it doesn't come in tapped and can be immediately used.
- Moss Diamond/Charcoal Diamond/Sky Diamond: Untapped ability again
- Honor-Worn Shaku: Allows you to tap archelos and get something out of it
- Urborg, Tomb of Yawgmoth: It's amazing why not run it
- Retreat to Hagra: Can be a great way of slowly ruining your opponent's health, especially with the extra land triggers I mentioned before
- Stasis: If you already have the things you need to slowly remove your opponents health, this can pretty much ensure victory.
- Verity Circle: SUPER amazing if I'm understanding it correctly, basically whenever your opponents play a creature since it comes in tapped with Archelos you draw a card, and has the second ability if you are ever in need of it
- A great way to slowly get rid of your opponents health is with recurring triggers that happen every turn, such as curses. Here are some that I found: Trespasser's Curse, Torment of Scarabs, Cruel Reality, Curse of Thirst, and Curse of Fool's Wisdom
- ANY COMBO WITH RETREAT TO CORALHELM. Edhrec names 1000+ combos with this card, so I'd recommend looking through it and seeing if you find anything that would work if you haven't already!
That's all I have, sorry it probably wasn't too much regarding the lands, but I hope I gave you some good stuff to think about! I honestly love the deck it has a super cool theme, and seems like it could work very well! That said though, hope this helps, and have a wonderful day!
5 months ago
No Training Grounds? If you can afford it, it's a super amazing card for Jhoira. Nevinyrral's Disk lets you wipe the board at upkeep, in response to removing the last counters from your suspended stuff, so you can clear everything before your stuff comes out. Omniscience combos really well with this deck, because you can cheat it out for cheap and then use it to cheat the rest of your stuff out, too.
Also, this deck is strangely lacking in consistent draw power for one that can cheat so much stuff out. You could use some more consistent cheap stuff that doesn't rely on Jhoira or die to a creature wipe, like Curse of Verbosity, Verity Circle, or Bident of Thassa (Rhystic Study if you have the $). Windreader Sphinx is a bigger one you would probably want to cheat out.
5 months ago
not a problem! from one fan of mill to the other we gotta help each other out lol.
general cards that aren't too expensive that might fit in the deck Sol Ring, Arcane Signet and Dimir Signet for solid early ramp. Treasure Cruise and Verity Circle are some good blue draw. Speaking of drawing Teferi's Ageless Insight that's fun.
Seeing as you have Mindcrank already you might want to include Duskmantle Guildmage in the list it's first ability goes infinite with mindcrank after a mill effect or damage instance against an opponent. Though I understand if you aren't a fan of combos.
Other inclusions I think might fit in this deck are Syr Konrad, the Grim so your mill does damage, and is a mana sink in the later turns. Maybe Jace, Wielder of Mysteries?? Self-mill isn't the plan here but it might decent insurance plus, repeatable draw is with a small mill bonus.
Rogue's Passage or some other way to guarantee a creature connecting might be good. There's a few combat damage/attack triggers in the deck that would benefit from being able to consistently connect. Also Consuming Aberration and Wight of Precinct Six are a lot scary when they can be chumped block by a token or a mana dork. I specifically mention Rogue's Passage because it's a land slot over a spell slot which might make it easier to fit in. but Whispersilk Cloak and Manifold Key are cards that can help the same.
Altar of the Brood and Jace's Erasure are two pet cards of mine that assist in the mill strategy but the former isn't super synergistic with your deck, and the latter is just a worse redundant effect of cards that are already in the deck. but as they are pet cards had to mention them.
6 months ago
Sounds plausible. IMO, there's not much in elemental tribal that's all that great for edh. So it'd effectively be a 5-color interactive deck with a handful of ways to tutor out the entire combo.
6 months ago
I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.
First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.
The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel Flip, Drana's Emissary, and Cruel Celebrant.
Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.
In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision Flip. Good luck with your build and let me know if you have any questions!