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|Commander / EDH
|Commander: Rule 0
Walk the Plank
Destroy target non-Merfolk creature.
1 year ago
Wasn't there a fix already proposed? The "French" Mulligan, I believe it was called? Where you draw 7 and, when you decide you'd rather not keep a hand of 6 lands and 1 mana rock, you take those seven cards and throw them at the bottom in a random order. You draw the next seven and decide if you'd like to keep. If you do, you choose 1 of the 7 and that too goes to the bottom.
If you do not keep, all 7 go to the bottom and you draw the next seven. If you keep that, you choose 2 cards and those go to the bottom.
- (They may all get shuffled in, I'm not sure.)
Either way, the best way to end poor draws and needless mulligans is to just adhere to proper deck building techniques, such as land ratios and mana curves. That won't guarantee you 100% of the time that a hand is usable, but it will significantly improve your odds.
Although the BEST method is to implement redundancy. For example, having a "midrange" deck with only 5 removal spells is entirely pointless. You'd want probably 12 removal spells, so you constantly draw back into something new, to keep the midrange game going. Hell, you may want something like 12 instant / sorcery removal spells, a few kill-ability spells such as Steel Hellkite and Meteor Golem, probably like three solid wraths to reset the boardstate, and maybe even a Planeswalker or two that can kill creatures just to have some added and repeatable utility thrown into the mix.
Redundancy. Now when you take a hand, as long as your mana curve is tight and your mana base is fluid, you'll be able to be more flexible in your plays.
We, in Commander, don't get the benefit of running playsets of the best spells in the game. We don't get 4x Counterspell and 4x Lightning Bolt and 4x Mutagenic Growth. So we have to make due with a Dreadbore and a Terminate and a Murder and a Go for the Throat and a Walk the Plank and a Fatal Push. Because now, if you draw a theoretical hand of say, 3 lands, some enchantment, an expensive creature and two of anything listed above, you're probably going to be good. Because you can get your lands out and hold your removal against someone's Commander to buy you time - as is how you'd want Midrange to play. As an example.
But, seeing as this is a General forum, the idea still remains. Redundancy. Run 2x, 3x and 4x of the very best cards. Now, your hand is far more predictable and solid, all the time.
Redundancy is how you win games.
1 year ago
Finally, Damnation can net you a very strong effect on the field with all your reanimation effects, and Murder is not a very good removal spell. I would consider Snuff Out, Doom Blade, Heartless Act, Infernal Grasp, Walk the Plank, Victim of Night, etc.
1 year ago
Apollo_Paladin I've seen your suggestions and I appreciate them very much! I'm very new into magic and I inherited some cards, so I got curious and got into it, but my knowledge is very limited.
I found what I think are two main weaknesses of the deck: The first one is that I don't think I don't take advantage of white color in my deck so much, so your suggestion of Unbreakable Formation and Rally the Ranks comes in handy! The second one is that the mana cost of my cards is imbalanced, and I need to remove some pricey cards in favor of other cards like Legion Lieutenant (as you suggested), Gifted Aetherborn or some Vampire Cutthroat.
Also, I decided to add in Champion of Dusk as I definitely prefer it over Sanctum Seeker or Bloodlord of Vaasgoth. Added the two missing Mavren Fein, Dusk Apostle as well. Aand finally I listened to you and added Infernal Grasp instead of Walk the Plank, as it is super easy to purchase, like every other card you suggested!
I won't think of it as a critique! Just the opposite, you helped me so much and I'm very thankful for that :)
1 year ago
Nice build! +1
Lots of good picks here already. Since it's for casual I won't nit-pick all kinds of crazy efficiency and min/max stuff like expensive Dual Lands, but one vulnerability I see is that it's entirely creature-based for your power. Those types of builds can certainly work but there are a lot of "Destory all Creatures" type board-wipe cards out there, so with creature decks that include white I usually toss in a couple Unbreakable Formation so that you're free to save mana each turn if you think it may be an issue in an opponent's deck. It also works well as a kind of 'finisher' if you know Boardwipes aren't a threat, since not only are your creatures beefed up and indestructible for a turn, but they're all still untapped as blockers/attackers the following turns. This works pretty well for cleanup against creature vs. creature deck scenarios.
Another though might be tossing in a few Rally the Ranks since they are cheap to cast and are not vulnerable to creature destruction. Enchantment destruction is nowhere near as common a threat to run up against, and these are great to cast early so that you can quickly establish board control even with weenie creatures (or tokens).
One final thing that's worked well for me in my Black/White vampire constructions, and looks like you have enough Lifelink for it to work well for you, is Champion of Dusk. By the time he comes into play, he's often a full new hand of cards to draw. You might even look at some other life-based cards for more efficiency since gaining it back isn't a problem for you (like Infernal Grasp is an all-around better control spell than Walk the Plank).
None of these suggestions are particularly expensive, but please don't think of it as a critique. Just some thoughts to ponder and possibly some other avenues to explore. Nice Deck!
1 year ago
Wanted to add ways to mitigate board clears, and help punch through blockers.
would love recommendations for better versions of cards
2 years ago
Chandra's Ignition can be a great board wipe that takes advantage of your beefy boys. Ferocity of the Wilds will help your herd get through. Walk the Plank is efficient remoooval with minimal downside, and Maze of Ith is just thematic, plus can save your tail in sticky situations.
2 years ago
Acererak the Archlich goes is an infinite wincon with rooftop storm. Syr Konrad, the Grim works well with all the graveyard shenanigans. Murder is just unplayable as there are so many other cards that do the same thing for one less mana, might I recommend Walk the Plank as a good alternative. Also, your ramp needs help. First of all you need a bit more. I’d recommend 8 to 10 sources of ramp. Dimir Signet and Arcane Signet would be good includes. Thran Dynamo would really help you ramp into your commander and other high mana bombs faster. Temple of the False God is ramp out of a land slot. There are a few ideas to help ya get to tuning the deck. Have fun branching out into Commander, it’s the best format in town!
2 years ago
So many new cards have been revealed in a single day, there is no way that I can comment on all of them!
First, I am very disappointed that the only reference, thus far, to Emrakul’s invasion is the flavor text of Unruly Mob; are we, the audience, seriously supposed to believe that a reality-warping eldritch abomination had no long-term effects upon the plane? Perhaps the lights in the sky that numerous cards depict are remnants of Emrakul’s power?
Why is it necessary to now have a card that indicates day and night? What was wrong with the previous method of operation? Actually, I supposed that it allows for interesting effects beyond werewolves transforming, so that is not too bad, in my mind.
On that subject, why are the inhabitants of Innistrad afraid of longer nights and shorter days? Does that plane not have changing seasons?
I am always excited to have a new cycle of dual lands, but why did WotC choose to start a new cycle, rather than finish an existing cycle? This would have been a perfect opportunity to complete the cycle of “battle lands” (i.e., Canopy Vista, Cinder Glade, etc.), and, on the subject of those lands, these new lands are almost reprints of them, but they instead count all lands, not merely basic lands, in exchange for not having basic land types, so it is nearly an even trade, in my mind.
Tovolar finally has a card, and it seems that he shall be a great general for werewolf EDH decks, which many players have been desiring. I do also like that Arlinn has three different versions, but I hope that at least one legendary creature gets a full-art card, so that planeswalkers do not monopolize that frame style, in this set.
I wish that the new Sigarda was not so human-centric, but her second incarnation focused on humans, so it should not be a surprise that her third incarnation is, as well.
Brutal cathar can be abused with an effect that transforms it, as it can exile a new creature for each time that it transforms, which is definitely awesome.
I do like Avacyn’s Memorial, as a reference to Akroma's Memorial, but the first memorial was a colorless artifact that cost 1 mana less than the angel whom it honored, whereas this memorial has the exact same mana cost as its matron, which I feel is far too strict, as well as the fact that it affects only legendary permanents, so I highly doubt that I shall use it, unless I am desperate.
Candletrap is a very interesting card, and I like how it can incapacitate a creature initially and then dispose of it, later. Unfortunately, I suspect that this card shall become popular in EDH as a way to immobilize a general while making it very difficult for the controller of the creature to liberate it.
I like the visions cycle, but those cards are nothing spectacular, so I shall likely use those cards in my decks only if I cannot find better alternatives.
I am very surprised that it took as long as it did to make a card named "defenestrate," but I certainly like it; it is overshadowed by Infernal Grasp from the same set, but it certainly is far superior to is Walk the Plank.
Finally, curse of obsession gives a reference to Edgar Allen Poe on Innistrad (specifically, the Tell-Tale Heart)! I suppose that Nevermore could be considered as such a reference, but the lack of a raven in the artwork ruined that opportunity.
Dawnheart rejuvenator is nice, but I would rather have Llanowar Visionary for 1 less mana, as that creatures draws a card when it enters the battlefield.
I notice that this set has angels and evils, but no demons, thus far, so I do hope that it has some of those, soon.