Combos Browse all Suggest
- Voltaic Key + Walking Atlas
- Retreat to Coralhelm + Simic Growth Chamber + Walking Atlas
- Dramatic Reversal + Walking Atlas
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Artifact Creature — Construct
Tap: You may put a land card from your hand onto the battlefield.
3 weeks ago
Gond Gate will allow your gates to enter the battlefield untapped.
Another card you may wish to consider is Walking Atlas
1 month ago
Alright @TheoryCrafter, I'm gonna do my best to break this down.
Artifact/Enchantment hate is definitely something I'm lacking, the main problem I have is that I don't know what to cut. Of the two, I think I'm more likely to play Broken Bond due to the land synergies and that I don't often need anything more than spot removal.
Walking Atlas was something I considered, but Skyshroud Ranger is just strictly better imo and as I kept refining the deck, I started cutting out some of those types of ramp effects for more draw effects.
I am not doubting that Angel of Jubilation is a very strong card, but I'm failing to see how it effects my main game plan. Yes, it messes with effects like Greater Good, but it doesn't do anything to stop the landfall/land recursion elements of my deck, which are the main strategy.
Of the 3 lands you suggested, I'm only truly considering Fertile Thicket. All 3 enter tapped, but only Fertile Thicket has an effect that benefits me enough to offset that cost. While yes, it does give me the etb trigger, it takes one less basic out of my pool and I already run less than 50% basics, removing many more would start to severely hamper my fetches. All 3 of them are also much harder to bring back from the GY than a basic forest, which either slows down the land recursion engine, or makes it more complicated to put into motion. Field of the Dead is a super powerful card, but I'm worried that in order to consistently activate it, it is doing too much damage to all the fetch lands I run.
Thanks for the suggestions, I hope the logic behind my replies makes sense
1 month ago
Your deck is looking pretty good. However, I find it lacking in Artifact/Enchantment hate.
You may want to consider Pest Infestation. With how quickly you'll be emptying out your library it's not outside the realm of possibility you can draw this soon enough to be relevant. It doesn't create you big creatures, but the number of pests it will produce(especially with the help of Paralell Lives) could have a staggering effect.
Another to consider would be Broken Bond, as it fits into additional land plays.
Speaking of addional land plays have you considered Walking Atlas?
Another weakness to your deck is Angel of Jubilation. While I find it unlikely you'll have to face it in the near future, it may be an idea to add something like Ram Through to directly kill it or use something like Primal Bellow(which you can then target your Commander with) to force it to block.
Also, have you considered Fertile Thicket, Khalni Garden and Llanowar Reborn? The former two would have a least some benefit from extra land triggers, the third for consistent buffing of an important creature and they'd be a much easier option to sacrifice since they come into the battlefield tapped. This would also give you more fuel for Field of the Dead if you wish to reconsider it at a later date.
That's all I got for ya. Thank you for reading me out. I hope it helps. Happy Hunting!
2 months ago
- Founding the Third Path
- Silver Scrutiny
- Shore Up
- Walking Atlas
- Weathered Wayfarer
- Teferi's Response
- Mirrorweave Dit is ook wel een leuke boardwipe, dan worden alle andere creatures 0/0's, of je kan iemand anders zijn nasty creature copieren en met een paar landen aanvallen.
- Azorius Charm
- Reality Shift
- Slip Through Space
- Artful Dodge
- Gift of Estates
- Skyclave Relic
- Darksteel Ingot
- Razortide Bridge
2 months ago
king-saproling: Thanks for explaining :) I always forget that map finds non-basics. Makes sense for a deck with that many tech lands. Recombiner on the other hand still seems weird. Yes, Walking Atlas is powerful, but a tutor specifically for it with no secondary target available seems too much.
5 months ago
Expedition Map pairs well with Academy Ruins in a janky kind of ramp. Retraced Image is also a handy T1 ramp spell providing that you have two islands in your starting hand. Walking Atlas also helps with ramp in mono-blue if you don't mind breaking your tribal concept. Pili-Pala pairs with your Grand Architect to give you infinite colored mana.
5 months ago
Running bounce lands and a Retreat to Coralhelm demands that you run more cards like Scaled Herbalist over Murasa Rootgrazer to make the loop work. I would suggest Walking Atlas as it works with any of your colors.
When you can afford to address your manabase you should absolutely buy the shocks lands that are Forest+ as you can grab them with both Ranger's Path and Skyshroud Claim. I'd recommend running both as ramp spells over Circuitous Route. There are the cheap duals from Kaldheim that are true duals (in that they also have two basic land types) but enter tapped. (An Amulet of Vigor fixes that though and allows you to tap your bounce lands before bouncing them as tapping a land doesn't use the stack) I'd also pick up a Field of the Dead when you can.
Cards like Zendikar's Roil and Felidar Retreat are great but a boardwipe is all an opponent needs to have to upset that win. I would suggest running something like Mass Hysteria or Concordant Crossroads to be able to get the damage in the same turn you can activate your combo. If those are out of budget for you I'd then suggest Fervor or Anger as alternatives.
As far as what to cut? Anything with low power level. Cards like Makindi Ox and Spitfire Lagac are definitely on the chopping block. I'd even run something like Ramunap Excavator over District Guide so I could abuse any utility land I'd have to sacrifice to use.
5 months ago
This deck was an idea to use some of my old cards, and also see just how nuts I could go with Kwain, Itinerant Meddler. This deck is a spider-web of synergy and combos, multiple infinite combos, and complete bonkers level shenanigans lurking behind a friendly-looking magic rabbit. This is not a budget deck, but in a gracious nod to Lewis Carroll, it is incredibly fun to go "down the rabbit-hole".
At it's core, the deck is group hug with card-draw, card based mana-ramp, and multiple options for life-gain. I use a few card-draw creatures as well, such as Shabraz, the Skyshark for their synergy with Kwain. Alternate win conditions include Approach of the Second Sun, Jace's Archivist, Windfall, Jace, Wielder of Mysteries, Triskaidekaphile, and Test of Endurance; but the deck is also perfectly capable of beating someone to death with a giant fish - or a giant anything thanks to numerous life-gain options paired with an Archangel of Thune.
The deck has several prison elements with Moat, Silent Arbiter, and Archon of Emeria, as well as Propaganda, Ghostly Prison, and Sphere of Safety. Silent Arbiter and Crawlspace help directly reduce the deck's exposure to attack, along with Gwafa Hazid, Profiteer for any specific threats or "when attacks" triggers. Finally, since this deck does not rely on creatures or doing damage to win, and generates lots of cards in hand, Meishin, the Mind Cage is an easy way to reduce all opponents' creatures to 0 power. For direct damage and targeted attacks outside of combat, the deck includes The Wanderer and Greater Auramancy.
Card draw, treasure tokens, and unlimited hand-size combine with four different Tutors, an Urza's Saga, and a Teferi's Puzzle Box help you keep multiple options in hand, and hopefully keep Kwain hopping one or two steps ahead of your opponents (Remember to use the tutors before your Teferi's Puzzle Box hits the board). Tidal Barracuda, and Vedalken Orrery let you cast anything on anyone's turn. Walking Atlas helps get rid of lands anytime it's not tapped (another combo with Mind Over Matter), and Drumbellower and Teferi, Who Slows the Sunset make sure you're able to untap on every turn, so you can play cards anytime - including win-cons like Laboratory Maniac or Jace's Archivist on an opponent's end-step, then draw for the win.
Circling back to Sphere of Safety - the deck runs 18 enchantments natively, but also features Enchanted Evening to turn everyone's permanents into enchantments. (The deck also conveniently includes Cleansing Nova to destroy all enchantments, which is an absolutely devastating total board wipe when paired with Enchanted Evening, especially if you have Avacyn, Angel of Hope in play on your side). With Enchanted Evening on the board and Sphere of Safety, every permanent you control also counts toward your opponents' cost to attack you for each creature they target you with. Comboing Enchanted Evening, Avacyn, Angel of Hope, and Greater Auramancy means every permanent has both indestructible and shroud, and prevents your planeswalkers from being targeted (or targeted for attacks) directly.
I am only running two counterspells, Mana Drain and Force of Negation, so the deck uses Dovescape to lock down any stray non-creature spells, as well as Tidal Barracuda and ultimately Forced Fruition to further reduce any errant spellcasting. And in this deck, Dovescape not only helps creates magnitudes of tokens, but each of those tokens is potentially an enchantment when it hits the board. With Enchanted Evening in play, those tokens, or ... literally ... any ... other card you play, combos off Archon of Sun's Grace to instantly create infinite (enchantment) pegasus tokens, and become effectively a 1 card infinite combo of 2/2 flying (avoiding Moat) lifelink pegasus. Every. Single. Time. any permanent hits the board under your control after you have both in play.
The Deck includes a The Tabernacle at Pendrell Vale to help keep down on the riff-raff, (plus kill off a few billion pegasus every turn), and helps tie up opponent's mana; meshing with the prison cards we already use. For its own mana, there are some basic mana-rocks and a Smothering Tithe to help offset some of the higher casting cost spells if Braids, Conjurer Adept is not on the board.
The Smothering Tithe pairs well with sheer card-draw provided through Forced Fruition, Temple Bell, Kami of the Crescent Moon, and Kwain, Itinerant Meddler to almost guarantee several dozen treasure tokens each turn and help the deck rapidly ramp to maintain both card and board advantage towards casting an Omniscience.
More combo madness, Teferi's Puzzle Box helps spin through the deck looking for lands and combo solutions. Teferi's Puzzle Box also combos really well with Shabraz, the Skyshark and Alhammarret's Archive, effectively doubling the card-draw effect of Teferi's Puzzle Box each draw phase - and Sphinx of the Second Sun provides double the draw-phases per turn, so you're geometrically quadrupling your cards in hand each turn (and possibly playing them for free). And, for every card you draw, the shark is growing, your life is growing, and if you have the Archangel of Thune, everything else is growing too.
If you want to discard cards from your hand, to hit Triskaidekaphile for instance, or just go infinite with your commander, you can use Mind Over Matter, Omniscience, or Peace of Mind to manipulate your hand-size and either play or discard. The deck includes an Ulamog, the Infinite Gyre, Timetwister and Elixir of Immortality to shuffle your graveyard back into your hand, as well as Displacer Kitten and Angel of Finality to exile your opponents' graveyards with a quick bounce.
Kwain, Itinerant Meddler + (any of the above) == even more nuts
There's more I could write about with additional combos and card interactions, but those are the highlights. The deck is just all-out madness to play and can quietly build and recycle cards until it comes out of nowhere with an 600/600 flying shark. I enjoy it. I hope you will as well.