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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
*( represents colourless mana.)
Choose one —
- Exile target creature with power or toughness 1 or less.
- Counter target sorcery spell.
- Put a 1/1 colourless Eldrazi Scion creature token onto the battlefield. It has "Sacrifice this creature: Add to your mana pool.
4 months ago
I definitely do not have a problem with Warping Wail. Although, I have not had too many issues with the mana as it is mono black with 4 Urborg, Tomb of Yawgmoth. But I could definitely see you hedging your bets with a little more colorless interaction.
4 months ago
What void are you thinking that Warping Wail would fill in the deck?
5 months ago
I'm working on a pod of Legends-led decks that are somewhat like this, I also settled on Sunastian for Gruul. It's mostly budget Eldrazi atm, but there are a few things in your build that I'm taking a look at!
Not sure if you need it in your meta, but maybe a Warping Wail to protect yourself from wipes? Not of This World works with some of your biggies to protect them, and Artifact Mutation is really funny if you've ever got Blightsteel out. Not sure if you've got lots of countermagic in your pod, but Spellbreaker Behemoth can help you resolve your big stuff, while Spearbreaker Behemoth can help protect big stuff. There is also Vexing Shusher, but again, very much requires people to run counters against you. War Cadence is a weird card that can make your creatures very hard to block if you've got a board, but it can also be used to tax blockers on someone else's turn, IE if they aren't attacking you.
Cool idea, not being the archenemy from the start of the game can be a nice change, and it doesn't mean you can't end up winning later.
5 months ago
Good luck on cuts and obtaining the cards. A few of these are perhaps more cute then good justto give you options. Sage's Reverie will be night and day for you I think. If you have more nonbasic lands I'd look at adding some in. Warping Wail is a colorless option if you want a counterspell.
6 months ago
Here are some ideas
Angel of the Ruins might be good. Late game Removal with plains cycle
Armillary Sphere works well 4 mana draw 2 lands and you have recursion already in the deck. Helps keep a lot more hands off this one card doing work.
Alms Collector staxy card draw
Loyal Warhound ramp
Expedition Map land tutor
Emeria, The Sky Ruin recursion late game
Enduring Renewal recursion
Warping Wail multi use preferably counterspell for sorcery
Sigil of the New Dawn recursion
Guardian of Faith protection
Field of the Dead tokens
Odric, Lunarch Marshal so you commander has double strike. Your tokens have vigilance. Some rando dorks have flying. It can easily be evasion/threatening in this deck.
Beyond that good Ole elesh norn grand celobite it a powerhouse
This is just a few ideas ramp =card draw kinda so adding more ramp may fix the card draw issue you were talking about.
7 months ago
I'm trying to plug in colorless tech into mono colored decks.Warping Wail is a counterspell for sorcery some important spells like boardwipes and big end gaming spells are sorcerys.Other cards are more meta dependent. Thought-Knot Seer hand disruption against combo meta. Kozelik the Great Distortion big mana card draw and counterspells as well. Should you run into alot of reanimator or blink in your meta I'd find room for Eldrazi Displacer + Containment Priest for that sweet exile action. Looks like a fun deck to pilot btw.
7 months ago
No shortage of 'em, that's for sure...
Blood Frenzy: Mono-Red is somewhat lacking in hard removal. Sure it can throw direct damage at creatures, but EDH is the world of big plays, and sometimes a fattie will come along who is simply too big to burn. Blood Frenzy can kill any attacking or blocking creature for just two mana - while coming with a free Scorching Missile! This type of card takes advantage of the multiplayer format that EDH often is: If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of.
Aftershock: Blood Frenzy is cheap and powerful but a little specific in what it can target. Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.
Repopulate: Graveyard hate for decks without access to black - and it's an instant, so you don't lose the element of surprise like if you run artifact solutions. It can also fight against milling effects if you're desperate. Don't need graveyard hate? Hey, you can just cycle it away for something else!
Kill Switch: Playing a colour that can't deal with artifacts? Crank this guy every turn and you'll shut them all down! A Blightsteel Colossus is only scary if it can move. You can even still use mana rocks and attack with artifact creatures on your turn, then activate Kill Switch afterwards to keep anyone else from having access to their own trinkets.
Duskmantle, House of Shadow: Does anyone in your playgroup run Cruel, Enlightened, Mystical, Personal, Sylvan, Vampiric or Worldly Tutor? How about Harbingers, Volrath's Stronghold or Momir Vig? It can be comforting to have an anti-tutor just sitting in play, making mana when you don't need it.
Mitotic Manipulation: Monoblue can't do mana acceleration, right? Under most circumstances, Mitotic Manipulation is three mana to put an Island into play untapped - last I checked, that's better than the ever-popular Wayfarer's Bauble. Plus, once in a while you might get to pull out a Sol Ring, Gilded Lotus or other format staple if one of your opponents already has theirs.
Coalition Honor Guard: Long before Spellskite was zooming the toys away from Boggles decks, this unassuming common was doing the same. The Honor Guard is a nightmare for any Voltron-style deck that leans heavily into auras, including the common Zur and Uril builds. It also soaks up removal that would be pointed at key cards, such as your own commander.
Warping Wail: This counterspell can be played in any colour and even has some other modes. Any EDH deck without access to blue can still run this to prevent untimely board wipes, extra turns, and plenty of game-ending cards: Debt to the Deathless, Exsanguinate, Finale of Devastation, Genesis Wave, Insurrection, Rise of the Dark Realms, Torment of Hailfire... any number of effects you never want to see your opponent resolve.
Heat Shimmer: This mundane-sounding sorcery can do some heavy lifting, particularly in a colour pie as shallow as red's. Shimmer allows you to bring the heat by copying not only the best comes-into-play trigger on the field, but also any fun triggers from attacking, dealing damage, and so on. This can be a roundabout way for red to ramp, draw cards or borrow the nasty abilities of Resolute Archangel, Terastodon and other off-colour haymakers. Don't forget you can also get a permanent copy of your token if you Populate it before it's gone.
Bind: The best cards are often not only powerful but completely unexpected. Green isn't exactly known for its countering, but this cheap cantrip lets any mono-green deck stop combos, hose Strip Mine/Ghost Quarter, prevent a planeswalker ultimate or turn Aetherflux Reservoir into a losing proposition. All this for two mana and it even replaces itself!
Arena of the Ancients: We all know Karakas is banned for hosing commanders too hard, but the Arena does a decent impression and is still fair game. This cheap artifact can tap down even commanders with hexproof or vigilance and keeps them locked down - especially useful for colours that don't typically have strong control options, like black and/or red. It's another easy answer to voltron commanders.
Righteous Aura: This card doesn't read as too impressive, but performs a lot better than you might think. 2 life is a pittance in the face of some of the steroid monsters you'll see in any given EDH game, and it allows you to ignore Commander damage entirely as well as any other non-creature or even non-permanent threats that might take a chunk out of you. Best of all, it doesn't even target, allowing it to bypass hexproof, shroud and protection.