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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 |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Waves of Aggression
Sorcery
Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.
Retrace (You may play this card from your graveyard by discarding a land card in addition to paying its other costs.)


Leif-The-Lucky on
Elsha, Threefold Master
1 month ago
Hi capwner. All good, friend! I can't fix the graphical error until the commander is officially spoiled and added by TappedOut. :)
22 lands is definitely slim, but in testing, it's kept consistency high without issues—though I agree it's riskier than most builds. Mox Diamond might be cuttable.
Seize the Day and Waves of Aggression are great, but I’m more inclined toward Alchemist's Gambit, Chance for Glory, Last Chance, or Warrior's Oath since my monks have summoning sickness and they're cheaper CMC. That said, I’ll have to test them all—your suggestions could be strong!
Appreciate the input, and thanks for the discussion!
capwner on
Elsha, Threefold Master
1 month ago
Oh, I'm just stupid lol I thought your commander was OG Elsha. Top IS great by itself plus you have the other combo pieces so maybe still worth consideration. I'd also say 22 lands is pretty low for a commander with 3 pips, though almost all your lands make colors which is good. Personally I've never been a fan of Mox Diamond in these land pinched decks, would rather just have another land drop. How about some aggro combat spells like Seize the Day or Waves of Aggression? These seem pretty good with prowess token spam, doesn't contribute to the combo plan but having different angles is nice and this seems like an advantage of your commander
capwner on
Improvise, Adapt & Overcome
8 months ago
I was gonna suggest Waves of Aggression as the only boros card with retrace, but you already got it :) I might also rec some asymmetrical effects that won't hit your golems like Crackdown, also Crisis of Conscience and Hour of Reckoning are asymmetrical wraths which could be pretty sweet in here. I am a fan of Rokiric as well!, I have built him in modern where he is also very fun and powerful!
Azoth2099 on
Narset's Work Out Plan
1 year ago
This version of Narset looks so fun, man!
One thing that I feel is fundamental when remembering Narset, Enlightened Exile's function as a Commander is that her ability gives you Graveyard hate as well as pseudo card draw by giving you access to your opponent's Graveyards as well as your own, meaning that you will always have card advantage as long as you protect your Commander.
That being said, I would definitely find room for Lightning Greaves, Swiftfoot Boots, Mother of Runes, Giver of Runes, & an abundance of Counterspells. Personally, I don't like spending more than 1 Mana for a Counterspell these days. Red Elemental Blast, Pyroblast, Dispel, Swan Song & An Offer You Can't Refuse provide a crazy ceiling of value for a single Mana. If you wanted to roll with 2-drops for budget reasons, though, Delay, Arcane Denial, Dovin's Veto & Negate are all easy to cast, & throw a wide net. Misdirection & Bolt Bend are also options here.
Secondly, Narset, Enlightened Exile can only trigger on your own turn, & you need to ensure that everything is going to go as planned. Grand Abolisher & Conqueror's Flail will lock your opponents out of your turn without giving your opponents the same utility like cards like Teferi, Time Raveler & Defense Grid notoriously do. Silence, Revel in Silence Flip, Abeyance & Orim's Chant can do something similar for 1-2 Mana.
Speaking of Stax, there are a few concise, utilitarian pieces that you may want to consider. Drannith Magistrate, Sanctum Prelate, Archon of Emeria, Lavinia, Azorious Renegade, Boromir, Warden of the Tower, Aven Mindcensor & Containment Priest shut down a LOT of strategies. You'd be surprised how little most decks can do once you take away their ability to cheat stuff in, Tutor and/or cast things for free. Personally, every deck I have is heavily handicapped by all of those pieces. I wouldn't even be able to target them with removal if you played your cards right.
For noncreature Stax, you've got Chalice of the Void, Cursed Totem, Thorn of Amethyst, Deafening Silence, Grafdigger's Cage (which your Commander's ability gets around btw, very strong here), & Rule of Law as a few solid options.
You do need quite a bit more card draw, though. Scroll Rack & Sensei's Divining Top are obviously great, but the level of toolbox utility they actually give you in practice is even better than it seems! Archivist of Oghma, Faerie Mastermind & Ledger Shredder all give you card draw that scales with what your opponents are doing, which is fantastic. Other things like Deep Gnome Terramancer & Wandering Archaic Flip do the same thing, though they technically aren't card draw. Hell, might as well throw Monologue Tax out there too since I'm talking about scaling.
There's also Careful Study, Frantic Search, Tolarian Winds, Faithless Looting, Cathartic Reunion, Burning Inquiry, Thrill of Possibility & Dragon's Rage Channeler, which are great synergy here!
Speaking of synergy, let's get into that! The foremost synergies for Narset, Enlightened Exile imho is Underworld Breach + Lion's Eye Diamond + Brain Freeze & Intuition, and much of the deck should be geared towards maximizing on that. They're all very easy to Tutor up via cards like Enlightened Tutor, Mystical Tutor, Idyllic Tutor, Solve the Equation, Fabricate, Reshape, Transmute Artifact, Reckless Handling, Goblin Engineer & Gamble, in addition to being easy to recur via your Commander's ability. It's actually absurd, truly busted. I wouldn't recommend throwing Wheels like Wheel of Fortune or Windfall into the mix, though. They're very overrated, & you can just run Brain Freeze for the combo instead. No need to give all of your opponents a bunch of cards for free if you don't have to! Queen Kayla bin-Kroog is for sure worth consideration, though, if you choose to run Artifact Stax.
Maximizing on Underworld Breach, however, means running Storm. I'd recommend Birgi, God of Storytelling Flip, Storm-Kiln Artist, Urabrask Flip, Desperate Ritual, Pyretic Ritual & Seething Song to keep your Storm engine from shutting off. I personally don't condone Runaway Steam-Kin, as it's just too freaking slow & conditional compared to other options.
Additional Combat Phases would also be of great use here as opposed to trigger doublers like Strionic Resonator or something. Aggravated Assault, Waves of Aggression, World at War & Seize the Day are the only ones I'd consider running, though. You don't wanna load up on too many synergy effects when you can just Tutor for the best of them when the time's right, ya know?
Since you're running Dockside Extortionist, I'd also consider Cloudstone Curio. With one other Creature (like Spellseeker for example), you can produce infinite Treasures & ETBs with little effort, which is usually more than enough to get you to the finish line.
Your ramp package is looking solid enough, but I'd include 2 more Rocks as well as the rituals I named previously. Fellwar Stone is, functionally, a 5-color Rock for 2 Mana, which is absurd. I tend to not condone 3-drop rocks, with the exception of Chromatic Lantern, which was just reprinted recently and is currently super cheap.
Oh man, now that I think of it Isochron Scepter + Dramatic Reversal gives your whole team infinite power and toughness via your Commander, as well as giving you infinite Mana if you have enough Rocks on the field. Maybe consider it lol.
Monastery Mentor seems to fit like glove here as well, offering some much needed redundancy and a surprising amount of board presence. It's kind of like Deep Gnome Terramancer or Wandering Archaic Flip in the sense that it just provides waaaay more value while playtesting than you thought it was going to!
Also, consider giving yourself Hexproof with stuff like Witchbane Orb to protect your own Graveyard.
To summarize, I really think your best bet with this one is building a system that gets to either an Underworld Breach + Lion's Eye Diamond + Brain Freeze combo win or an Intuition win as quickly as possible, with other combos like Dramatic Reversal + Isochron Scepter being strong potentialities on the way.
Cheers!
Sleepysherlock on
Attacks
2 years ago
Waves of Aggression, World at War, Seize the Day, Savage Beating, Hellkite Charger, Fury of the Horde, Sword of Feast and Famine, Fabled Passage,
slasherturtle on
Equip Me Daddy
2 years ago
This will be long, probably.
The first thing I notice is your land base. It's pretty important for this deck to reliably get Jor out on turn 2 consistently, and you may be a bit short on lands for that. To that point, you also want to limit lands that tap for colorless or enter tapped to only the ones you absolutely need. While the lands that tap for both and enter tapped (like Alpine Meadow or Sacred Peaks) are nice for fixing, they are slow and ultimately it's up to you whether to run those or not. The biggest one that pokes out to me is Reliquary Tower. Not only does it only tap for colorless, I'm also not sure you're going to be drawing enough cards for it to be any better than a basic Plains or Mountain. I'd keep an eye out for Slayers' Stronghold and Sandstone Bridge in playtesting, depending on how often they go off they might also be worse than a basic. All in all though, land base is pretty good, you just need more. Maybe 2-3 more of each basic to get started and tweak from there.
I really like the amount of nonland cards that grab you lands you have (like Wayfarer's Bauble and Navigation Orb). They're better than Evolving Wilds and cheaper than fetch lands, but if you ever do get the chance to pack some fetches in here, I think you could take one or two of those out and replace them with some more equipment or creatures that like them. You can also never go wrong with adding a Solemn Simulacrum.
I really like almost all of your nonland cards and can think of very few cards I'd want to swap for better alternatives, but I think some are pretty safe cuts if you're trying to trim down to 100 cards.
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Some of your Living Weapon cards are really expensive and don't do much other than make an equipped creature, but their cost is so high that you should already have enough to trigger Jor by the time you can even cast them. Others just feel like they won't impact the board enough to warrant a spot in the 99. The ones that stick out to me are:
-
Mortarpod, which takes up a 2 drop spot and conflicts with casting Jor
- Sickleslicer, which just feels a bit underwhelming
- Skinwing, which feels exceptionally steeply priced, even for an equipment that grants flying
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Strandwalker, which is also very steep
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There are also some cards which I think either hurt more than they help or don't do you much at all:
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Prophetic Prism doesn't offer you any ramp and takes up a 2-drop spot. As someone with a 2-drop commander, you want to minimize the amount of other 2CMC cards in the deck because they get really awkward, especially in the first four turns. Turn two you're forced to choose between playing your 2-drop and your commander, and then turn 3 you have to decide between whichever you didn't choose and whatever good 3-drops you may have access to. It fucks up your whole curve.
- Shuko equips for free but basically does nothing else after that. The same is true for Leather Armor. It may or may not be worth it, up to you.
- Invulnerability may be slightly overcosted with buyback and you may be better running retroactive protection like Norn's Annex or Ghostly Prison.
- Keen-Eared Sentry may not do as much as it seems. Having Hexproof is nice and makes you feel safe, but I ran Aegis of the Gods in Azor for years and it almost never saved me from anything, not only because having hexproof isn't as strong as it seems but also because people will want to kill it very quickly if they do need to target you.
- I love the amount of repeatable combat effects in this deck, but they are worse than nothing if you don't have a board state that can take advantage of it. Some of those slots may be better used on other equipment or cards that care about them. If I were to cut any, it'd probably be Relentless Assault because it's not repeatable like Akki Battle Squad, Aurelia, and Waves of Aggression. This may also apply to Response / Resurgence since you can't fetch it with Sunforger and it's other half isn't super great.
- As wonderful as Lightning Greaves is for commander protection, it also prevents you from being able to attach any more auras or equipment to whichever creature it's attached to due to Shroud and I tend to not recommend it in Voltron decks. It's also a 2-drop. That one is just personal choice though.
- You may have one or two too many cards that reduce the cost of your artifacts. Yours are all so cheap and you may find yourself better off having something that draws you cards or cares about equipment than a card that only helps if you're trying to cast expensive artifacts. Since it's easy to kill and doesn't do much else, Starnheim Courser may at least be worth a cut, if not also Jhoira's Familiar due to mana cost alone.
- Quietus Spike and Scytheclaw have the same effect, which also isn't good enough to win the game on it's own since the damage cut happens after you deal damage, meaning you can literally never kill someone off of that trigger alone unless you leave them with exactly one life. Since Scytheclaw at least has Living Weapon, you may want to consider cutting Quietus Spike.
- Sword of Feast and Famine is good, but it isn't insane. If you don't already have one it's probably not worth spending 50 bucks on.
- The Ward you get from Amulet of Safekeeping in your Maybeboard might not be worth making all of your living weapon and Assemble the Legion tokens weaker.
- I love Assemble the Legion so much. It is one of my favorite cards in Magic. It may be my favorite enchantment period. It is also balls ass slow, expensive to cast, and doesn't synergize with your strategy. That one is up to you. I'd run it just because I like it, but it'd be the first card I cut if I needed to trim some fat.
- Mask of Immolation gives you an equipped creature, but it doesn't do much else for 2 mana. If it equipped for free it'd be different, but it's equip cost isn't cheap given how weak it's effect is. It's also a 2 drop.
- Toggo, Goblin Weaponsmith is much better when you can throw his rocks, which you don't want to do in this deck because you want to keep them attached to things for Jor - meaning you're spending three mana for a guy who gives you one equipment that does nothing a turn.
- Leonin Shikari isn't something I'd say you should take out immediately, but you should keep an eye on it during playtesting. If you find you aren't taking advantage of her ability enough, cut her and replace her with something that isn't a 2-drop.
- Wrath of God may be better than Vanquish the Horde. That's just my opinion though.
All in all, what you keep and what you cut is up to you, this is just what sticks out to me personally. The closer you get to 100, the better. If you're able to cut it down to at least 104 or 105, try just playing without 4 or 5 of the cards you aren't sure about and playtest from there, then use those 4 or 5 as your maybeboard. Also this deck is really cool and I like it a lot.
Pageofheart on
Fire the Laser Cannon! [Alibou Primer]
2 years ago
Thank you for checking my list out! I'd be curious as to what your list is like, I feel like Alibou is an underplayed commander.
I've tried playing with Lodestone Myr, but wasn't really able to make it quite work despite it's synergies. I think that a lot of the artifacts in the deck are able to tap themselves for effects, so Myr doesn't have as much utility as here as it might in other builds. That being said, if the deck does get re-keyed enough at some point, Myr is probably worth reinvestigating.
Emeria's Call Flip is just there in a land slot to be honest, It's not immensely synergistic, but I do cast it occasionally, and worst case is it's a painful on etb plains. Boros Charm is excellent! I put it into pretty much any deck which runs the colors for it.
I can definitely see the utility in Waves of Aggression, being able to scry lands to the top to repeatedly and reliably get extra combats sounds awesome.
SufferFromEDHD on
Fire the Laser Cannon! [Alibou Primer]
2 years ago
Alibou caught my eye upon being spoiled as an interesting build around. I like the direction you went with your list.
Lodestone Myr really good at charging up the laser.
Emeria's Call Flip does what for this strategy? If you are looking for indestructibile use Boros Charm.
Saw Seize the Day. I run it too. Waves of Aggression has performed well for me.
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