Hey pal, I was wondering if you could take a quick look at a new deck Minions & Magic token deck I'm putting together. I'm not sure if I've gone too janky with it trying to do too much at the same time. You don't have to spend a bunch of time but I would really appreciate your input. If you can, thanks in advance!
January 12, 2022 5:13 p.m.
THANKS FOR THE ADVICE!! You got any ideas on what to replace those cards with? I can take all the help I can get.
January 9, 2022 2:23 a.m.
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Hey, good version, nice Sakashima and Quest. You have 1 too many cards, could cut Millikin.
There's a couple of mana rock upgrades to consider that are within your budget. By cutting Charcoal Diamond and Worn Powerstone for Basalt Monolith and Everflowing Chalice then you add an infinite cast combo with Hullbreaker Horror. The combo is Hullbreaker + Sol Ring + Chalice for infinite casts/colorless mana or Hullbreaker + Monolith + Chalice for infinite casts.
Sol or Monolith make enough colorless mana to cast themselves before they're bounced and by casting Chalice for 0 mana you can bounce them resulting in infinite casts/bounce of Sol/Monolith + Chalice. By controlling two or more Hullbreakers thanks to Krothuss then the combo can bounce all your opponents nonland permanents and you can keep doing this on each of your main phases on each of your turns.
If you want to copy big Leviathans with Krothuss then consider Stormtide Leviathan + Wonder? Stormtide is one of the better unblockable Leviathans because he can also disrupt your opponents from swinging back at you. Wonder is helpful to give all creatures you control flying and you have plenty of Islands as well as effects to get it into your graveyard.
A couple of budget land upgrades are: Sunken Hollow and Choked Estuary. Creeping Tar Pit is another upgrade, it's a little more expensive, but neat because Krothuss can copy it when it's an attacking unblockable Elemental.
Good luck with your deck.
January 25, 2022 12:58 a.m. Edited.
Hey, if you're wanting to take your deck into 8 or more power level (PL) then you really need to decide how you want to win the game? At 8 PL or higher to win infinite combos are the way to go. Chainer doesn't need to be a piece of the combo, his discard can be an enabler. Since Chainer cares about creatures then using combos that involve creatures is best.
Some creatures to play for combos: Worldgorger Dragon, Mikaeus, the Unhallowed, Kiki-Jiki, Mirror Breaker, Gravecrawler, Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Pitiless Plunderer, Dualcaster Mage, Reassembling Skeleton.
Some enablers for combos to play: Viscera Seer, Carrion Feeder, Goblin Bombardment, Altar of Dementia, Phyrexian Altar, Ashnod's Altar, Animate Dead, Dance of the Dead, Necromancy, Twinflame or Heat Shimmer.
Some win conditions for the combos: Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Zealous Conscripts, Gray Merchant of Asphodel, Dualcaster Mage, Purphoros, God of the Forge, Mayhem Devil, Goblin Bombardment, Bontu's Monument, Aetherflux Reservoir, Sunscorched Desert, Impact Tremors, Cut / Ribbons(Ribbions), Torment of Hailfire.
Expanding on loot can help to draw and get creatures faster into your graveyard: Buried Alive, Magus of the Wheel, Cathartic Reunion, Thrill of Possibility, Tormenting Voice, Azra Oddsmaker, Sire Of Insanity, Seize the Spoils.
Expanding on fast mana and/or big mana producers helps to have more mana to cast more spells which can assemble combos faster: Dockside Extortionist, K'rrik, Son of Yawgmoth, Crypt Ghast, Mana Crypt, Dark Ritual, Rite of Flame, Cabal Ritual, Burnt Offering, Sacrifice.
If you're interested in any of these suggestions then I offer more advice in another comment that includes further explaining the combos, more card advice as well as cuts to consider.
Good luck with your deck.
January 24, 2022 2:12 a.m. Edited.
Hey, nice version, but where's Glint-Horn Buccaneer? I saw your deck in the featured decks ad.
You can improve on balancing card quality since you have some amazing cards here, but also quite a few lackluster ones that are much lower on power level compared to the others. An example is Scalding Tarn which is excellent, but not playing a dual land that Tarn can search for... Steam Vents could replace Izzet Guildgate and Volatile Fjord could replace Highland Lake. Other Izzet dual lands to add in place of some basic lands to improve color fixing from lands: Training Center, Cascade Bluffs, Sulfur Falls, Stormcarved Coast and Frostboil Snarl.
I don't think I've even seen Armillary Sphere in the same deck before that also has Mana Drain, Ragavan, Nimble Pilferer, Jeweled Lotus, Dockside Extortionist, Goldspan Dragon, Jeska's Will and Urza's Saga. Sphere is really out of place power wise. Consider cutting Sphere for Arcane Signet? The Diamonds are also subpar, considering cutting both of them for Talisman of Creativity and Izzet Signet? These are not expensive changes, but can make a big improvements on ramp.
Another example of card quality balance are the counterspells. Mana Drain, Counterspell, Pact of Negation, Negate are great thus you don't also need to play Hornswoggle, Admiral's Order and even Lookout's Dispersal because these are not as good.
Some more one drop/two drop flying Pirates and unblockable Pirates can more easily trigger Malcolm and Breeches. Spectral Sailor, Warkite Marauder, Departed Deckhand could replace some higher mana cost Pirates such as Captain Ripley Vance, Deadeye Quartermaster, Prosperous Pirates and Sailor of Means. You have Ragavan, Nimble Pilferer, Dockside Extortionist, Goldspan Dragon and Corsair Captain which are all excellent thus you don't really need to play other Pirates that create treasures when they ETB because those cards are not as good.
Wonder and Anger are powerful with Pirates, but they need help to get them into your graveyard because you don't want to ever cast them. Expanding with more loot can help to draw/discard them that also adds more draw to your deck. Faithless Looting, Windfall, Mask of Memory and Frantic Search could replace Mutiny, Hornswoggle, Dowsing Dagger Flip and Admiral's Order. These changes are also not expensive and improve card quality.
Good luck with your deck.
January 23, 2022 6:03 a.m. Edited.
Hey, you're welcome, nice changes. You can get away with playing less lands than normal with Feather because the avg. CMC of your deck is so low, not even 2.0. Being flooded with lands is not fun and having clumps of drawing just basic lands is possible when playing a large amount of each of them especially 18x Plains.
January 22, 2022 10:47 p.m.
Hey, well done for your first three color deck with partners. Nice start and work in progress. Some good ideas and cards here, other than the obvious staples like Sol, Arcane, Tower, Swords, Farseek, Cultivate, etc.
Nice Fetch lands, Plunderer, Ghave, Beledros, Altar, Dawn, Wake, Intervention, Inkshield, Artist, Blot, Ranger, Remembrance, Damn, Infestation. I see win condition combos of Ghave + Altar + Artist and Life/Limb + Sporemound, but you could expand on token combos if that's the direction you want to go.
Six excellent lands here make up a large portion of the budget, the rest is fairly low budget thus my suggestions will be for lower budget. If I'm wrong about this and you would prefer more pricey options let me know.
My first comment is advice to improve on the basic structure (lands, ramp and draw). If you're interested in me continuing with more advice in other areas I can in another comment. Three areas to consider improving are amount of lands/color fixing from lands, more draw and more ramp.
- Mentor of the Meek --> Bad Moon
- Tireless Provisioner --> Transcendent Master
- Shamanic Revelation --> Killian, Ink Duelist
- Murmuring Bosk --> Glorious Anthem
- Woodland Chasm --> Vorpal Sword
- Snowfield Sinkhole --> Dramatic Finale
- Oketra's Monument
- Rite of Harmony
- Sandsteppe Citadel
- Caves of Koilos
- High Market
- Canopy Vista
- Evolving Wilds
- Terramorphic Expanse
32 lands is low amount with only 8 ramp sources. Consider adding some lands, at least 3 more and add at least 3 more ramp sources? 21 basic lands is a lot for a three color deck, that makes color fixing subpar from lands. By cutting a few basic lands for more dual lands it will help color fixing. You're playing green which gives you access to many different ramp options such as Tireless Provisioner who creates tokens. Take advantage of ramp when playing green.
Mentor of the Meek and Provisioner are helpful three drops for tokens because of their repeatable effects. Mentor and Shamanic Revelation take advantage of tokens for draw. You're creating 1/1 tokens which Prava makes them 2/5 when they enter the battlefield, but that's still 2 power for Mentor to be a repeatable draw source.
I see Verdant Catacombs and Windswept Heath which are great as well as Farseek, but I only see Temple Garden as the dual land these Fetch lands/Farseek can get. Consider adding a few more lands that the Fetch lands can get such as Murmuring Bosk? Farseek can get a black source from Woodland Chasm or Snowfield Sinkhole.
For some cuts, the cards I've chosen for you to consider are less impactful then others in your deck. Creatures who all they have is lifelink are not worth playing because you can get life from other sources that do much more. Transcendent Master is not worth the mana investment into it for what you eventually get.
Bad Moon is subpar because you don't have enough black creatures and the majority of token creatures are not black, they're white or green especially since Prava only creates white creatures. Dramatic Finale mana cost is too difficult to consistently make with three colors and only nontoken dies. Other anthems such as Glorious Anthem are fine since it affects all creatures you control, but in my opinion are not worth a card spot since all it does is +1/+1 pump.
Black in my opinion is better as a splash color here with dual lands and a few basic Swamps since green and white give you much more for tokens and life gain strategies. It takes a lot of black mana for Vorpal Sword to have a good effect which without a lot of treasures or more color fixing help will be too difficult to make.
Would you like me to continue with more advice? Good luck with your deck.
January 22, 2022 6:17 a.m. Edited.
Hey, good budget version so far. 29 creatures is a lot when Atla can cheat any creature you reveal onto the battlefield. 16 creatures here are not doing enough compared to the others who you want to cheat. Consider cutting some creatures for more noncreature effects to support Atla? Cutting creatures will also give you more chances of revealing Mirror Entity. Are you interested in some budget upgrades?
January 13, 2022 6:08 a.m.
Hey, nice first budget version, good start with lots of sea monsters. Are you interested in some budget upgrades for lands and effects to help to transform Runo?
January 13, 2022 5:29 a.m.
Hey, well done so far on a budget.
Unfortunately, Ranar has been errata to instead say, "Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying". This change means Ranar + Samurai of the Pale Curtain + Blasting Station isn't an infinite combo anymore. The act of sacing a Spirit with Station is a cost not a spell or ability. Ranar now cares about the source that originally made the permanent leave the battlefield and the original source has to exile the permanent which Station doesn't do.
Samurai of the Pale Curtain's ability to exile opponent's permanents is also hindered by this errata because now Ranar cares about the source that removed the permanent from the battlefield before Samurai exiles that card. For example, if you destroy an opponent's artifact with Disenchant that permanent is destroyed and then Samurai exiles that permanent when it goes to the graveyard, but you don't create a Spirit by Ranar. The original source that made the permanent leave the battlefield is a spell, Disenchant, but Disenchant doesn't exile and it must to create a Spirit. Swords to Plowshares still works fine since it exiles the creature as the original source doing the exile.
30 lands is a low amount with only 5 sources of ramp. Consider 5 more budget lands and ramp?
- Nimbus Maze
- Port Town
- Skycloud Expanse
- 1x Island
- 1x Plains
- Stoic Farmer
- Strixhaven Stadium: can be a win condition with lots of attacking flying Spirits and Spirits can defend to not lose point counters.
- Azorius Signet
- Heraldic Banner: could replace another anthem since this one is also ramp.
A excellent budget interaction with blink is Palace Jailer since when Jailer is blinked the exiled creature doesn't return to the battlefield, that only happens when you lose the monarch not when Jailer leaves the battlefield. This makes Jailer when blinked an engine to exile opponent's creatures which also creates Spirit tokens by Ranar. Jailer also gives you the monarch when it's blinked for a repeatable draw source at your end step. Spirit tokens help to defend as blockers to keep the monarch since the only way you lose the monarch is by an opponent doing combat damage to you or an opponent plays a card that makes them the monarch.
If interested I offer more advice including cuts to consider. Good luck with your deck.
January 12, 2022 10:28 p.m.
Hey, good start, nice Atla Dino version.
When you start to make modifications consider adding more low CMC noncreature ramp? Arcane Signet, Fellwar Stone, Farseek. The Farseek suggestion goes with some budget land upgrade suggestions: Cinder Glade, Canopy Vista and Alpine Meadow. These lands have two different basic land types which can be searched for by Farseek. When land ramp can get a dual land instead of basic land(s), that helps color fixing.
Quartzwood Crasher is one of the best Dinos since it can create an army of Dinos with trample by itself because it has trample and it's $2. Of course if you have more creatures who have trample then Quartzwood becomes much better esepcially with Ghalta, Primal Hunger. Garruk's Uprising gives all creatures you control trample and it also can be repeatable draw since each time a Dino ETB or Dino token that's created that's 4 or more power you draw a card. Uprising is just plain good with Dinos because most of them have 4 or more power.
With Mirror Entity more effects to give Atla a +1/+1 counter are helpful and you can get more just from budget lands: Tyrite Sanctum, Opal Palace, Forge of Heroes. Sanctum is best of these three because it can be repeatable and you don't have to cast Atla with it. When Sanctum has made Atla a God it can be saced to make Atla indestructible which is really helpful against the majority of board wipes and targeted removal. High Market is a land sac outlet. Crop Rotation can instant tutor for one of these lands, put it onto the battlefield or sac a basic land to get Command Tower.
Fanatical Devotion is more protection for Atla and it's a sac outlet for Eggs.
Good luck with your deck.
January 11, 2022 1:54 a.m.
Hey, you're welcome.
Some advice for the first thing to consider changing is adding a few more lands since 32 is low amount. Try adding two utility lands and 1x more Swamp for 35 lands?
- High Market: sac outlet.
- Tyrite Sanctum: repeatable way to make Wilhelt bigger by putting +1/+1 counter on him. After it's put a counter on Wilhelt it can be saced later to make Wilthelt indestructible.
Some budget Zombie upgrades to consider:
- Undead Augur --> Butcher Ghoul
- Dreadhorde Invasion --> Marsh Hulk
- Death Tyrant --> Unhallowed Phalanx
- Pyre of Heroes --> Highborn Ghoul
- Carrion Feeder --> Grim Guardian
- Headless Rider --> Shadow Kin
- Geralf, Visionary Stitcher --> Two-Headed Zombie
- Nantuko Husk--> Zombie Outlander
- Fleshbag Marauder --> Unbreathing Horde
- Noosegraf Mob --> Stitcher Geralf
Some budget nonZombie upgrades to consider:
- Necromancer's Stockpile --> Moan of the Unhallowed
- Dark Privilege --> Ultimate Price
- Swiftfoot Boots --> Siphon Insight
- Victimize --> Drown in Dreams
- Lazotep Plating --> Rotten Reunion
- Mind Stone --> Mimic
Death Tyrant has a powerful repeatable effect with Wilhelt and decayed. Any creature you control that attacked and dies while in combat you create a 2/2 Zombie. When decayed Zombies attack they're saced at the end of combat step. At the end of combat step decayed Zombies are still attacking therefore with Tyrant when they're saced you create a 2/2 Zombie for each one.
With Wilhelt and a sac outlet such as Carrion Feeder you attack with your Zombies and then sac them in combat to create 2/2 Zombies and decayed 2/2 Zombies from Wilhelt. On your next turn you attack with all the 2/2 Zombies and decayed Zombies and while in combat sac them again to make 2/2 Zombies and decayed 2/2 Zombies. Death Tyrant lets you repeatedly recycle all attacking decayed Zombies into 2/2 Zombies that don't have decayed. This recycling results in a lot of die triggers which Zombies can take real advantage of with many different die effects.
Hope this helps and if you have any questions about these card suggestions, ask here.
January 10, 2022 11:07 p.m.
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|Playing since||Revised Edition|
|Avg. deck rating||40.16|
|Favorite formats||Commander / EDH|
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