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ComboCrazy on Arcum Dagsson
1 year ago
The most effective combo line for this deck is Chromatic Orrery + Filigree Sages . Infinite Blue* mana and you draw your library to finish everyone off with something like Walking Ballista. Alternatively, My Arcum list also uses Karn, the Great Creator + Mycosynth Lattice to lock people out of lands or Dramatic Reversal + Isochron Scepter for infinite mana/untaps with many mana rocks.
shock7123 on [Don Giovanni!] Amareth Artifacts & Proliferation
2 years ago
If you want to lock your opponents out for a little while, Karn, the Great Creator + Mycosynth Lattice makes it so that you are the only one able to do anything. They can't tap their lands, mana rocks, or mana dorks for mana, can't activate creature abilities, nothing. Fun to play, not fun to play against.
iplayBANJO on Prototype Control
3 years ago
If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.
The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.
The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.
The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).
You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.
Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.
CannedCanOpener on
4 years ago
While the deck can combo off on earlier turns and win through infinite mana, that isn't always going to happen, and when it doesn't this deck doesn't dislike playing a longer game if it has to. Longer games mean more time to generate Thopters or Treasures and increase your likelihood of winning off of one of the three "you win the game" cards (Mechanized Production, Revel in Riches, and Hellkite Tyrant) or removing players (Tezzeret, Master of the Bridge, Tezzeret, Agent of Bolas, Cranial Plating, Master of Etherium, and Blightsteel Colossus) or simply locking the game down in your favor (Karn, the Great Creator + Mycosynth Lattice and/or Time Sieve infinite turn combo).
enrico81 on Liberator's Flashy Equipment
4 years ago
Hi!! I like your deck! I want to build my Traxos deck and I'm looking for some combo/lock. What do you think about Karn, the Great Creator + Mycosynth Lattice ? Furthermore it can be useful the infinite mana combo Basalt Monolith + Rings of Brighthearth to cast Karn and mycosynth..
Art-n-Lutherie on Memnarch Superfriends
5 years ago
Nice deck! I have a Memnarch deck as well but it’s not superfriends and lacks a few of the sweet cards you have in here.
Couple thoughts for you:
First, Paradox Engine was banned in EDH unfortunately if you weren’t aware.
Second, since you’re running Isochron Scepter wanted to make sure you’re aware of the Dramatic Reversal + Isochron Scepter combo. Might be worth throwing a Dramatic Reversal in your deck.
Lastly - you mentioned that Karn, the Great Creator + Mycosynth Lattice is a good land destruction combo but it’s actually much more than that. It’s a game ending condition. Karn says opponents can’t activate abilities of artifacts they control and mycosynth lattice says all permanents are artifacts. This means their boards are completely shut down (tapping a land counts as activating its ability). So you get that pair in play it’s actually game over!
clayperce on Serious Hogaak (Retired)
5 years ago
Imnottyler17,
The manabase challenge is that the deck really wants B or R on Turn 1, BB by Turn 3, and W by Turn 3 (postboard). Based on Frank Karsten's classic article on manabases, this means we need should be running 19x B sources, 14x R sources, and 12x W sources. The current 18-Land configuration is actually a little shy ... it only gives us 18x B sources, 14x R sources, and 11x W sources.
Good places to save some money are with ...
- Blackcleave Cliffs : Cards like Sulfurous Springs (or Mana Confluence and Gemstone Mine , if you already have them) aren't as good (especially in longer games where the lifeloss will add up, and we'll eventually lose the Mine), but at least they won't slow the deck down any.
- Fetchlands: The deck needs 8x Black fetchlands but any of them will work. Polluted Delta , Bloodstained Mire , Marsh Flats , and Verdant Catacombs can all fetch a Blood Crypt or a Godless Shrine just fine, so feel free to mix and match whith whatever is least expensive/whatever you might already have. Of note, the Fetches serve double-duty in the deck, as they are GREAT for recurring Bloodghast.
- Godless Shrine : The deck needs at least 1x (so we can find W with a Fetchland), but now that I take a hard look at it, I think Concealed Courtyard might actually be better here.
Adding Basics will make the early turns much more inconsistent (or cause additional mulligans), and adding checklands (e.g., Dragonskull Summit )/reveal lands (e.g., Foreboding Ruins ) will slow the deck down on early turns (or cause additional mulligans). I'm not honestly sure how bad the effect is going to be, especially once the London Mulligan kicks in ...
Good luck ... budget brewing is REALLY tough, and I wish I could help more!
//
UnderworldFiend,
Having Creature-based Enchantment/Artifact removal is better in this deck than Instant-based because we can sac' the Creature for value with the Evoke trigger on the stack, it counts towards
Vengevine
's triggered ability, it gets around
Chalice of the Void
on 1 (if we were on
Nature's Claim
) or 2 (if we were on
Assassin's Trophy
), and it provides a 1/3 beater with evasion. The only exception I can think of is vs. Karn, the Great Creator + Mycosynth Lattice
, where we sometimes wish we could float mana and kill the Lattice at Instant-speed.
Of note, this plan also gives us "extra" sideboard slots, because we can use Flamekin Harbinger as Wispmare numbers 4-5. Flamekin is especially amazing in the Mirror, since it can grab a Mare if they have Leyline of the Void in their opener and Vengevine if they don't,
Is Wispmare necessary? No. Is it better than Assassin's Trophy ? IMO, yes.
Thanks!