Dominus - Dreamcrusher Edition

Commander / EDH Epochalyptik

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Deckgodmaster says... #1

August 3, 2017 4:49 a.m.

Deckgodmaster says... #2

Or maybe even an Omniscience /gasp

August 3, 2017 4:51 a.m.

knight611 says... #3

Primeval Titan is definitely banned from Commander

August 4, 2017 8:09 p.m.

Ishio says... #4

Deckgodmaster: While some of those cards would seem good, in this deck, they are not. This deck is meant to be a fast-paced competitive combo deck. Meant to win as early at T5 if the MTG gods smile upon us. That said, here are my reasons for why I wouldn't include these cards, short of Notion Thief.

Omniscience: Too slow, game should be over at this point.

Mindslaver: Not our purpose in this deck. More suited for the trips.

Rising Waters: I feel while this is a nice tax card, again, not the purpose behind this deck. Plus you'll need to use your own removal to let you combo out.

Future Sight: Too costly, not that great.

Pendrell Mists: Too costly, you lose your own creatures further delaying your own game.

Autumn's Veil: Boseiju, Who Shelters All is better as it always on the bfield until land destruction.

Night's Whisper and Notion Thief: These are too conditional. I play the latter, but I do find it mostly dead in my hand at times.

Baleful Strix and Trinket Mage: Not entirely beneficial for our needs.

Temporal Mastery: This isn't a miracles deck, so without serious manipulation, this would be cast at full cost. Not efficient again.

August 5, 2017 8:33 a.m.

Ishio says... #5

Also:

"Three Visits, Skyshroud Claim, Nature's Lore ( With all the instant land drop that your deck is putting down it would be more efficient to remove these cards for sheer card draw)"

I would never give up ramp for card draw. What's the point of card advantage when you get 4 lands on the battlefield without them being added to your land per turn. With Ramp comes Damia and with Damia is your card draw.

August 5, 2017 8:37 a.m.

DigGraves says... #6

Can confirm: Torment of Hailfire is a devastating addition to Damia. It's dangerous at just about every point in the game

August 6, 2017 12:19 p.m.

BiggestJohn says... #7

Torment of Hailfire is SOOOOO not good at every point in the game. That card is good if you make either 30+ mana, or infinite mana. The latter of which means you should be able to combo and win with plenty of other cards in this deck than a Torment of Hailfire.

August 6, 2017 4:09 p.m.

DigGraves says... #8

BiggestJohn Because you need to cause 90+ damage to each opponent to win? Even at 10 it's brutal. It hits ever op if you haven't read it

August 6, 2017 9:15 p.m.

The life totals of your opponents are literally irrelevant. And if you want to control the board there are much better and more efficient options. As for the hands, eh screw em'. They don't matter until they can affect the game, and if they can, then there's a lot of counters in this deck that can stop them. Besides, if there's a card in their hand worth playing, then they won't be discarding it anyway.

August 6, 2017 9:41 p.m.

enpc says... #10

There have been a few posts here recently and I think it's worth clarifying something for this deck: this is a competitive EDH deck. It's not designed to play big, splashy spells. It's not designed to sport 1v1 lockdown. It's designed to follow one line - get down enough mana to play Tooth and Nail as quickly as possible and then end the game then and there. The end game for this kind of deck is around the turn 8 mark (it should be faster than this is a goldfishing scenario). That means that slow/expensive spells are out. Mana is tight for these kind of decks. That is evident from the deck running cards like Spell Pierce.

I get that this isn't where a lot of people play EDH, however this is where this deck is designed to play. It's important to keep this in mind when suggesting cards. If you're talking about 5 mana for a card, it better have a big impact. if you're talking about 10 mana for a card (or even X=10), then the card better be game ending.

August 6, 2017 10:57 p.m.

BiggestJohn says... #11

Torment of Hailfire needs around 20 mana to start REALLY putting the screws to people (this is also assuming no one is shitting out tokens and just laughs at you demanding they sac 18 of them). If you have 20 mana in this deck, go win... you can just Yawgmoth's Will to re-use your Demonic Tutor to go find Tooth and Nail, or you your Eternal Witness to get it back, or flashback your Mystical Teachings to find your Snapcaster Mage to replay the Demonic Tutor, leaving you 10 mana to entwine it and have a Flusterstorm backup.

What I am trying to say is, I would rather have like 10 or 12 other cards in my hand than Torment of Hailfire if I ever had enough mana to make Torment of Hailfire sound appealing.

Like he said this deck is about WINNING, not making your opponent suffer through horrible choices. Torment of Hailfire needs to be in a shell that is built to drag the game on a very long time and attrition your opponents out. Damia is trying to end the game by turn 8, if that does not happen by turn 8 it may run out of steam and get taken out of the game because it is not built to win an attrition war. It is built to ramp to, find, and entwine Tooth and Nail to win the game.

August 7, 2017 1:10 a.m.

jaedonadebahr says... #12

gr8 Deck mate but the description wuZ a bit loooooooooooooooooooooooooooooooooong

August 11, 2017 10:36 p.m.

Ishio says... #13

jaedonadebahr: It's a primer. The more info the better!

August 13, 2017 8:15 p.m.

TepigAggro says... #14

August 14, 2017 3:41 p.m.

Emzed says... #15

That's just one BSZ, however if you use custom categories, the same card can be listed in multiple categories. (Phantasmal Image also appears as both "Utility" and "WinCon".)

August 14, 2017 4:37 p.m.

Been a while since I commented. I'll try to respond primarily to those points that others haven't already addressed.


@Emzed:
Thought-Knot Seer is expensive to cast and doesn't really perform a vital function in this deck, given that its abilities don't have a high impact.


@Snapdisastermage:
Stax is a challenge. This deck does have the means to outpace some stax decks by ramping extremely aggressively, but sacrifice engines in particular are effective at keeping utility creatures from having a great deal of impact. I haven't played in several years (apart from the casual 60-card game here or there), so I'm not really qualified anymore to assess how this deck competes with more modern Tier 1-Tier 2 stax decks.


@Wutkeks:
This deck would rather not play Zendikar Resurgent or Mana Reflection because they need to be hard cast and are more difficult to find. Vorinclex, Voice of Hunger would be a stronger choice in that respect (because it's Tooth and Nailable), but even then it hasn't made the cut. I leave that to players' discretion, though. Some people may find that the redundancy is important in their meta.

As a combo deck, this deck can normally outpace most noncombo aggro decks. Certain commander damage decks can pose a threat if unanswered. And don't forget that you can chump block with utility creatures if you have to. Surviving in a difficult position is preferable to being out of the game entirely.


@knight611:
I do feel that way about Consecrated Sphinx from time to time. Unfortunately, having not played in a true competitive multiplayer environment in a long time, I can't say with certainty whether it needs to be replaced. The mana cost is the biggest downside, but it's a powerful backup draw engine that's much less risky than Damia herself.


@FLATSO99:
Stroke of Genius is serviceable, and there are ways to recur cards from the graveyard just as there are ways to get them back from the library. I use Blue Sun's Zenith because mana is not an issue by the combo turn and the win con is safer (from hate effects) in the library than in the yard.


@enpc:
Timetwister is an interesting choice, and certainly something that becomes more potent as this deck becomes faster. I would test it.


@Dark_Danda:
Arbor Elf ramps, but Crop Rotation does not. I'm not sure if they're comparable in terms of slot consumption. In some metas, the land tutor may be more important because there may be a greater dependence on cards like Boseiju, Who Shelters All.

Holistic Wisdom is an inefficient recursion engine in terms of mana consumption. It has increased potential in terms of the Strip Mine reusability, but that's not really a focus for this deck.

Commandeer is very expensive, even if cast for its alternate cost. I can't justify the effect for that cost. Spell Pierce is more valuable because it can win counter wars.


@Cryptic_Bore:
I don't recommend playing Demonic Consultation unless you're playing Laboratory Maniac, and I don't really think this deck wants to play either (although it could be built in such a way that they're more viable). Demonic Consultation presents the issue of exiling potentially necessary win conditions in order to find a combo piece, and it's never really completely safe to use. Similarly, Tainted Pact isn't in the deck (and is actually covered in the "Omissions" section). I don't think there are many cases where I'd so desperately need a single card that I could risk potentially exiling every other card for it.


@vishnarg:
It's true that Crucible of Worlds is a good card, but every card in this deck is a good card. Crucible of Worlds doesn't really provide necessary functionality to this deck, though, so I wouldn't call it one of the best cards and similarly wouldn't be able to justify increasing its redundancy at the expense of some other functionality.


@Deckgodmaster:
Lots of feedback there. I'll try to respond to as much as I have space for.

Rising Waters is an issue because this deck really wants to maximize its mana availability.

Future Sight was in a much earlier version of the deck, but was cut because the cost outweighed the value. Some people may prefer to run it, but I don't.

Pendrell Mists is a good stax card, but this isn't a stax deck. I'd rather keep my utility creatures at the risk of letting other people keep theirs.

Autumn's Veil has some potential. I've never really experimented with it in the 99, though.

Night's Whisper is not as preferable as a draw engine, in my opinion.

Notion Thief could be good in some cases, and I haven't actually tested it in the deck, but there weren't very many times where I think I would have (and would prefer to spend) the mana on it given its inconsistency from game to game.

Brainstorm was in an earlier version of the deck, and it could still justifiably be run given all of the fetch lands, but I prefer to spend the slot on other cards.

Baleful Strix doesn't really do enough to justify spending the mana.

Temporal Mastery is ok with cards like Mystical Tutor, but I don't think that justifies its inclusion.

Trinket Mage is a more expensive and more limited tutor than those already in the deck.

Arcane Denial is in the deck because it's a hard counter for , which I'll gladly take in the final turn.

Three Visits and Nature's Lore are important ramp cards and cannot be cut. Skyshroud Claim could potentially be cut on a cost basis, but it's very powerful and pays for half of its own cost on resolution.

Mindslaver is not something this deck needs. I don't really want to spend to control someone's turn if I could spend much less to get myself closer to actually winning. It's not good without a recursion combo or when facing multiple opponents.

Academy Ruins could be played, but I don't really need to recur any of the artifacts in this deck as much as I need access to on-color mana.

Omniscience is not necessary. My primary win con is an spell, which doesn't benefit at all from Omniscience and does benefit from an infinite mana combo (the latter of which enables just as many other cards as the former).

August 14, 2017 7:19 p.m.

Ishio says... #17

Epochalyptik and/or enpc: From a moderately competitive standpoint (meaning someone who can't really afford ABUR duals, and some of the other $70+ cards like force of will, flusterstorm, etc), how do you feel about Mirage Mirror for comp play?

September 15, 2017 11:54 a.m.

enpc says... #18

Ishio: It kind of depends on your meta. If your opponent has a permanent wit ha good non-ETB then it might add some value. But on the whole, I don't think it's worth a spot. If your primary win condition is infinite mana from a Palinchron/Peregrine Drake, then it adds nothing there. And at 2 to activate, it's not beneficial to copy a rock as most of them only tap for 2 (or less) mana.

September 18, 2017 7:23 p.m.

I noticed that there are no more than two of any basic land type in the deck. You might want to consider Tainted Pact, paired with the substitution of basic lands so that one copy is a non-snow land, and the other is a snow land. This makes the deck completely singleton to avoid the repeat card name clause, and can be a tutor for the card you need, or just a way to get an essential card in hand, with several less helpful cards out of the way.

September 30, 2017 10:41 p.m.

enpc says... #20

snowmaster55555atgmaildotcom: Tainted Pact is mentioned in the omissions sections and why it's not run. There's also discussion about it further up the page.

October 1, 2017 2:24 a.m.

Ok. Sorry. Thought I'd mention it, since it seems pretty decent.

October 1, 2017 10:11 a.m.

enpc says... #22

Don't get me wrong, it's not a bad card. It's just wrong for this build. The deck wins off Tooth and Nail lines, so ultimately that's the card you're after. But the last thing you wanna hit is one of your combo pieces before TaN, as you basically have to stop there.

Yes, there is some redundancy, but it still comes down to the luck of the top deck. And exiling two combo pieces without seeing TaN is sad panda territory.

Pact is great in Food Chain decks as you dig until you hit FC and want to exile one of your other combo pieces, but in this build, a straight out tutor would be better.

October 1, 2017 12:16 p.m.

shiggy1339 says... #23

Been a while since I posted on this deck. I would be interested in your thoughts on Living Death. I understand that it is by no means the fastest or most direct way to win, but it has incredible burst recovery potential if the main line of ramp to tooth and nail gets interrupted. It obviously gets you another shot at your combo if it is interrupted on board, and can give either value or net you mana if you have Palinchron/Peregrine Drake or Snap/Eternal Witness/Rune Scarred in your graveyard. The board wipe effect is also marginally useful against stax creatures. I realize that the primary objective of this deck is to win by ramping fast and comboing off, but I think that some redundancy is nice (such as the backup Peregrine/Flicker combo). Anyway, might be biased since my playgroup has a Meren player so games normally go grindy.

February 21, 2018 11:38 p.m.

DruneGrey says... #24

Have there been any updates to this deck from the past 10 months?

April 18, 2018 12:22 p.m.

nagonjin says... #25

Sorry to bother you, but I was looking forward to reading the deck description and the formatting seems not to work anymore.

July 9, 2018 4:28 p.m.

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