Hello everyone. I haven't played commander in about a year (I played a mono blue Azami combo deck back then... Extremely competitive).
I am looking to build a U/B or Esper Multiplayer combo deck. I want it to be competitive and capable of constantly winning within the first 3-5 turns as well as being able to deal with disruption if the game goes on to turns 6-9. The play group I will be playing in is filled with mostly competitive combo/control decks and we play to win, not just to have fun casting 9 cmc creatures.
This is the list I am starting to put together. Please help
I would switch commanders. Switch to sen triplets or a commander that can either speed up your combo, or slow down your opponent. I don't think you're running enough enchantments that make Zur a better general than other esper generals.
Why it's necro from his command zone. I could see Oloro as it gets you vale for no mana investment and makes ad Nauseam better but den triplets seems slow for an effect that's similar to a free or c 1 counter / duress effect. One of the only reasons I would even splash white over green or red in the U/B shell is to use Oloro or zur...
The deck is just tutors/card draw to bust out either Ad Naus + Unlife/Grace or Doomsday. Both let you win on the spot but Ad Nause has Silence, Force of Will and Pact of Negation backup. You also have Void Snare and Chain of Vapor if you have to deal with a permanent.
Doomsday is the faster kill since it can happen as early as turn 1 but it usually has little to no protection while Ad Naus is a slower kill (turn 3-5) but you can have protection with it both before or after you combo off (just slowly find/tutor for your protection before going off)
Does standstill help the control player more than it helps you? I havent used this card in edh before, Im legitimately curious.
Dark Confidant could be helpful here, as could abeyance. Id also keep an eye out for what rocks you have out when your ready to win and see if either turnabout or hurkyl's recall make sense as rituals for this deck.
Windfall is obviously trash if you see it handing your opponents there combo wins, but it is pretty amazing for me in my meta in any deck resembling yours in terms of cmc and counts of rock/ fixing.
I also throw my hat in the ring for Zur. Necropotence backup seems better than a few extra ad naus hits... that might have more to do with how much counterspells you fight than any opinion I could have though?
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I am looking to build a U/B or Esper Multiplayer combo deck. I want it to be competitive and capable of constantly winning within the first 3-5 turns as well as being able to deal with disruption if the game goes on to turns 6-9. The play group I will be playing in is filled with mostly competitive combo/control decks and we play to win, not just to have fun casting 9 cmc creatures.
This is the list I am starting to put together. Please help
1 Zur the Enchanter
Draw/Cantrips (16)
1 Brainstorm
1 Preordain
1 Ponder
1 Sensei's Divining Top
1 Impulse
1 Dig Through Time
1 Treasure Cruise
1 Thirst for Knowledge
1 Compulsive Research
1 Night's Whisper
1 Timetwister
1 Windfall
1 Read the Bones
1 Memory Jar
1 Jace, the Mind Sculptor
1 Intellectual Offering
Tutors (15)
1 Personal Tutor
1 Imperial Seal
1 Vampiric Tutor
1 Demonic Tutor
1 Mystical Tutor
1 Enlightened Tutor
1 Cruel Tutor
1 Merchant Scroll
1 Mystical Teachings
1 Snapcaster Mage
1 Expedition Map
1 Lim-Dûl's Vault
1 Trinket Mage
1 Fabricate
1 Diabolic Tutor
Mana (22)
1 Lotus Petal
1 Lion's Eye Diamond
1 Dark Ritual
1 Cabal Ritual
1 Chrome Mox
1 Grim Monolith
1 Mana Vault
1 Mox Diamond
1 Sol Ring
1 Mind Stone
1 Helm of Awakening
1 Dimir Signet
1 Talisman of Dominance
1 Talisman of Progress
1 Coldsteel Heart
1 Mana Crypt
1 Mox Opal
1 Fellwar Stone
1 Orzhov Signet
1 Azorius Signet
1 Copy Artifact
1 Chromatic Lantern
1 Silence
1 Solitary Confinement
1 Pact of Negation
1 Force of Will
1 Void Snare
1 Mana Drain
1 Misdirection
1 Cyclonic Rift
1 Thoughtseize
1 Duress
Engines (5)
1 Ad Nauseam
1 Angel's Grace
1 Phyrexian Unlife
1 Necropotence
1 Yawgmoth's Will
Win Conditions (1)
1 Sickening Dreams
Lands (30)
1 Adarkar Wastes
1 Ancient Den
1 Ancient Spring
1 Ancient Tomb
1 Bloodstained Mire
1 Boseiju, Who Shelters All
1 Caves of Koilos
1 City of Brass
1 City of Traitors
1 Command Tower
1 Ebon Stronghold
1 Flooded Strand
1 Gemstone Mine
1 Godless Shrine
1 Hallowed Fountain
1 Mana Confluence
1 Marsh Flats
1 Peat Bog
1 Polluted Delta
1 Scrubland
1 Seat of the Synod
1 Sunken Ruins
1 Svyelunite Temple
1 Tolaria West
1 Tundra
1 Underground River
1 Underground Sea
1 Vault of Whispers
1 Verdant Catacombs
1 Watery Grave
Changes:
- Thoughtseize, Duress, Brainstorm, Ponder, Preordain, Two lands (off color fetches), Impulse
+ Darksteel Ingot, Coalition Relic, Time Reversal, Time Spiral, Recurring Insight, Grim Tutor, Sculpting Steel, Phyrexian Metamorph
Cards that need to be added:
Forbidden Orchard for Ancient Den
Tarnished Citadel for Cave of Koilos
Glimmervoid for Peat Bog
Maybe adds:
Commander's Sphere for Adarkar Wastes
Basalt Monolith
Voltaic Key
Worn Powerstone
Thoughtcast
Exsanguinate
Power Artifact
Rings of Brighthearth
Careful Consideration
Tidings
Any suggestions, comments or thoughts?
Thanks Argentleman;)
WB Teysa token aggroBW (retired)
MAKING (Onmath, Numot, maybe something in Esper)
I'm a fan of Demonic Consultation to help deck yourself for LabMan.
I might also cut down a little on the tutors and rocks to run more counterspells. Grand Abolisher is also good, low CMC, anti-disruption.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
Damia http://forums.mtgsalvation.com/showthread.php?t=410191
DDFT Legacyhttp://forums.mtgsalvation.com/showthread.php?t=505247
Domain Zoo http://forums.mtgsalvation.com/showthread.php?p=10212429#post10212429
The main reason to run white is the Angel's Grace/Phyrexian Unlife + Ad Nauseam Combo as well as having Silence.
The deck is just tutors/card draw to bust out either Ad Naus + Unlife/Grace or Doomsday. Both let you win on the spot but Ad Nause has Silence, Force of Will and Pact of Negation backup. You also have Void Snare and Chain of Vapor if you have to deal with a permanent.
Doomsday is the faster kill since it can happen as early as turn 1 but it usually has little to no protection while Ad Naus is a slower kill (turn 3-5) but you can have protection with it both before or after you combo off (just slowly find/tutor for your protection before going off)
Dark Confidant could be helpful here, as could abeyance. Id also keep an eye out for what rocks you have out when your ready to win and see if either turnabout or hurkyl's recall make sense as rituals for this deck.
Windfall is obviously trash if you see it handing your opponents there combo wins, but it is pretty amazing for me in my meta in any deck resembling yours in terms of cmc and counts of rock/ fixing.
I also throw my hat in the ring for Zur. Necropotence backup seems better than a few extra ad naus hits... that might have more to do with how much counterspells you fight than any opinion I could have though?
Gitrog Lands
Merieke Ri Berit Flicker
Ramos, Dragon Engine Storm