I was playing a game of modern and I had Norin the Wary my opponent attacked me with Inkmoth Nexus triggering norin's exile ability. Norin was exiled, then my opponent cast Day's Undoing in his second main phase. we couldn't find an answer to how this works, so we left norin in exile until the next end step, and his inkmoth nexus stopped being a creature. But what is supposed to happen to my Norin and his Inkmoth Nexus?
I'm thinking of taking out the stony silence, and probablly revoke existance from my board in order to play options against these decks specifically, i'm just unsure of what our best options are against them?
That's why I was asking if I could stack the triggers, so that I have the Flamerush copy of Aurelia and it would untap from Aurelia's ability resolving. That way it would be able to attack during the second combat phase granted by the original Aurelia.
Is there any way for me to use these two cards, Aurelia, the Warleader & Flamerush Rider to make infinite combat phases? I was thinking I could stack the triggers in a certain way so that I could go infinite but I am not sure.
There weren't too many people so we only played 3 matches. I played against Rakdos 8rack, a mirror match, and Bant. I did manage to watch a few other matches though and there was also Scapeshift, some wonky w/b sanguine bond/exquisite blood deck, and a deck that I didn't get a good look at so can only assume was a jund or zoo varient. With this in mind after the tournament I decided to change my sideboard to the following. Mainly due to 8 rack being the only deck I couldn't beat.
Sharuum the Hegemon - The commander, good as a beater if your out of steam, recurs about half of the deck and of course combos out. Sphinx of the Steel Wind - A big wall, recurable, good combat abilities, discourages attacking. Magister Sphinx - Two card death combo with Sharuum, lowers opponent into range for other creatures to kill. Memnarch - Place to put infinite mana, can steal critical permanents from opponents. Sanctum Plowbeast - Can find mana, can be recured if necessary. Duplicant - Recurable removal, can be a beater, combos with Master Transmuter to clear the feild's bigest threats. Thopter Assembly - Combo piece, can beat down, tokens can chump block. Sphinx Summoner - Can search up any creature combo piece or removal. Kuldotha Forgemaster - Can find any combo piece (outside of one), or any specific artifact to help with the situation. Master Transmuter - Abuses ETB effects (Sharuum, Duplicant, Summoner, etc.) and can cheat out high cost artifacts. Phyrexian Metamorph - Combos with Sharuum and copies anything you(or your opponents) already have. Grand Architect - Combos with Pili-Pala, and ramps up with other creatures to play higher costing artifacts. Trinket Mage - Finds 13 artifacts in the deck, ramps up pretty good as a result. Meddling Mage - Prevents opponents from playing there high impact commanders (Animar, Zur, etc.), at least for a little bit. Tidehollow Sculler - Gives a peak into the opponents hand and removes a card temporarily (or permanently with master transmuter) Ethersworn Canonist - Stops decks with a lot of non-artifacts from doing much, with vedalken orrery you aren't very limited by her. Pili-Pala - Recurable and combos with Grand architect. Spellskite - Saves most of your other creatures or at least soaks up some removal. Disciple of the Vault - Allows Sharuum and Metamorph/Scultping Steel combo to kill. Hex Parasite - Useful utility to stop +1/+1 counter decks. Mindslaver - Time walk if used in a 1v1 or infinite lock on one player with Academy ruins, useful for killing someone else's combo Salvaging Station - Recurs 13 artifacts in the deck, can clear the whole field with Executioner's Capsule. Helm of Obedience - Can kill one person in combo with Leyline of the void. Vedalken Orrery - Allows you to keep mana open for counters and still be able to cast spells, circumvents Canonist. Mistvein Borderpost - Mana rock that gives colors. Crystal Ball - Lets you clear up your draws to get better things. Ensnaring Bridge - Stops those armies from swinging at you while to attempt to combo out. Sculpting Steel - Combos with Sharuum or doubles any artifact you already have out. Thopter Foundry - Combos with Time Sieve and Sword of the meek for infinite tokens/turns/life. Time Sieve - Combos with Thopter foundry/Sword of the meek or Thopter Assembly for infinite turns. Azorius Signet - Mana ramp. Cranial Plating - Damage boost, lets Inkmoth Nexus kill with one hit, allows big damage to hit under ensnaring bridge. Dimir Signet - Mana ramp. Lightning Greaves - Protects utility/combo creatures, and gives haste when needed. Sword of the Meek - Combos with Thopter Foundry to maake an army of fliers, then with Time Sieve for infinite turns. Dispeller's Capsule - Enchantment and enemy artifact removal, recurable over and over with Salvaging Station. Executioner's Capsule - Recurable creature removal, instantly recured with Salvaging station almost every use. Mana Vault - Mana ramp, damage can be avoided and more mana gained with Master Transmuter or voltaic key. Nihil Spellbomb - Instant speed recurable grave hate that can be a cantrip. Pithing Needle - Cuts off a few infinite combos and turns some generals useless. Sol Ring - Searchable mana ramp. Voltaic Key - Psudeo-vigilance for artifact creatures, lets Master Transmuter be reused, and can ramp mana with sol ring or Mana vault. Mox Opal - Mana ramp. Leyline of the Void - 'Free' grave hate that doesn't hurt the deck, combos with Helm of obedience to take one person out. Artificer's Intuition - Tutors up 13 cards in the deck and allows tossing of things for Sharuum to bring back. Copy Artifact - Doubles up any artifact you already have, good for mana ramp. Tezzeret the Seeker Mana ramp, tutors any artifact combo piece if he has the required loyalty, can start an alpha strike if needed Liliana Vess - Tutors up anything in the deck, can disrupt opponents or let you throw something away for later. Tezzeret, Agent of Bolas Gives an extra artifact, turns something into a beater, or can kill off an opponent while giving us life. Spin into Myth - Tucks enemy commanders or big threatss. Dissipate - Counters stuff that would stop the combos, as a bonus exiles it. Hinder - Tucks commanders, also counters anything else. Stoic Rebuttal - Counters stuff, same price as the original counterspell most of the time. Thirst for Knowledge - Draws cards and lets you throw away Sharuum targets. Lim-Dûl's Vault - High life costing search spell that can set up draws for the next combo piece. Counterspell - Counters anything that could cause a problem. Path to Exile - Neuters big threats and can knock off an annoying utility creature, life gain doesn't matter much. Swords to Plowshares - Same as above, a bit tougher to use since it can bring people back up to curve. Merciless Eviction - Allows clearing off whatever cardtype is hurting you the most. Thoughtcast - In most cases a draw 2 for 1. Unburial Rites - Creature recursion outside of sharuum, able to be used if discarded. Supreme Verdict - Board wipe, bonus can't be countered. Day of Judgment - Same as above but counterable. Wrath of God - Same as above. Deep Analysis - Card draw that is not useless if discarded. Compulsive Research - Card draw that lets you dump sharuum targets. Demonic Tutor - Cheap find anything tutor.
This is my first commander deck, I first constructed it in my first month of playing magic as soon as I discovered the commander format. It was originally built as a 'good stuff' commander filled with artifacts that I liked from Shards of Alara and Scars of Mirrodin. As time went on I started to play with the few (one) other commander player I could play with regularly and with diligent changes it evolved to a combo orientated deck. After a while I stopped going to my LGS to save money and created my own commander meta at my high school, and this deck preformed well in that circle. As said before I took a break from Magic but now that I'm back a competitive commander scene has opened up around me. I think that this decklist is pretty good but I don't quiet think its up to the 'competitive 4 Player free-for-all' level. Any constructive criticism or other help would be very appreciated.
I find each of the incarnations to be good in certain situations or decks. Anger is the most versatile one as I've seen it fit into countless EDHs from Mono, to Commanders like Thromok the Insatiable and Aurelia, the Warleader. It's mostly suited for an aggro deck where the creatures don't inherently have haste, but other combinations with big creatures use it well, Grixis/Naya comes to mind. Wonder fits under almost the same category as Anger but the main difference is that many blue decks carry fliers already. Wonder's ability however works on both defense and offense as opposed to Haste, so your big walls of death can block the fliers your opponents have coming at you. Valor and Brawn are both on the same level in my opinion as to what they grant, the only difference is that most big creatures that you wish had trample already have it, unless your trying to use non-green creatures with it. Where as first strike is less readily available to creatures. As for Filth have one never used it so I don't have much info on it.
hey there, you guys look like your all having fun with the pokemon over here, I'm look for the X version mega stones, hoping to score some good competitive tips or good friend safaris. I just started breeding my life away, and I hope to make friends! :3
I was conversing with some friends of mine and we had a disagreement of what happens when a player cast Phage the Untouchable or a Myojin, specifically Myojin of Seeing Winds, from the command zone. They said that it was the same as casting it from the hand and that the player casting phage wouldn't lose to phage's ability, and that the Myojin would enter with a divinity counter. I said that it wasn't, because it's the command zone not the hand and they said that there is a special rule governing these creatures. So I bring this here to see what exactly is supposed to happen and/or what rules exactly are these?
4 Ajani's Pridemate
4 Serra Ascendant
4 Squadron Hawk
4 Martyr of Sands
4 Soul Warden
4 Soul's Attendant
4 Honor of the Pure
4 Spectral Procession
4 Path to Exile
4 Windbrisk Heights
17 Plains
1 Sundering Growth
2 Revoke Existance
2 Suppression Field
2 Pithing Needle
2 Rest in Peace
2 Ghost Quarter
3 Stony Silence
I'm thinking of taking out the stony silence, and probablly revoke existance from my board in order to play options against these decks specifically, i'm just unsure of what our best options are against them?
4 Path to exile
4 Serra Ascendant
4 Soul Warden
4 Soul's Attendant
4 Ajani's Pridemate
4 Honor of the Pure
4 Squadron Hawks
3 Ranger of Eos
4 Spectral Procession
4 Windbrisk Heights
17 Plains
Which I figure is pretty generic, with a sideboard of
1 Tempest of Light
1 Sundering Growth
2 Rest in Peace
3 Stony Silence
2 Suppression Field
2 Ghost Quarter
There weren't too many people so we only played 3 matches. I played against Rakdos 8rack, a mirror match, and Bant. I did manage to watch a few other matches though and there was also Scapeshift, some wonky w/b sanguine bond/exquisite blood deck, and a deck that I didn't get a good look at so can only assume was a jund or zoo varient. With this in mind after the tournament I decided to change my sideboard to the following. Mainly due to 8 rack being the only deck I couldn't beat.
1 Disenchant
1 Sundering Growth
2 Leyline of Sanctity
3 Stony Silence
2 Suppression Field
2 Rest in Peace
2 Pithing Needle
I'm a little iffy about taking the Auriok Champions out of my list and was wondering what thoughts the community here had on this?
Sphinx of the Steel Wind - A big wall, recurable, good combat abilities, discourages attacking.
Magister Sphinx - Two card death combo with Sharuum, lowers opponent into range for other creatures to kill.
Memnarch - Place to put infinite mana, can steal critical permanents from opponents.
Sanctum Plowbeast - Can find mana, can be recured if necessary.
Duplicant - Recurable removal, can be a beater, combos with Master Transmuter to clear the feild's bigest threats.
Thopter Assembly - Combo piece, can beat down, tokens can chump block.
Sphinx Summoner - Can search up any creature combo piece or removal.
Kuldotha Forgemaster - Can find any combo piece (outside of one), or any specific artifact to help with the situation.
Master Transmuter - Abuses ETB effects (Sharuum, Duplicant, Summoner, etc.) and can cheat out high cost artifacts.
Phyrexian Metamorph - Combos with Sharuum and copies anything you(or your opponents) already have.
Grand Architect - Combos with Pili-Pala, and ramps up with other creatures to play higher costing artifacts.
Trinket Mage - Finds 13 artifacts in the deck, ramps up pretty good as a result.
Meddling Mage - Prevents opponents from playing there high impact commanders (Animar, Zur, etc.), at least for a little bit.
Tidehollow Sculler - Gives a peak into the opponents hand and removes a card temporarily (or permanently with master transmuter)
Ethersworn Canonist - Stops decks with a lot of non-artifacts from doing much, with vedalken orrery you aren't very limited by her.
Pili-Pala - Recurable and combos with Grand architect.
Spellskite - Saves most of your other creatures or at least soaks up some removal.
Disciple of the Vault - Allows Sharuum and Metamorph/Scultping Steel combo to kill.
Hex Parasite - Useful utility to stop +1/+1 counter decks.
Mindslaver - Time walk if used in a 1v1 or infinite lock on one player with Academy ruins, useful for killing someone else's combo
Salvaging Station - Recurs 13 artifacts in the deck, can clear the whole field with Executioner's Capsule.
Helm of Obedience - Can kill one person in combo with Leyline of the void.
Vedalken Orrery - Allows you to keep mana open for counters and still be able to cast spells, circumvents Canonist.
Mistvein Borderpost - Mana rock that gives colors.
Crystal Ball - Lets you clear up your draws to get better things.
Ensnaring Bridge - Stops those armies from swinging at you while to attempt to combo out.
Sculpting Steel - Combos with Sharuum or doubles any artifact you already have out.
Thopter Foundry - Combos with Time Sieve and Sword of the meek for infinite tokens/turns/life.
Time Sieve - Combos with Thopter foundry/Sword of the meek or Thopter Assembly for infinite turns.
Azorius Signet - Mana ramp.
Cranial Plating - Damage boost, lets Inkmoth Nexus kill with one hit, allows big damage to hit under ensnaring bridge.
Dimir Signet - Mana ramp.
Lightning Greaves - Protects utility/combo creatures, and gives haste when needed.
Sword of the Meek - Combos with Thopter Foundry to maake an army of fliers, then with Time Sieve for infinite turns.
Dispeller's Capsule - Enchantment and enemy artifact removal, recurable over and over with Salvaging Station.
Executioner's Capsule - Recurable creature removal, instantly recured with Salvaging station almost every use.
Mana Vault - Mana ramp, damage can be avoided and more mana gained with Master Transmuter or voltaic key.
Nihil Spellbomb - Instant speed recurable grave hate that can be a cantrip.
Pithing Needle - Cuts off a few infinite combos and turns some generals useless.
Sol Ring - Searchable mana ramp.
Voltaic Key - Psudeo-vigilance for artifact creatures, lets Master Transmuter be reused, and can ramp mana with sol ring or Mana vault.
Mox Opal - Mana ramp.
Leyline of the Void - 'Free' grave hate that doesn't hurt the deck, combos with Helm of obedience to take one person out.
Artificer's Intuition - Tutors up 13 cards in the deck and allows tossing of things for Sharuum to bring back.
Copy Artifact - Doubles up any artifact you already have, good for mana ramp.
Tezzeret the Seeker Mana ramp, tutors any artifact combo piece if he has the required loyalty, can start an alpha strike if needed
Liliana Vess - Tutors up anything in the deck, can disrupt opponents or let you throw something away for later.
Tezzeret, Agent of Bolas Gives an extra artifact, turns something into a beater, or can kill off an opponent while giving us life.
Spin into Myth - Tucks enemy commanders or big threatss.
Dissipate - Counters stuff that would stop the combos, as a bonus exiles it.
Hinder - Tucks commanders, also counters anything else.
Stoic Rebuttal - Counters stuff, same price as the original counterspell most of the time.
Thirst for Knowledge - Draws cards and lets you throw away Sharuum targets.
Lim-Dûl's Vault - High life costing search spell that can set up draws for the next combo piece.
Counterspell - Counters anything that could cause a problem.
Path to Exile - Neuters big threats and can knock off an annoying utility creature, life gain doesn't matter much.
Swords to Plowshares - Same as above, a bit tougher to use since it can bring people back up to curve.
Merciless Eviction - Allows clearing off whatever cardtype is hurting you the most.
Thoughtcast - In most cases a draw 2 for 1.
Unburial Rites - Creature recursion outside of sharuum, able to be used if discarded.
Supreme Verdict - Board wipe, bonus can't be countered.
Day of Judgment - Same as above but counterable.
Wrath of God - Same as above.
Deep Analysis - Card draw that is not useless if discarded.
Compulsive Research - Card draw that lets you dump sharuum targets.
Demonic Tutor - Cheap find anything tutor.
Ancient Den - Searchable.
Arcane Sanctum
Arid Mesa - Finds Shocks/Basics.
Azorius Chancery
Cloudcrest Lake
Command Tower
Darksteel Citadel - Searchable.
Dimir Aqueduct
Drowned Catacomb
Glacial Fortress
Glimmervoid
Hallowed Fountain
Jwar Isle Refuge
Inkmoth Nexus - Infect Clock.
Isolated Chapel
Mystifying Maze - Stops big creatures (holding spot for Maze of Ith).
Seat of the Synod - Searchable.
Sejiri Refuge
Tolaria West - Searches for other lands or Mox Opal.
Vault of Whispers - Searchable.
Vesuva - Copys any good land.
Watery Grave
Plains
Island
Swamp
1 Sphinx of the Steel Wind
1 Magister Sphinx
1 Memnarch
1 Sanctum Plowbeast
1 Duplicant
1 Thopter Assembly
1 Sphinx Summoner
1 Kuldotha Forgemaster
1 Master Transmuter
1 Phyrexian Metamorph
1 Grand Architect
1 Trinket Mage
1 Meddling Mage
1 Tidehollow Sculler
1 Ethersworn Canonist
1 Pili-Pala
1 Spellskite
1 Disciple of the Vault
1 Hex Parasite
1 Mindslaver
1 Salvaging Station
1 Helm of Obedience
1 Vedalken Orrery
1 Mistvein Borderpost
1 Crystal Ball
1 Ensnaring Bridge
1 Sculpting Steel
1 Thopter Foundry
1 Time Sieve
1 Azorius Signet
1 Cranial Plating
1 Dimir Signet
1 Lightning Greaves
1 Sword of the Meek
1 Dispeller's Capsule
1 Executioner's Capsule
1 Mana Vault
1 Nihil Spellbomb
1 Pithing Needle
1 Sol Ring
1 Voltaic Key
1 Mox Opal
1 Leyline of the Void
1 Artificer's Intuition
1 Copy Artifact
1 Tezzeret the Seeker
1 Liliana Vess
1 Tezzeret, Agent of Bolas
1 Spin into Myth
1 Dissipate
1 Hinder
1 Stoic Rebuttal
1 Thirst for Knowledge
1 Lim-Dûl's Vault
1 Counterspell
1 Path to Exile
1 Swords to Plowshares
1 Merciless Eviction
1 Thoughtcast
1 Unburial Rites
1 Supreme Verdict
1 Day of Judgment
1 Wrath of God
1 Deep Analysis
1 Compulsive Research
1 Demonic Tutor
1 Academy Ruins
1 Ancient Den
1 Arcane Sanctum
1 Arid Mesa
1 Azorius Chancery
1 Cloudcrest Lake
1 Command Tower
1 Darksteel Citadel
1 Dimir Aqueduct
1 Drowned Catacomb
1 Glacial Fortress
1 Glimmervoid
1 Hallowed Fountain
1 Jwar Isle Refuge
1 Inkmoth Nexus
1 Isolated Chapel
1 Mystifying Maze
1 Seat of the Synod
1 Sejiri Refuge
1 Tolaria West
1 Vault of Whispers
1 Vesuva
1 Watery Grave
2 Plains
6 Island
2 Swamp
Ancestral Vision for Swords to Plowshares
Gilded Lotus for Compulsive Research