I think we'll finally see some interesting planeswalker design space explored.
Planeswalkers with triggered or activated abilities aside from their loyalty abilities. Auras and equipments for planeswalkers. Lands that interact with planeswalkers.
A WUBRG planeswalker seems likely to be the ultimate superfriends commander.
These are all viable for constructed play and EDH. I actually think Triturate is the best one, It's basically Smelt or Shock which is very strong, it seems better than Abrade which is already very good.
I don't think conditional removal like Bring to Justice needs to be rare, but should be uncommon instead.
I predict no card spoilers at all just artworks and only one unknown set (the one after C19) to be named.
The winter set and anything after that will be revealed on the announcement day in fall.
Prove me wrong Wizards!
Last year during announcement day, Wizards announced Ixalan, Explorers of Ixalan and (return to) Dominaria.
Here are some things we can expect to see potentially (I tried to keep these predictions pragmatic and relatively conservative):
Beginning of Battlebond Spoilers including return mechanics Soulbond and Surge along with new legendary creatures that are friendly for the Commander format.
Announcement of standard set after Core 2019 (likely to be revisit to Ravnica plane) which will also include a return of Masterpices.
Announcement of second expansion from revisit to Ravnica plane.
Announcement of Standard set to follow the revisit to Ravnica plane (perhaps return to Theros but will almost certainly be another return plane if not Return to Theros).
Announcement of Modern Masters 2019 (likely to be released sometime in the first quarter of 2019).
More information about Magic The Gathering: Arena.
Note: I think they will keep us in the dark about Commander 2018 and Core 2019 spoilers, although maybe we will get a small nugget.
Flame Slash is very good. It kills most of the heavily played commanders and tons of problematic creatures for only 1 mana.
Banishing Stroke feels so good to play when you miracle with it, but even if you don't it's still decent. It removes so many things, gets around indestructible and graveyard shenanigans plus it's an instant.
Soul Snare is a nice Condemn variant that is an excellent rattlesnake variant and is a solid Sun Titan target.
1. Underrated spot removal spells shouldn't be frequently played (i.e. not spells listed on top list for EDHREC overall or for respective color)
2. Underrated spot removal spells should be viable to the point where they can be used effectively in most games against a significant number of creatures (i.e. not spells like [[Eye Gouge]] or [[Human Frailty]].
3. Underrated spot removal spells don't necessarily have to be competitive or even semi competitive viable but they shouldn't be terrible. At the bare minimum they should have a worthwhile benefit or an efficient mana cost.
To get the ball rolling here are a couple spot removal spells that I've found success with these spells:
Submerge: In a meta that reliably runs forests, which is practically every meta, this spells answers creatures of all sizes including indestructible ones for free. It is a fantastic way to respond to tutors and ramp spells and is difficult for opponents to see coming because we can cast it while tapped out.
Oust: An excellent tempo play that unconditionally temporarily remove creatures of all sizes and indestructible ones for one mana. Sorcery speed but still incredibly efficient.
Radiant Purge: An efficient removal spell that exiles permanently. It answers most commanders along with efficient or problematic creatures including Baleful Strix and Notion Thief. It also has the benefit of removing enchantments and artifacts including the resilient enchantment gods like Athreos, God of Passage.
So basically if your commander is exiled by Banishing Light or Cast Out the correct play will almost always be to choose to have it go to the command zone? If you do this, you can cast it again from the command zone along with the commander tax OR you can remove Banishing Light/Cast Out and your commander will enter the battlefield again even though you initially chose for it to go to the command zone.
Is this correct?
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There is never an instance where you can cast your commander from the command zone if previously you choose to have it be temporarily exiled by a permanent. Once you make that decision, you can only get your commander back if the permanent that temporarily exiled your commander leaves the battlefield.
I would like an explanation of how temporary exile effects like Oblivion Ring work with the command zone.
I remember reading online somewhere that if your commander is removed by Oblivion Ring, you can have it exiled by Oblivion Ring rather than going to the command zone and then remove Oblivion Ring to have it enter the battlefield again OR you can cast it from the command zone if you pay the commander tax.
Is this true, and if so, WHY is this the case (be specific if possible)? Does this also work with cards the following cards? Why or why not?
Note: I'm trying to get a better understanding of how this worked because my primary play group for years has always played these effects as the controller of the commander has the choice of sending it back to the command zone or exiled with the permanent, if they choose the latter the commander enters the battlefield once the permanent that is exiled is removed but that owner of the commander doesn't have the option to play their commander from the command zone once they choose to not have the commander go to the command zone after being targeted initially (similar to how if someone uses Oust on your commander, you can choose to have it go second to the top rather than the command zone, but if you do and then your opponent forces you to shuffle your library with something, then your commander is shuffled in your deck whether you like it or not).
Good suggestions, I certainly want to test those out. Unfortunately, mono blue has trouble forcing die triggers (especially on a budget).
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I made a few changes to the deck:
Out: Arcanis the Omnipotent: I wanted to change to a different commander because this is a budget deck that uses a lot of unconventional cards and Arcanis is a very powerful mono blue commander. I also was finding that he wasn't really sticking to the board. Because this deck doesn't run a lot of creatures, creature removal is often directed at the commander. Tempest Djinn: It is a fun card and has solid evasion but it felt like a win more card while testing it. Additionally this deck runs 6 nonbasic Beguiler of Wills: A little slow and also a little over $1.00. While it's a very powerful card, because this deck runs a small number of creatures (aside from the ones we end up stealing) it is hard to steal big things with it.
A couple more cards I want to consider making room for:
Monastery Siege: The "Dragons" mode seems good as a way to protect all of our enchantments, along with our mana rocks and commander. By taxing removal effects directed towards our permanents, we can slow down our opponents or even encourage them to use removal spells elsewhere.
High Market: This one is a little above $1.00 (TCG Mid for Commander 2015 version as of now is $1.19). It's really good sacrifice outlet that is difficult to interact with and we can use it to respond to our opponents removing our theft aura effects.
Thassa, God of the Sea: If the deck were to be optimized and taken out of 1DH,Thassa, God of the Sea would be an excellent commander as she is resilient, she provides card filtering and all of the blue enchantments grant devotion.
I am looking for feedback and recommendations for my latest 1DH Thraximundar list. The deck is a midrange control deck that focuses on removal, tap out control strategies and a few big creatures along with Thraximundar to win.
I'm only looking for recommendations that are $1.00 or less (TCG mid). It's alright if the card is a little over value but definitely not any cards that are worth more than $2.00.
Any feedback is welcome but I am especially interested in hearing about other creature win conditions or alternate win conditions that aren't infinite combos. I am also eager to hear thoughts on my current mana base and ways to improve it within the budget of 1DH.
Note: Please no recommendations for tutors. Also, I don't want to add more counter spells to the list.
I'm looking for feedback on the first draft of my 1DH deck, Take, Steal + Win.
This is a mono blue midrange deck that is has a heavy Control Magic theme. The group I'm playing with is saying that no cards allowed if their value is higher than $1.00 based on TCG mid price (including the Commander). We're allowing a bit of wiggle room on price if it's just one or two cards. Additionally because the value of cards fluctuates constantly, it's okay if things are a bit over.
I'm also considering Keiga, the Tide Star for the sake of the theme but I'm not sure if it costs too much over the $1.00 limit.
I'm interested in hearing about alternate win conditions aside from the theft cards. I'm also interested in solid theft cards I am currently not running or cards that have synergy with them. I am also open to hearing about general hidden gems that are 1DH legal and would work well with my deck.
Meta Power Level: This is a fairly casual meta. I know it's 1DH, but I still feel it's worth mentioning because I'm usually a little more casual than the a lot of the posts I see here.
I don't want to increase the number of counter spells (I currently am running ~7). I also don't want to run tutors or infinite combos. Otherwise, any feedback or recommendations is greatly appreciated.
Multani, Yavimaya's Avatar was in the original Dominaria leak, and there was very little talk about in as a Commander in the subsequent threads. I also recall many people saying the card doesn't really deserve to be a mythic, severely underestimating the significance of trample, reach, high power/toughness and recursion in one card.
Here are some more cards that work well with Multani, Yavimaya's Avatar.:
Blackblade Reforged is a new toy from Dominaria that practically doubles Multani, Yavimaya's Avatar's power which is excellent considering it already has trample.
Crucible of Worlds and Ramunap Excavator: These cards have fantastic synergy with all of the fetch lands, along with other lands we can sacrifice for value (i.e. Wasteland, Ghost Quarter) and work especially well with spells that let us play extra lands during our turn.
Multani, Yavimaya's Avatar seems like one of the most underrated legends from Dominaria to play as a Commander. He's incredibly resilient in the sense that he basically avoids the commander tax. His power (and toughness) scales as the game progresses. He has trample so he can't be chump blocked.
What cards and strategies work well with Multani, Yavimaya's Avatar? Here are just a few ideas to get the ball rolling:
Greater Good: It is a free sacrifice outlet we can use to put Multani, Yavimaya's Avatar in the graveyard. This prevents him from being removed by pesky exile effects that make him cost more to cast due to the Commander tax. More importantly, due to Multani, Yavimaya's Avatar's potential for huge power, Greater Good allows us to draw large amounts of cards and discard more land cards to make Multani, Yavimaya's Avatar even bigger!
Scapshift: Sacrifice a bunch of lands only to get more lands. This is not only a useful tutor effect, but it will dramatically boost power and toughness for Multani, Yavimaya's Avatar because it feeds the graveyard.
Miren, the Moaning Well: A reusable sacrifice outlet that in the late game gains us huge amounts of life.
Planeswalkers with triggered or activated abilities aside from their loyalty abilities. Auras and equipments for planeswalkers. Lands that interact with planeswalkers.
A WUBRG planeswalker seems likely to be the ultimate superfriends commander.
I don't think conditional removal like Bring to Justice needs to be rare, but should be uncommon instead.
Last year during announcement day, Wizards announced Ixalan, Explorers of Ixalan and (return to) Dominaria.
Here are some things we can expect to see potentially (I tried to keep these predictions pragmatic and relatively conservative):
Banishing Stroke feels so good to play when you miracle with it, but even if you don't it's still decent. It removes so many things, gets around indestructible and graveyard shenanigans plus it's an instant.
Soul Snare is a nice Condemn variant that is an excellent rattlesnake variant and is a solid Sun Titan target.
We all know about Swords to Plowshares, Path To Exile, Go for the Throat, Reality Shift and Beast Within but what are some less used creature spot removal spells that are worth considering playing? What characteristics about those spells makes them underrated?
1. Underrated spot removal spells shouldn't be frequently played (i.e. not spells listed on top list for EDHREC overall or for respective color)
2. Underrated spot removal spells should be viable to the point where they can be used effectively in most games against a significant number of creatures (i.e. not spells like [[Eye Gouge]] or [[Human Frailty]].
3. Underrated spot removal spells don't necessarily have to be competitive or even semi competitive viable but they shouldn't be terrible. At the bare minimum they should have a worthwhile benefit or an efficient mana cost.
To get the ball rolling here are a couple spot removal spells that I've found success with these spells:
Submerge: In a meta that reliably runs forests, which is practically every meta, this spells answers creatures of all sizes including indestructible ones for free. It is a fantastic way to respond to tutors and ramp spells and is difficult for opponents to see coming because we can cast it while tapped out.
Oust: An excellent tempo play that unconditionally temporarily remove creatures of all sizes and indestructible ones for one mana. Sorcery speed but still incredibly efficient.
Radiant Purge: An efficient removal spell that exiles permanently. It answers most commanders along with efficient or problematic creatures including Baleful Strix and Notion Thief. It also has the benefit of removing enchantments and artifacts including the resilient enchantment gods like Athreos, God of Passage.
Is this correct?
-----
There is never an instance where you can cast your commander from the command zone if previously you choose to have it be temporarily exiled by a permanent. Once you make that decision, you can only get your commander back if the permanent that temporarily exiled your commander leaves the battlefield.
Is that correct?
---
I remember reading online somewhere that if your commander is removed by Oblivion Ring, you can have it exiled by Oblivion Ring rather than going to the command zone and then remove Oblivion Ring to have it enter the battlefield again OR you can cast it from the command zone if you pay the commander tax.
Is this true, and if so, WHY is this the case (be specific if possible)? Does this also work with cards the following cards? Why or why not?
Banisher Priest
Banishing Light
Cast Out
Angel of Serenity
Chained to Rocks
Fiend Hunter
Detention Sphere
Brain Maggot (assume a player's commander is in their hand for some reason)
Note: I'm trying to get a better understanding of how this worked because my primary play group for years has always played these effects as the controller of the commander has the choice of sending it back to the command zone or exiled with the permanent, if they choose the latter the commander enters the battlefield once the permanent that is exiled is removed but that owner of the commander doesn't have the option to play their commander from the command zone once they choose to not have the commander go to the command zone after being targeted initially (similar to how if someone uses Oust on your commander, you can choose to have it go second to the top rather than the command zone, but if you do and then your opponent forces you to shuffle your library with something, then your commander is shuffled in your deck whether you like it or not).
Good suggestions, I certainly want to test those out. Unfortunately, mono blue has trouble forcing die triggers (especially on a budget).
---
I made a few changes to the deck:
Out:
Arcanis the Omnipotent: I wanted to change to a different commander because this is a budget deck that uses a lot of unconventional cards and Arcanis is a very powerful mono blue commander. I also was finding that he wasn't really sticking to the board. Because this deck doesn't run a lot of creatures, creature removal is often directed at the commander.
Tempest Djinn: It is a fun card and has solid evasion but it felt like a win more card while testing it. Additionally this deck runs 6 nonbasic
Beguiler of Wills: A little slow and also a little over $1.00. While it's a very powerful card, because this deck runs a small number of creatures (aside from the ones we end up stealing) it is hard to steal big things with it.
In:
Unesh, Criosphinx Sovereign: A fun underused commander that is surprisingly effect. Mini Fact or Fiction on resolution, so even if he's immediately removed, we get value.
Windreader Sphinx: It provides synergy with Unesh, Criosphinx Sovereign and can draw several cards in a game due to how ubiquitous flying creatures are in the format.
Sphinx of Magosi: Another sphinx for Unesh, Criosphinx Sovereign that has built in card advantage along with the ability make itself bigger.
A couple more cards I want to consider making room for:
Monastery Siege: The "Dragons" mode seems good as a way to protect all of our enchantments, along with our mana rocks and commander. By taxing removal effects directed towards our permanents, we can slow down our opponents or even encourage them to use removal spells elsewhere.
High Market: This one is a little above $1.00 (TCG Mid for Commander 2015 version as of now is $1.19). It's really good sacrifice outlet that is difficult to interact with and we can use it to respond to our opponents removing our theft aura effects.
Thassa, God of the Sea: If the deck were to be optimized and taken out of 1DH,Thassa, God of the Sea would be an excellent commander as she is resilient, she provides card filtering and all of the blue enchantments grant devotion.
I'm only looking for recommendations that are $1.00 or less (TCG mid). It's alright if the card is a little over value but definitely not any cards that are worth more than $2.00.
Midrange Control Thraximundar Deck List (1DH)
1x Thraximundar
Creature (9)
1x Archfiend of Depravity
1x Bloodgift Demon
1x Demon of Dark Schemes
1x Frost Titan
1x Goblin Dark-Dwellers
1x Harvester of Souls
1x Molten Primordial
1x Sepulchral Primordial
1x Sire of Stagnation
Instant (22)
1x Abrade
1x Anticipate
1x Counterspell
1x Crosis's Charm
1x Dark Ritual
1x Essence Scatter
1x Fact or Fiction
1x Go for the Throat
1x Impulse
1x Into the Roil
1x Negate
1x Opt
1x Pull from Tomorrow
1x Rakdos Charm
1x Reality Shift
1x Snap
1x Stroke of Genius
1x Sudden Spoiling
1x Terminate
1x Tragic Slip
1x Ultimate Price
1x Vona's Hunger
1x Blatant Thievery
1x By Force
1x Consuming Vapors
1x Cruel Ultimatum
1x Crux of Fate
1x Curse of the Swine
1x Flame Slash
1x Innocent Blood
1x Languish
1x Mizzium Mortars
1x Night's Whisper
1x Painful Truths
1x Pillage
1x Read the Bones
1x Slagstorm
1x Slave of Bolas
Enchantment (5)
1x Control Magic
1x Grave Betrayal
1x Palace Siege
1x Rooftop Storm
1x Seal of Fire
Artifact (10)
1x Coldsteel Heart
1x Dimir Signet
1x Fellwar Stone
1x Izzet Signet
1x Nihil Spellbomb
1x Rakdos Signet
1x Swiftfoot Boots
1x Talisman of Dominance
1x Talisman of Indulgence
1x Wayfarer's Bauble
1x Akoum Refuge
1x Bloodfell Caves
1x Cinder Barrens
1x Command Tower
1x Crumbling Necropolis
1x Dimir Guildgate
1x Dismal Backwater
1x Encroaching Wastes
1x Exotic Orchard
1x Frost Marsh
1x Highland Lake
5x Island
1x Izzet Guildgate
1x Jwar Isle Refuge
5x Mountain
1x Mystifying Maze
1x Opal Palace
1x Rakdos Guildgate
1x Submerged Boneyard
7x Swamp
1x Swiftwater Cliffs
1x Temple of the False God
1x Tresserhorn Sinks
Any feedback is welcome but I am especially interested in hearing about other creature win conditions or alternate win conditions that aren't infinite combos. I am also eager to hear thoughts on my current mana base and ways to improve it within the budget of 1DH.
Note: Please no recommendations for tutors. Also, I don't want to add more counter spells to the list.
This is a mono blue midrange deck that is has a heavy Control Magic theme. The group I'm playing with is saying that no cards allowed if their value is higher than $1.00 based on TCG mid price (including the Commander). We're allowing a bit of wiggle room on price if it's just one or two cards. Additionally because the value of cards fluctuates constantly, it's okay if things are a bit over.
Arcanis the Omnipotent is my commander for now, but I'm willing to change it and I see him as a placeholder, although I want to stay mono blue. Other commanders I'm considering are Padeem, Consul of Innovation and Lu Xun, Scholar General (for card advantage).
I'm also considering Keiga, the Tide Star for the sake of the theme but I'm not sure if it costs too much over the $1.00 limit.
I'm interested in hearing about alternate win conditions aside from the theft cards. I'm also interested in solid theft cards I am currently not running or cards that have synergy with them. I am also open to hearing about general hidden gems that are 1DH legal and would work well with my deck.
Meta Power Level: This is a fairly casual meta. I know it's 1DH, but I still feel it's worth mentioning because I'm usually a little more casual than the a lot of the posts I see here.
I don't want to increase the number of counter spells (I currently am running ~7). I also don't want to run tutors or infinite combos. Otherwise, any feedback or recommendations is greatly appreciated.
1x Arcanis the Omnipotent
Instant (24)
1x AEtherspouts
1x Anticipate
1x Boomerang
1x Counterspell
1x Desertion
1x Disdainful Stroke
1x Dominate
1x Essence Scatter
1x Exclude
1x Fact or Fiction
1x Gather Specimens
1x Impulse
1x Into the Roil
1x Negate
1x Opt
1x Pull from Tomorrow
1x Rapid Hybridization
1x Reality Shift
1x Snap
1x Steel Sabotage
1x Stroke of Genius
1x Telling Time
1x Unsummon
1x Vapor Snag
1x Annex
1x Confiscate
1x Control Magic
1x Corrupted Conscience
1x Future Sight
1x Imprisoned in the Moon
1x In Bolas's Clutches
1x Mind Control
1x Persuasion
1x Seal of Removal
1x Steal Artifact
1x Steal Enchantment
1x Volition Reins
Creature (7)
1x Beguiler of Wills
1x Frost Titan
1x Keiga, the Tide Star
1x Master Thief
1x Roil Elemental
1x Sphinx of Uthuun
1x Tempest Djinn
Sorcery (6)
1x Baral's Expertise
1x Blatant Thievery
1x Curse of the Swine
1x Entrancing Melody
1x Kefnet's Last Word
1x Void Snare
1x Coldsteel Heart
1x Everflowing Chalice
1x Hedron Archive
1x Mind Stone
1x Prismatic Lens
1x Sky Diamond
1x Star Compass
1x Swiftfoot Boots
1x Unstable Obelisk
1x Wayfarer's Bauble
1x Worn Powerstone
Land (38)
1x Blighted Cataract
1x Desert of the Mindful
1x Encroaching Wastes
32x Island
1x Lonely Sandbar
1x Mystifying Maze
1x Temple of the False God
Are we here though? According to EDHREC, Yargle, Glutton of Urborg, Grunn, the Lonely King and Tatyova, Benthic Druid have more decks than Multani, Yavimaya's Avatar.
Multani, Yavimaya's Avatar was in the original Dominaria leak, and there was very little talk about in as a Commander in the subsequent threads. I also recall many people saying the card doesn't really deserve to be a mythic, severely underestimating the significance of trample, reach, high power/toughness and recursion in one card.
---
Harrow and Constant Mists are excellent recommendations.
Exploration, Burgeoning, Azusa, Lost but Seeking, Oracle of Mul Daya and other cards that let us play multiple lands a turn are great to ensure we don't get behind on lands when we use Multani, Yavimaya's Avatar's activated ability from the graveyard. Budget options here include Wayward Swordtooth, Skyshroud Ranger, Journey of Discovery and Sakura-Tribe Scout.
Crucible of Worlds and Ramunap Excavator: These cards have fantastic synergy with all of the fetch lands, along with other lands we can sacrifice for value (i.e. Wasteland, Ghost Quarter) and work especially well with spells that let us play extra lands during our turn.
Boundless Realm and Traverse the Outlands: Huge ramp spells to help make Multani, Yavimaya's Avatar even bigger.
Spawning Pit, Ashnod's Alter, High Market: Free sacrifice outlets that we can use to prevent Multani, Yavimaya's Avatar from being exiled or targeted with Lignify effects.
Garruk, Primal Hunter, Rishkar's Expertise, Soul's Majesty, Life's Legacy, Momentous Fall: Draw absurd amounts of cards based on Multani, Yavimaya's Avatar's enormous power. If we don't have a Reliquary Tower effect in play, when we discard down to 7 cards, we can pitch more land cards to our graveyard to only make Multani, Yavimaya's Avatar bigger the next time we cast him.
What cards and strategies work well with Multani, Yavimaya's Avatar? Here are just a few ideas to get the ball rolling:
All of the forest fetch lands (i.e. Misty Rainforest, Verdant Catacombs, Windswept Heath, Wooded Foothills) and even Evolving Wilds and Myriad Landscape to help boost Multani, Yavimaya's Avatar's power and toughness.
Scapshift: Sacrifice a bunch of lands only to get more lands. This is not only a useful tutor effect, but it will dramatically boost power and toughness for Multani, Yavimaya's Avatar because it feeds the graveyard.
Miren, the Moaning Well: A reusable sacrifice outlet that in the late game gains us huge amounts of life.
Lightning Greaves, Swiftfoot Boots and Akroma's Memorial not only protect [[Multani, Yavimaya's Avatar]] from removal but they grant haste making him incredibly deadly.