The point of this deck is to mill and then swing for large amounts of damage with Jace's Phantasm, Wight of Precinct Six, and Mortivore. Wall of Frost is there to help prolong the game until I mill enough cards. Sudden Spoiling stops Geist of Saint Traft, Elves, Affinity, Urzatron, and many other deck types. Doom Blade serves as this deck's removal. In the sideboard, Lightning Greaves and Witchbane Orb protect against Burn, Scapeshift Valakut, and many other things. Grafdigger's Cage protects against dredge and reanimation. Kozilek helps protect against mill.
High Priestess Kishar 5GG
Legendary Creature-Elf Cleric Mythic Rare
At the beginning of your upkeep, you may put X 1/1 green and white cleric creature tokens onto the battlefield, where X is the number of cards in your opponents' graveyards.
3/3
I just discovered Sudden Spoiling, but I have a few questions.
1. If I use it on Geist of Saint Traft and one of his angel tokens is in play, would the angel token stay after combat?
2. Can I use Sudden Spoiling to keep Emrakul or Progenitus in the graveyard
3. Does it stop "when this creature leaves the battlefield" abilities?
I think that you should change the title for the set. None of the previous sets that take place on Dominara actually had Dominara in their names so why not go with something that sounds cooler?
I don't think Threshold belongs on the dishonorable list. Yes, discarding/sacrificing permanents to pad your graveyard isn't something casual players like to do--but that's why cards with threshold aren't played in casual circles. It's one of the more powerful mechanics that has seen significant play in both Pro-Tour and World Championship decks.
I know that it's powerful, but if I am going to be putting cards in my graveyard, its going to be for reanimation. I's like it if it was based on the number of cards in your opponents' graveyards. That way, you wouldn't have to discard and sacrifice cards to fuel a keyword and would be able to use removal and discard without being worried about it boosting your opponents' stuff.
Prototype Incubator+Righteousness
Bloodline Project 5WUBRG
Enchantment (MR)
WUBRG, Sacrifice Bloodline Project. Put 5 1/1 hero creature tokens with haste, indestructible, protection from black, trample, double strike, and "When this creature blocks it gets +7/+7 until end of turn" that are all colors onto the battlefield.
5. Evoke-Evoke cards are essentially split cards, but more abusable with stuff like Sedris, the Traitor King, Grave Pact, and Living Death. What's not to like?
4. Imprint-It can do anything. Soul Foundry, Prototype Portal, Strata Scythe, and Chrome Mox are all fun, and the mechanic is both versatile and powerful.
3. Landfall-It makes dropping lands exciting, even late in the game when it normally wouldn't matter.
2: Proliferate-It accelerates planeswalkers, adds +1/+1 and -1/-1 counters, helps your artifacts and lands charge up, and poisons your opponent. Anything that can do that is awesome.
1: Multikicker-It makes small things relevant late in the game, can do almost anything, and adding more mana to a spell to make it more powerful makes sense.
5. Threshold-The problem with this one is not that it is bad or complicated, but that it makes you want to discard cards and sacrifice permanents. That is not something that most players want to do.
4. Infect-Infect is a horribly linear mechanic. It also doesn't have good flavor. You die from poison before you die from damage, and blighsteel colossus somehow kills you with poison instead of by using its enormous strength and huge size.
3. Ripple-Ripple forces you to play with a certain subset of cards, most of which are bad, in order to get an effect. Because the ripple value is 4 on each card printed with ripple, you probably will never actual use the ripple effect, leaving you with an overcosted card.
2. Rampage-Why in the world would you block something with rampage but without trample with more than one creature! It makes no sense!
1. Epic-Not being able to cast spells is a drawback unworthy of the effect. The only good thing about this mechanics is that it was only printed on 5 cards with horribly high mana costs that you can almost never cast.
Karn's is the most game-changing. I mean, he restarts the game! Nothing is as game-changing as that! But Elspeth, Knight Errant's is the most game-winning. Indestructibility is awesome.
I've never made a Commander deck before, so I have a question. How many card drawing spells and tutors should be in an average blue/white deck and how many counterspells?
4 Wight of Precinct Six
4 Hedron Crab
2 Mortivore
4 Wall of Frost
4 Archive Trap
4 Doom Blade
2 Sudden Spoiling
4 Breaking // Entering
4 Mind Sculpt
4 Darkslick Shores
4 River of Tears
4 Ghost Quarter
1 Oboro, Palace in the Clouds
5 Island
6 Swamp
4 Lightning Greaves
4 Grafdigger's Cage
4 Witchbane Orb
2 Sudden Spoiling
1 Kozilek, Butcher of Truth
The point of this deck is to mill and then swing for large amounts of damage with Jace's Phantasm, Wight of Precinct Six, and Mortivore. Wall of Frost is there to help prolong the game until I mill enough cards. Sudden Spoiling stops Geist of Saint Traft, Elves, Affinity, Urzatron, and many other deck types. Doom Blade serves as this deck's removal. In the sideboard, Lightning Greaves and Witchbane Orb protect against Burn, Scapeshift Valakut, and many other things. Grafdigger's Cage protects against dredge and reanimation. Kozilek helps protect against mill.
Legendary Creature-Elf Cleric Mythic Rare
At the beginning of your upkeep, you may put X 1/1 green and white cleric creature tokens onto the battlefield, where X is the number of cards in your opponents' graveyards.
3/3
Next: A legendary storm crow
1. If I use it on Geist of Saint Traft and one of his angel tokens is in play, would the angel token stay after combat?
2. Can I use Sudden Spoiling to keep Emrakul or Progenitus in the graveyard
3. Does it stop "when this creature leaves the battlefield" abilities?
Please use card tags in future posts.
Kahedron
I know that it's powerful, but if I am going to be putting cards in my graveyard, its going to be for reanimation. I's like it if it was based on the number of cards in your opponents' graveyards. That way, you wouldn't have to discard and sacrifice cards to fuel a keyword and would be able to use removal and discard without being worried about it boosting your opponents' stuff.
Really, protection from red? That seems just ridiculous.
Bloodline Project 5WUBRG
Enchantment (MR)
WUBRG, Sacrifice Bloodline Project. Put 5 1/1 hero creature tokens with haste, indestructible, protection from black, trample, double strike, and "When this creature blocks it gets +7/+7 until end of turn" that are all colors onto the battlefield.
My Favorites are:
Honorable Mentions-Equip, Double Strike, Suspend, Splice, Deathtouch, Indestructible
5. Evoke-Evoke cards are essentially split cards, but more abusable with stuff like Sedris, the Traitor King, Grave Pact, and Living Death. What's not to like?
4. Imprint-It can do anything. Soul Foundry, Prototype Portal, Strata Scythe, and Chrome Mox are all fun, and the mechanic is both versatile and powerful.
3. Landfall-It makes dropping lands exciting, even late in the game when it normally wouldn't matter.
2: Proliferate-It accelerates planeswalkers, adds +1/+1 and -1/-1 counters, helps your artifacts and lands charge up, and poisons your opponent. Anything that can do that is awesome.
1: Multikicker-It makes small things relevant late in the game, can do almost anything, and adding more mana to a spell to make it more powerful makes sense.
Least Favorite:
Dishonorable Mentions-Hellbent, Haunt, Madness, Splice onto Arcane, Phyrexian Mana, Recover, Miracle
5. Threshold-The problem with this one is not that it is bad or complicated, but that it makes you want to discard cards and sacrifice permanents. That is not something that most players want to do.
4. Infect-Infect is a horribly linear mechanic. It also doesn't have good flavor. You die from poison before you die from damage, and blighsteel colossus somehow kills you with poison instead of by using its enormous strength and huge size.
3. Ripple-Ripple forces you to play with a certain subset of cards, most of which are bad, in order to get an effect. Because the ripple value is 4 on each card printed with ripple, you probably will never actual use the ripple effect, leaving you with an overcosted card.
2. Rampage-Why in the world would you block something with rampage but without trample with more than one creature! It makes no sense!
1. Epic-Not being able to cast spells is a drawback unworthy of the effect. The only good thing about this mechanics is that it was only printed on 5 cards with horribly high mana costs that you can almost never cast.
Thoughts?
Legendary Creature-Wall Rare
Walls that you control lose defender and get first strike, trample, and +5/+0.
0/5
As you might guess, I saw a wall.
Next:A squirrel that's an ooze lord named Mark Rosewater