r/CompetitiveEDH’s Philosophy Against Format Splits

Recently, in this subreddit and in other outlets, there’s been talk of a breaking away from the Rules Committee. r/CompetitiveEDH is, despite the long discussions in light of the recent bans, not going to endorse the discussed separate rulesets nor banlists.

As to why, it is time for a reminder:

The community here has, from the beginning, existed as a safe haven for people looking to explore the Commander format, as-is, to its extremes. Consequently, it also exists to explore what Commander can offer to ones with a mindset of (within the rules of the game) aiming to achieve victory as a primary objective.

The social contract of cEDH players is predicated first and foremost on the above: the mutual fun of the pod is emergent from the thrill of chasing that objective in both tight technical gameplay and ingenuity in deck construction. Secondly, it is built on upholding and adhering to the first and foremost of our rules: being excellent to each other. This community still exists today as the balance and harmony between these two philosophies.

We are not looking to create new formats or banlists. We are Commander players at heart, and what we’ve been aiming to achieve is not different than the many others that play at other power levels. We’re seeking to express ourselves through deckbuilding (with rigor and power as the driving entities rather than other goals) and create compelling, social gameplay that embodies how we enjoy Magic. The mindset and purpose of the current community was created with these gameplay- and socially-oriented goals in mind. The vastness of the card pool coupled with the dynamisms of multiplayer create an unexplored space in which the more curious deckbuilders, brewers and fine-tuners can (and eventually always will) explore. Commander in all its power levels provides players with nearly infinite possibilities in deckbuilding and self-expression; the possibilities for cEDH, while more finite, are vast and still have space for exploration. Even now. Especially now.

Remember, if the format was solved, none of us would be here asking questions, giving or taking criticism, writing posts or primers, and creating content pretty much every day with this very format in mind. We love Commander for what it is, and we will continue to keep playing the format that we set out to.

For every Magic format, be it a casual or a competitive one, there is the Timmy, there is the Johnny, and there is the Spike. And even if a new format were to split into a separate banlist, this community is and will be that Spike that plays Commander.

-The Competitive EDH Mod Team

submitted by /u/Lerker- to r/CompetitiveEDH
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Finally got my foil WAR sheet framed

submitted by /u/Deucebot to r/magicTCG [link] [comments]


[Article] Modern Goblins Part Two: What Drives the Pile

My second article is now live. A deep dive into Modern Goblins, magic theory, and what the future of competitive Goblins could look like in the world of Goblin Ringleader. If you enjoyed it, drop a comment and share it around. Thanks! https://mtgtheor…


[Article] Modern Goblins Part Two: What Drives the Pile

This is my second entry into magic theory and how it applies to Modern Goblins! If you enjoyed it, leave a comment and share it around. Thanks! https://mtgtheories.home.blog/2019/06/28/modern-goblins-part-two-what-drives-the-pile/ submitted by …


Super glad to hear this great format finally get the attention it deserves!

submitted by /u/DragoonHeart to r/Pauper [link] [comments]


Shaper’s MH Updates

I hope you enjoyed Modern Horizons; we got some excellent upgrades.

Here are some of my general notes and my updates to my paper decks.


Force of Negation: Very nice. Not for every deck, but it’s awesome that we’re getting flexible options we can tailor builds with.

Canopy Lands & Talismans: These are just fantastic. I think there should be a little reservation about the life payment on the Canopies in a heavily life-oriented deck.

Mox Tantalite: Just not good enough. Terrible topdeck. Compares unfavorably to Search for Tomorrow (which already sees no play).

Yawgmoth: Probably not strong enough as a commander to sit with the big dogs. NASTY in Hapatra’s 99.

Plague Engineer: Very narrow. As a stretch, it could name Elf or Human in an extremely inbred meta.

Yuriko: Yuriko got some NICE buffs that give her a lot of extra reach. Changeling Outcast, Faerie Seer, Ingenious Infiltrator, Mist-Syndicate Naga, Fallen Shinobi

Echo of Eons: There’s a lot of hype about this card, but I feel strongly that this card isn’t good enough for full power cEDH, and it’s not an optimal budget substitution. Wheels either need to be played early (you can’t), have mana left over (you won’t), or be played into a payoff (too big of a mana barrier). If your plan A is attempting to Entomb it or loot it away, that’s too clunky of a plan. There are much better cards to do Timetwister-style loops with such as Memory’s Journey or Time Spiral + Narset’s Reversal.

Spice without an obvious home: Hogaak (in the 98/99), Cabal Therapist, Rain of Revelation, Archmage’s Charm

Red & White Forces: Come on. ๐Ÿ™


Food Chain Sliver

Pretty massive upgrade to the deck. Added a land, as games are going a little later. I don’t think we want Canopy lands here, as with all the life we pay it’s going to be a net loss to cards seen to pay life each turn. I’ll test them and add them to the stock online list if they stay. I’m keeping Vexing Shusher from the Niv build — it’s a house.

  • Add: The First Sliver, LabJace, Timetwister (budget: Goblin Bombardment), Riftsweeper, Extract, Morphic Pool
  • Cut: Niv-Mizzet Reborn, Sparkcaster, Hydroid Krasis, Circu, Fire Covenant, Sterling Grove
  • Considered: Force of Negation, Nurturing Peatland, Waterlogged Grove


Collector Ouphe is a fantastic addition. Force of Vigor also has a lot of potential. Ravenous Slime really wasn’t pulling its weight, and I’d been eyeing Azusa for cuts for a while.

  • Add: Collector Ouphe, Force of Vigor, Prismatic Vista
  • Cut: Ravenous Slime, Azusa, Snow-Covered Forest
  • Considered: Savage Swipe

Paradox Scepter Thrasios

Consultation Edition

Talisman is a little stronger in the early game than Signet, and Signet is better on Engine lines; both are nearly equivalent in power. Canopy lands are good here, we ramp a lot (meaning we can avoid tapping it in a lot of scenarios) and don’t mind going late (so turning our lands into gas later is decent). Thrasios mirrors especially tend to be fairly standoffish and go late — we’d rather have advantage from Rhystic Study than watch our Spell Pierce scale off.

  • Add: Talisman of Curiosity, Nurturing Peatland, Waterlogged Grove, Rhystic Study
  • Cut: Simic Signet, Gemstone Mine, Yavimaya Coast, Spell Pierce
  • Considered: Force of Negation, Tribute Mage

Opus Thief

Turns out LabJace is the truth. Narset’s Reversal is a little reactive for what we’re trying to accomplish here. Talisman is an upgrade to Signet.

  • Add: Talisman of Creativity, Fiery Islet, LabJace
  • Cut: Azorius Signet, Urborg, Narset’s Reversal
  • Considered: Force of Negation


  • Add: Nurturing Peatland
  • Cut: Scrubland
  • Considered: Force of Vigor


Cutting RG lands for UR and UG Canopies!

  • Add: Waterlogged Grove, Fiery Islet
  • Cut: Grove of the Burnwillows, Spire Garden
  • Considered: Pondering Mage (jk never lucky)


Newly added to my roster! ๐Ÿ™‚

Playing Time Spiral over Sleight of Hand and doing my darndest to figure out how to cut Voltaic Key.

  • Add: Force of Negation, Prismatic Vista
  • Considered: Mirrodin Beseiged, Tribute Mage

Jace, Vryn’s Prodigy

My JVP list is morphing into Urza for the time being. I can only be without High Tide for so long, so we’ll see shortly.

  • Add: Force of Negation, Prismatic Vista
  • Cut: Serum Visions, Snow-Covered Island
  • Considered: Echo of Eons (we actually can loot it here! I still ultimately think it’s too clunky)


Much love!

– Shaper

submitted by /u/ShaperSavant to r/CompetitiveEDH
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London Mulligan to be introduced with Core Set 2020

https://magic.wizards.com/en/articles/archive/news/london-mulligan-2019-06-03 praise Karn, our lord and savior. What does this mean for the format? I would say that it is a nerf to UR Phoenix. It definitely benifits dredge and tron. What do you think? …


[MH1] Echo of Eons

Echo of Eons 4UU Sorcery Each player shuffles their hand and graveyard into their library, then draws seven cards. Flashback 2U submitted by /u/MortalWombat5 to r/CompetitiveEDH [link] [comments]


A Time-Twister you can cast off Lion’s Eye Diamond

submitted by /u/AttemptedRationalism to r/MTGLegacy [link] [comments]


[MH1] Shenanigans

submitted by /u/UntapSymbol to r/Pauper [link] [comments]


Niv-Mizzet Reborn | EDH Budget Deck Tech $25 | Guilds | Magic the Gathering | The Commander’s Quarters

Niv-Mizzet Reborn | EDH Budget Deck Tech $25 | Guilds | Magic the Gathering | The Commander’s Quarters


On this deck tech we brew with Niv-Mizzet Reborn as our commander. Gain a ton of value from abusing your commanders trigger, and then demolish your opponents by casting a ton of impactful multicolored spells!

What do you think of this version of Niv as a five color commander? Does he have a place outside of cEDH?

submitted by /u/myersmc16 to r/EDH
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cEDH Feather Primer

Feather is a predatory midrange deck that seeks to accrue advantage throughout highly-interactive cEDH games by sidestepping the need to interact with faster combo decks.

Thanks to Feather’s ability to accrue advantage with cards like Shelter and Defiant Strike, Boros finally has a chance to sit at the big kids table and play some real Magic.



General Strategy

Making Friends

As a predatory midrange deck, our goal is slow the speed of the game while simultaneously allowing our highly interactive “friends” to still be able to play the game and preventing anyone from getting too far ahead. You will need to be political with the interaction you do have. Keep in mind how each spell you cast puts one player ahead or another behind. The goal is to keep each player at the table as far away from winning as possible.

In each pod I like to determine who my “friends” are and who my opponents are during nearly every turn of the game. Each strategy will help you and hurt you to some degree throughout the game.

A Godo, Bandit Warlord deck dropping an early Blood Moon might not effect you personally, but it could mean that your opponents aren’t able to stop Godo from winning. Later in the game, that same stax piece will likely keep those same opponents locked out of the game when you go for the win.

Throughout a game you are trying to walk a tightrope of allowing the interactive decks to stop any of the players closer to winning, while also playing hate pieces that make sure that they can’t win the game immediately after stopping your common foes from winning the game. Make sure that the game is moving in a direction that you are able to interact with. Boros has quite a few ways to deal with a Najeela or a Yisan, but when it comes to countering an Ad Nauseam… not so much.

Protecting the Eagle

Luckily for Feather, not many players immediately see the problem with a Boros commander on the battlefield, and even luckier for us, there is a lot of board wipes and removal that Feather dodges completely or has an answer to. Shelter, Apostle’s Blessing, and Gods Willing are all aggressively costed and protect our commander from a large number of threats to creatures that you will be running into in most metas.

Once you reveal a spell like Shelter or Gods Willing, you may be tempted to cast these spells for an additional Scry or draw in the mid game, but that would often be a mistake. Shelter is one of the best cards in your deck and you wouldn’t want to lose it to a removal spell and get 2 for 1’d when that spell you cast could easily 3 for 1 an opponent later in the game.

Winning the Game

Paradox Engine lines:

  • Isochron Scepter + cantrip (draws our deck)
  • Sunforger + Mana Rocks + Aetherflux Reservoir
  • cantrips + protection spells + Aetherflux Reservoir

The other way to win is using Dualcaster Mage with Twinflame or Heat Shimmer.

These are pretty self explanatory.

Don’t be afraid of using Dualcaster Mage as a Fork, the Paradox Engine lines are numerous enough that they can usually make up for the loss of that combo.

Goofy Feather Lines

There are certainly some goofy feather lines out there so I thought that I would mention them somewhere in this primer.

  • You can cast cantrips during your end step so that you don’t have to exile them to hand size.
  • You can cast cantrips when a wheel is on the stack to tuck them away until the next end step.
  • You can give Feather protection from Red and then cast a massive Rolling Earthquake
  • Magnetic Theft will make it so you can cast a spell off of Sunforger for WRR each turn.
  • You can tutor for Pyroblast off of Sunforger and target your feather with it. It will go back to your hand and not hurt Feather.
  • Carom kills mana dorks, its super useful when you’re blocking with Feather.
  • When you’ve drawn your whole deck, you can use Chaos Warp to reset an Isochron Scepter which is cute.

And I am sure I will be adding more as I play the deck.

What to Avoid

Null Rod Stony Silence – These cards may be powerful but in Boros fast mana is an absolute requirement and must not be skipped.

Balduvian Rage – People never seem to see “Target attacking creature.” The whole point of the deck is to target your own creatures, and honestly, you don’t really plan on attacking with feather every turn. She’s a great blocker. Also, the card is really more of a sorcery than a instant if that helps your evaluation.

Collective Defiance – This card looks so cute, and trust me, its way too cute. You’re never really wanting to do any of these things for 3 mana, and you’re especially not doing it for 4. Check out Heartwarming Redemption, at least that can get hit off of Sunforger.

Young Pyromancer Monastery Mentor – These just don’t do enough for their mana. They really don’t fall in line with the game plan that well either. Super cute with Path to Exile though.

Rule of Law Eidolon of Rhetoric – I am concerned that if you play a cantrip you’re 100% open to removal until the end of turn. That is concern is large enough that I won’t play these cards for the time being.

To Be Determined

These cards have not been tested, but they seem like good fits.

Dreadhorde Arcanist – If the card you cast targets a creature you control it goes back to your hand with Feather. Which is nuts.

Heartwarming Redemption – Really good with Sunforger, but otherwise I am not sure.

Reckless Rage – Seems great, need to find a slot.


ScottyKnowsMTG Stream. 2-1 record for the night


Special Thanks

I hang out with these folks on Discord all the time. I wouldn’t have wasted my time on this primer or on Feather if it wasn’t for their support.

The Spike Feeders – https://www.youtube.com/channel/UCGh7-4mDFssqhu_UpOwRzIA

ScottyKnowsBest – http://scottykno.ws

ShaperSavant – http://tappedout.net/users/ShaperSavant/

Pongo/TT3 – @TeamTurnThree

submitted by /u/bmbowdish to r/CompetitiveEDH
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Mythic Edition for WAR sold out in 6 minutes

That was totally unexpected outcome, right? /s submitted by /u/bboomslang to r/magicTCG [link] [comments]


It’s Time to Sanction Pauper | Article by Kendra Smith

submitted by /u/TheMaverickGirl to r/Pauper [link] [comments]


Neheb, Dreadhorde Champion – Primer & Strategy

Hi Brewers,

Were you considering brewing for [[Neheb, Dreadhorde Champion]]? I certainly was not… Not at first. It wasn’t until after I thoroughly read over his effect and studied up on “Infinite Combat” did I realize that Neheb truly is worthy.

Neheb, Dreadhorde Champion – The Worthiest

The strategy is simply: Attack, Rinse & Repeat. However, how best can we accomplish this? With this Primer, I figured out how. We run all the wheels, all the (best) extra combats and turns as well as a series of cards that will let us recur those effects to continue what I call “the assault.” We can and will damage out the board, but not without knowing what to look for. If you’ve been considering Neheb, Dreadhorde Champion let me know what you think about the list after a few hands! I can confidently say, [[Godo, Bandit Warlord]] has company now. Be on the lookout for video based primers over on The 99 very soon discussing this deck. To include: the core strategy, inclusions & exclusions as well as gameplay!

-Patrick Marlett, The 99

submitted by /u/TheKitchenTableFink to r/CompetitiveEDH
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Arixmethes – Kingdom of the Kraken (Hand Painted Alter)

submitted by /u/ScourgeEffect to r/magicTCG [link] [comments]


[Primer] Food Chain Niv

I hope you all are even a fraction as excited as I am. Niv is one of my absolute favorite characters in the lore, and I’m thrilled to get to play him at the helm of my favorite deck.

I’ve reworked the Food Chain Tazri primer for the new Niv.

I’ve also made a $700 budget build (as of 4/12/19).

Decklist & Primer

Budget Decklist

and the wonderful Niv-Mizzet Discord

Recent list changes

Extract -> Sterling Grove: Since adding Entomb for Squee (an instant speed version of Extract), I’ve felt that I may have too many tutors for the cast-from-exiles (CFEs). Sterling Grove is a (great) hit off Niv, tutors Food Chain, protects FC (from Decay!) if it’s redundant, and can pivot to Necropotence or Remora.

Timetwister -> Vexing Shusher: Timetwister is very low synergy in the deck and is worse with more people abusing Smothering Tithe and wheel-steal in general. Happy to have Vexing Shusher in this high-interaction meta.

Swords to Plowshares -> Dovin’s Veto: New Veto is amazing, and Swords is currently the weakest piece of interaction in the list. Since Trophy’s printing, I’ve been preferring the more flexible removal options over dedicated creature removal.

Other multicolor considerations: Manamorphose, Wear//Tear, Treasured Find


Hydroid Krasis: The highest utility outlet, but not a hard outlet. Extra draw, even if overcosted, is welcome on a combo piece. When comboing, cast this first to draw your deck on a cast trigger, and Silence/counter to protect subsequent hard outlet execution.

Circu, Dimir Lobotomist: A hard outlet. Its value case is fairly memey, but he’s relevantly a 2/3 and exile-mill is a more solid win condition than graveyard-mill by Hallimar Excavator.

Sparkcaster: PEW PEW PEW. Not much more to say about infinite burn as a hard outlet stapled to a 5/3.

Sawtooth Loon: A soft outlet that sees more cards. A great budget alternative to Hydroid Krasis. To win with LabMan, use Niv to pull out your multicolor cards, Loon to cycle them back into the deck and redraw them with Niv. Cycling this draws and empties the library.

Jhoira, Weatherlight Captain: Another soft outlet, probably worse than Hydroid Krasis. Good value interaction with Squee.

Balefire Liege: The next best hard outlet. Fairly clunky.

Comparison to Tazri

No verdict on superiority. Tazri and the allies are forwardly more castable than Niv and his outlets, which on the very surface is the more powerful thing for a fast, aggressive deck that needs very minimal mana. The most important interaction being playing out the 2 mana allies for later Food Chain mana; secondarily, Tazri tutors allies to improve Consultation odds and is a solid aggro-soak as a 3/4.

It’s unclear if the extra utility of Niv and his pieces outweighs the specific castability upside Tazri and the allies have, but as new multicolor cards get printed, Niv has the potential to get progressively stronger.

Happy spoiler season!


submitted by /u/ShaperSavant to r/CompetitiveEDH
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The 99 | Letโ€™s Play Jhoira, Weatherlight Captain | Strategy & Combos

Hey Brewers, You interested in red heads? Maybe thatโ€™s too broad… How bout high-flying, card drawing red-headed Captains? Well then, do we have a Commander for you. The 99 | Part One | Jhoira, Weatherlight Captain – Strategy & Combos Join Ernesto…


[The Spike Feeders] Better Know a Combo – Kiki-Jiki Combos (NEW SERIES)


Today isn’t only our season 3 premiere. We are also debuting a new series

Better Know a Combo

In this series, we look to explain combos that you might encounter in the wild. For each combo we explore in this series, we’re going to be explaining:

1) What does the combo look and sound like when someone executes it?

2) What are the steps and actions that have to be executed to complete the combo?

3) How can you react to the combo at each point where you receive priority?

4) How can you prevent the combo from happening in the first place?

Kiki-Jiki Combos

What’s your favourite commander or archetype to run Kiki comobos in? Do you have any super secret tech that makes the combo more resilient to the types of interaction and prevention we reviewed in the video?

We’d love your feedback!

This is still a pretty new concept for us, because we don’t usually release non-gameplay content. Do you have any recommendations that would make this video more accessible or more useful to the people who might want to watch it?

Who’s next?

Do you have any combos you’d like to see explained? Hit us up in the comments below.


Patreon: https://www.patreon.com/TheSpikeFeeders

Facebook: https://www.facebook.com/thespikefeeders

Twitter: https://twitter.com/thespikefeeders

Instagram: https://www.instagram.com/thespikefeeders

Discord: https://discord.gg/wzbZEzq

submitted by /u/chefsati to r/EDH
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[WAR] Fblthp, the Lost

Fblthp, The Lost 1U

Legendary Creature — Homunculus

When Fblthp, the Lost enters the battlefield, draw a card. If it entered from your library or was cast from your library, draw two cards instead.

When Fblthp becomes the target of a spell, shuffle Fblthp into its owner’s library.

submitted by /u/AcademyRuins to r/ModernMagic
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[WAR] Fblthp, The Lost

submitted by /u/MysticLeviathan to r/magicTCG [link] [comments]


Mr Toad’s Wild Ride – Deck Tech and Gameplay

submitted by /u/PleasantKenobi to r/MTGLegacy [link] [comments]


Anything Jacob can do I can do cheaper

There was a request for Jacob’s “Anything you can do I can do better” deck from the most recent game knights episode but made budget. So I took a crack at it.

Commanders: [[Ludevic, Necro-Alchemist]] and [[Ikra Shidiqi, the Usurper]]

Goal: As is the goal of Jacob’s deck we want to play our opponents biggest threats, but make them slightly better with our pump effects. Here is a link to Jacob’s episode

Comments: This deck was only possible thanks to /u/Karnblack and his post. I took major inspiration from this list, and adjusted the landbase, added a few different clone effects, and adjusted the ramp. Hopefully everyone likes the deck, and be sure to leave a comment telling me what you like or would change.


submitted by /u/Toglerog to r/BudgetBrews
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Krenko, Mob Boss | EDH Budget Deck Tech $25 | Tribal | The Commander’s Quarters

submitted by /u/myersmc16 to r/Magicdeckbuilding [link] [comments]


Sacred Hulk or: How to Have Your Meat and Eggs and Eat Them Too

Hi everyone, Pongo here. Today, I want to talk a bit about some new Protean Hulk technology.

First, let’s review the state of Flash Hulk decks in mid-2018. This isn’t meant to be exhaustive and will necessarily leave quite a few things out for the sake of brevity.

At this time, the majority of Hulk decks either relied on the ‘Breakfast combo’ (a combination of Nomads en-Kor and Cephalid Illusionist allowing you to dump your entire library into the graveyard to assemble another, typically sorcery speed, combo) or else one of a few different Blood Artist combos (a combination of Blood Artist with other creatures permitting their controller to loop sacrificing recursive creatures an arbitrary amount of times). The most well-known decks that used these strategies at the time are Breakfast Hulk proper (which uses its namesake combo and additionally gets Grand Abolisher to protect itself from nearly all forms of interaction), as well as a few different decks (e.g. Hulkweaver, Definitely Not Varolz, etc.) that, broadly speaking, rely on either Karmic Guide or Persist combos with Blood Artist to win.

Both strategies are still widespread in the cEDH meta, are extremely powerful, and serve as something of a reference point for all other Hulk combos. However, neither is without its flaws. Breakfast Hulk’s sorcery speed limitation means that you can’t always take advantage of openings provided by other players fighting each other on the stack over another game-winning threat. Blood Artist lines, by contrast, allow you to win while other spells remain on the stack and on other players’ turns but typically require a second Hulk death trigger which provides opponents a window to disrupt your combo.

Alright, now let’s flashforward (flashback? flash…hulk!? :why:) to about 5 months ago. It was around this time that u/SleepyJackdaw inadvertently brought about one of the most important recent innovations to Flash Hulk technology. By bringing everybody’s attention to the existence of a combined “Breakfast + Blood Artist” loop that provides instant speed wins in a single Protean Hulk death trigger, interest in brewing decks with Flash Hulk was suddenly renewed. Thus, the “Shuffle” pile was born. By combining the ability to take advantage of openings at instant speed, along with the inherent protection of needing only a single Hulk trigger (and an additional layer of protection in Memory’s Journey as the cherry on top) it was said that “The Holy Grail of Hulk piles” was finally discovered. Around this time, myself and many others started brewing a few different decks incorporating this pile.

Here’s where things get interesting: whereas brewers such as u/SirOzzsome and u/synchrobot started exploring the space for Shuffle decks with extra combo pieces enabling efficient Hulk piles to beat any single stax piece or card stuck in hand, u/ShaperSavant and myself—put off by bad experiences drawing into combo pieces and lots of graveyard hate—started exploring decks that aim to maximize card quality by incorporating the smallest amount of combo pieces. This approach incorporated a slot-efficient, synergistic backup line capable of beating even the most oppressive board states and unfortunate draws using Spellseeker and Laboratory Maniac in conjunction with Tainted Pact at the cost of some mana efficiency. Additionally, the extra A+B combo of Lab Man + Tainted Pact combined with the super low cmc of the deck (and no eldrazi titan) meant that the deck could play Ad Nauseam to great effect.

It’s in the spirit of this brew that I then started experimenting with even more extreme approaches to improve the card quality of Flash Hulk while simultaneously enhancing the deck’s ability to play Ad Naus and value Tainted Pact. The obvious step to do this was to try cutting pieces that are mostly dead outside of the combo but are also crucial to not have exiled. This ultimately led to a brew I affectionately dubbed “JUMPMAN” that aimed to get around the fact that it’s impossible to fit a draw effect into a Hulk pile with Lab Man and the Breakfast combo. By milling into Radical Idea and casting it from the graveyard, it was possible to reduce the amount of totally dead combo pieces in the deck to just Lab Man and the Breakfast combo (since Radical Idea can, at minimum, be cycled away). With the only card of importance now being Lab Man, Tainted Pact suddenly became a card that could be played for value. Cutting otherwise useless combo pieces made Ad Naus even better. Four mana to win the game at instant speed is an obvious disadvantage compared to the Shuffle pile, but it was hardly a hurdle in my control and stax-heavy meta (where waiting to cast Flash at the end of a counter war is especially useful) and only mildly inconvenient in racing situations. All those freed up slots got converted into more interaction as well as powerful mana and draw engines to help with grinding against the well-represented midrange decks. In other words, a Flash Hulk deck that is also a midrange Ad Naus (MAN) deck.

Almost immediately after brewing this deck, u/elfric brought an easily overlooked, old card to my attention: Sacred Guide. All the loose strings of my previous experiments suddenly came together; Sacred Hulk was born.

Sacred Guide W Human -- Cleric 1W, Sacrifice Sacred Guide: Reveal cards from the top of your library until you reveal a white card. Put that card into your hand and exile all other cards revealed this way. 

By running no other white cards, Sacred Guide effectively turns into another copy of Tainted Pact for the purposes of exiling our library. Importantly, it only costs 1 mana so it can easily be fit into a Hulk pile alongside Lab Man. This leaves space in the pile for Hapless Researcher for a guaranteed draw. Finally, either Blood Pet or Sylvan Safekeeper can be included in the pile using the last CMC to either discount the win to 3 mana (Flash + activating Sacred Guide for 1UW and sacrificing Blood Pet) or get free protection. The biggest loss is terms of white cards is Silence although Autumn’s Veil does a reasonable impersonation. Eladamri’s Call can be cut for Sylvan Tutor. Finally, losing Enlightened Tutor isn’t so bad as in this shell it mostly a redundant copy of Mana Crypt, Sylvan Library or Mystic Remora.

“But why is this an improvement?” you may ask; the answer lies in the even more elegant layering between the deck’s three pillars: Flash Hulk, Tainted Pact and Ad Nauseam. Compared to JUMPMAN, Sacred Hulk’s Flash Hulk pile can be pulled off for only three mana (again, with no timing restrictions). This puts Sacred Hulk much closer to other Hulk decks in terms of speed and offers a lot of turn 2 and protected turn 3 win potential. Tainted Pact suddenly becomes even more of a viable value play since, like JUMPMAN, we don’t have to worry about exiling much beyond Lab Man while using it. Having the redundant library exiling effect means that we are even more able to play Tainted Pact and not have to worry about recurring it for use later (or about exiling one of two different Breakfast combo pieces). Finally, this redundancy makes Ad Nauseam even more consistent at assembling an A+B combo which, when combined with any cantrip or a Tymna draw, can allow us to win through common Hulk hate such as Grafdigger’s Cage, Rest in Peace, Cursed Totem and Leyline of the Void. The final (and perhaps biggest) appeal of Sacred Hulk is that, compared to other Hulk decks, we have very few dead draws.

Where other decks find drawing into Dread Return, Kozilek, Butcher of Truth or Karmic Guide inconvenient, drawing into Lab Man opens lines where we can use a creature or general-purpose tutor to find either Sacred Guide or Tainted Pact and win from there. Drawing into Sacred Guide opens tutoring Lab Man. Drawing into Tainted Pact is just fine. Basically, drawing into combo pieces is no longer a potential roadblock; an opening hand with one of our combo pieces can be a plan in-and-of-itself. Finally, stax pieces that would force other Hulk decks to scramble for an answer are only mildly inconvenient for us since we can just assemble one of our two card combos that operate through most types of stax.

I hope you enjoyed this trip down memory lane and introduction to some new Hulk shells and technology! If you have any questions or comments (or just want to hang out and chat) don’t hesitate to post here or join us at the Unified Hulk Discord: https://discord.gg/ZaEtFCd



submitted by /u/TeamTurnThree to r/CompetitiveEDH
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[The Spike Feeders] S2E9 – Sensei’s Divining Dreidel

S2E9 of The Spike Feeders, reporting for duty!

We’re back for another competitive commander game! This week Jim is pretending S2E8 never happened, reprising PST. Will he be able to show off what the deck is actually capable of? You’ll have to watch to find out!


Jim: Paradox Scepter Thrasios (http://tappedout.net/mtg-decks/paradox-scepter-thrasios-1/) deck credit to /u/ShaperSavant and /u/SFRG

Eliot: Tatyova (http://tappedout.net/mtg-decks/tatyova-benthicc-druid-3/)

Jan: Food Chain Tazri (http://tappedout.net/mtg-decks/food-chain-tazri/) Deck credit to /u/ShaperSavant and /u/BigLupu

Jerry: Niv Mizzet Storm (https://tappedout.net/mtg-decks/08-10-18-niv-mizzet-storm/)

Critical Decision Points

In this section we like to call out some of the key decision points of the game. This section contains spoilers. Watch the video before you keep reading!

22:13: Eliot sandbags his [[Cavern of Souls]]. He could have played it from his hand, then used it to make Tatyova uncounterable. Instead, he held onto it because he wanted to draw an extra card off the landfall trigger. Should Eliot have gone for the sure thing or the glory?

33:34: On Jim’s winning turn, he starts digging for an answer to Niv-Mizzet using [[Thrasios, Triton Hero]]. The rate per card here is 6 for the first card (2 to cast Thrasios and 4 to activate), and 4 for each card after that. /u/biopower pointed out yesterday during our exclusive Patreon preview on Discord that Jim could have activated Sensei’s Divining Top’s draw ability, and – holding priority – activate [[Isochron Scepter]] to untap the top and activate it again. This allows me to draw the top and recast it. Rather than paying 4 to dig 2 cards deep, taking this line allows me to dig 3 cards deep for every 5 mana spent, which is a much better rate


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submitted by /u/chefsati to r/CompetitiveEDH
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PERSISTENT PETITIONER EDH – PleasatKenobi’s Deck Tech and Gameplay

submitted by /u/PleasantKenobi to r/magicTCG [link] [comments]


What Lord Windgrace Should Have Been

Commander: [[Lord Windgrace]]

Price: $49.98

Goal: Abuse Landfall triggers to create giant armies and generate insane value


The Beauty of Jund Landfall

I’ve wanted to brew Windgrace for awhile now, figured why not today!

The deck is all about getting lands in to play, into our graveyard, into our hand… basically we are milking every part of a lands life for value.

Core Cards

  • Our “Lieutenants” for this deck are [[Omnath, Locus of Rage]] and [[The Gitrong Monster]]. Omnath builds us a gigantic army thats hard to deal with while Gitrog draws us ludicrous numbers of cards.
  • [[From the Ashes]] and [[Wave of Vitrol]] may look like non-basic land hate, but in our deck, they are ways to get tons of landfall triggers. With lord windgrace out, if we have 3 non basics in play, we can get 3 basics from our effect then -2 Windgrace for 5 triggers at once, which is conservative. 5 4/4 baloths? 5 5/5 elementals? Seems pretty sweet to me.
  • Speaking of baloths, [[Rampaging Baloths]], [[Zendikar’s Roil]], [[Seed the Land]], and [[Sporemound]] are great ways to make lots of creatures from all our landfall triggers.
  • [[From Under the Floorboards]] is one of my favorites cards for this deck- we ramp a ton, get Windgrace out, discard FUTF to draw a card, and create a truckload of zombies. Basically a White Sun Zenith.
    • These are some cool utility lands in the deck: [[Dakmor Salvage]], [[Drownyard Temple]], [[Geothermal Crevice]], and [[Haunted Fengraf]]. Two of the best lands we can use are [[Myriad Landscape]] and [[Blighted Woodland]], each giving us recurable tools to keep pumping out lands.
  • The last few crucial cards are [[Splendid Reclamation]], [[Ramunap Excavator]], [[Mina and Denn, Wildborn]], and [[Borborygmos, Enraged]]. Each is doing super powerful stuff on their own, and once paired with other pieces of the deck can get out of hand quickly.

Nice short deck breakdown today! Any crucial cards I missed? Deck look cool? Do I need more team pump? I think most of the time we just get there with 5/5s and 4/4s, but I could be wrong. Maybe I should have included more of Gitrog’s combos…

submitted by /u/LicensedMagician to r/BudgetBrews
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Totally Not the Second Episode (Thousand-Year Storm)

Happy Saturday r/EDH ๐Ÿ™‚

After being sick as a dog for most of the week, I’m surprised that this came together at all, but I took a stab at some real video editing in my latest flick (uh oh).

[[Thousand-Year Storm]] is a sweet mythic from Guilds of Ravnica, and it’s spawned one of my favourite decks to play. In today’s video I detail some cheap ($$/cmc) ways to get the most out of it, and hope to give you some interesting things to think about. Thanks!


The full list is available here: https://tappedout.net/mtg-decks/thaw-banana/

submitted by /u/LaurentianOfficial to r/EDH
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