Underused Cards in EDH

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Post by Evilchris » 11 months ago

Ragged Veins (45 decks): It's not clear to me if this is just bad, or too situational, but it's something I play occasionally. Sometimes, players make attacks with indestructible creatures for value, or because they're forced to... Well, you can team block and play this (with Flash!) to dome a player for a ton. But, it sees next to zero play.

Blessing of Leeches (364 decks): I like this card a lot. Flashes in for cheap, and provides easy regeneration. Doesn't stop exile or bury, but, could protect your general as a stack effect, which seems like it should be more popular. It can't be the 1 life a turn that scares people off.

Obviously, you are my brother from another mother - I just added both of these to m Xantcha deck. It's really fun to voltron your commander with fists of the demigod and vampiric link or just have ragged veins and spiteful shadows with a blessing of leaches in case there are any silly ideas about killing it.

And yes...teferi's veil - how is that not a $5 card? if you have board wipes or fear board wipes - it just zero's out so many of them

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Post by NoNeedToBragoBoutIt » 11 months ago

Off the top of my head (and mostly cards i play or have played):

Ancestral Knowledge (233) - Being able to dig as deep and setting up your next few draws/your top of the deck is amazing.
Aftershock (553) - As said, this hits a lot of stuff, which mitigates its CMC and being Sorcery speed.
Benefactor's Draught (1.877) - You don't even have to be attacking yourself to draw several cards. Vitalize on top? Neat.
Bile Blight/Echoing Truth (346/1.310) - I can't recall a single pod without a Token Deck lately. Both of these - and the more common Sudden Spoiling - are Kryptonite for them.
Brain Freeze (843) - Need to set up your graveyard? Want to disrupt top of the deck tutors? Ever felt like milling a storm/combo deck? There you go.
Cauldron Haze (153) - There are plenty (solid to great) Instants granting Indestructibility, but Persist can be abused to great effect.
Charge Across the Araba (120) - I know, the card is absolutely absurd, but you can easily kill the whole table in mono with it.
Corpse Dance (675) - If you were ever able to combine this with a sac outlet you might agree with me that it's an absolute top tier reanimation spell.
Darkness (576) - Suprise Fog/Holy Day? Yup.
Deglamer/Unravel the Aether (826/960) - Both negate Indestructibility and make Recursion a lot harder.
Dire Fleet Daredevil (1.488) - A Snapcaster Mage for your opponents graveyards. Allows you to do things outside your color identity just about each time.
Ethereal Haze (482) - For those times, when Darkness/Fog/Holy Day just isn't good enough.
Falter (45) - At least in my Meta this one means you virtually can't be blocked at all. You might as well have an opponent punch someone else undisturbed.
Fortuitous Find/Grim Discovery (685/511) - It's a whole cycle and the CA is usually great.
Goblin Cratermaker (891) - A Goblin with a TNT backpack that can kill more recent Eldrazi. My kind of card.
Into the Core/Rack and Ruin (412/76) - Both of them come at a great rate for what they do. At Instant speed.
Keep Watch (754) - Pretty sure even outside of Talrand, Sky Summoner this card is amazing.
Life // Death (1.481) - Death is great on its own, but i won several games casting Life after late game board wipes.
Mercadia's Downfall (70) - Everyone knows just how many nonbasic lands we use to run, yet no one runs this card? I've seen this grant double digit numbers of a buff. Again, doesn't even have to be yourself that's attacking.
Return to Nature (1.628) - Naturalize + gy hate - as good as it gets in .
Revival // Revenge (784) - Again, both modes are neat.
Ritual of the Machine (166) - People don't see this coming and it's just lovely. Honorable mention; Shade's Form.
Sudden Death (481) - Yes, it doesn't hit everything, but it hits 588/836 of all commanders and is very hard to interact with for your opponents.
Talent of the Telepath (1.565) - Just aim it at the spellslinging deck and wild things will happen.

Very glad to see the Skycloud Expanse cycle, Teferi's Veil, Dreamscape Artist, Faerie Artisans, Nimble Obstructionist, Possibility Storm, Homura, Human Ascendant and Aftershock been mentioned already.
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Post by tstorm823 » 11 months ago

Mirror of Fate (117) - this card does weird and gross things. It absolutely violates the very concept of exile. It enables recursion of things that aren't supposed to be recurred, and is enabled by all of the countless cards in edh that will exile your cards. And if you can activate it twice, you're playing with Doomsday, and likely an infinite loop of Doomsdays. Copy it, then doomsday. Copy the ability then doomsday. Recur it from the graveyard to doomsday. Exile from the graveyard to recur it with itself and then reraw it and doomsday. You do not need to be playing a commander that combos with Mirror of Fate, but if you list every commander that can potentially enable double Mirror of Fate (hopefully I don't miss any): Kurkesh, Onakke Ancient, Tawnos, Urza's Apprentice, Rowan Kenrith, Saheeli, the Gifted, Daretti, Scrap Savant, Gerrard, Weatherlight Hero, Glissa, the Traitor, Hanna, Ship's Navigator, Muldrotha, the Gravetide. Sharuum the Hegemon, Silas Renn, Seeker Adept, Mairsil, the Pretender, Rona, Disciple of Gix, Sigarda, Heron's Grace, Taigam, Sidisi's Hand, Tasigur, the Golden Fang, Varina, Lich Queen, the eldrazi titans, and a legend from Eldraine. Also, commanders that can tutor for cards that combo with Mirror of Fate: Arcum Dagsson, Captain Sisay, Golos, Tireless Pilgrim, Iname As One, Kaho, Mino Historian, Karametra, God of Harvests, Maralen of the Mornsong, Momir Vig, Simic Visionary, Prime Speaker Vannifar, Razaketh, the Foulblooded, Scion of the Ur-Dragon, Sidisi, Undead Vizier, Sisay, Weatherlight Captain, Yisan, the Wanderer Bard, and Zur the Enchanter. So there you go, 36 options to pick from.
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Post by kateodonnell » 11 months ago

tstorm823 wrote:
11 months ago
Mirror of Fate (117)
You beat me to it...
I was reading this thread waiting for someone to mention this card. In addition to all that it can also get rid of your deck for Laboratory Maniac type effects. The only other card that can get things out of exile is Pull from eternities, which is much worse in most cases.

As for my underplayed cards:

Turnabout - 3502 - This ones getting up there in terms of how played it is but still should see more play, untap all your lands, tap down someone's creatures after a Craterhoof Behemoth. It's just a good card.

Jolrael, Empress of Beasts - Commander of 88, in 345 - Late game you can animate all your lands and go wide, any point you can animate someones lands with a board wipe on the stack... The two cards isn't much to pay for all the utility of Jolrael.

Void Stalker - 235 - A 5 mana slow Chaos Warp without the chance of an Emrakul showing up? It also has the Mangara of Corondor phrasing.

Proteus Staff - 1372 - Repeatable Polymorph.

Void - 361 - This card is almost as underrated as Mirror of Fate, At 0 it wipes tokens, Also works as a belated counter to reveal tutors, with the discard effect. I was honestly surprised to see this card had so little play.

Elite Arcanist - 572 - Slower, More flexible Isochron Scepter

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Post by Outcryqq » 11 months ago

Winner:
Nezahal, Primal Tide - 135 (0.05%) - this creature is an incredible source of draw in a multiplayer commander game, and it also serves as a hard-to-kill beater to boot. I have had a ton of fun games using this guy, and every time I play him I wonder why I don't see it more often. Less than $2 too!

Honorable Mentions:

Recurring Insight - 2,842 (2%) - This is one of my favorite draw spells. It typically draws me 10+ cards for 6 mana, and that's spread out over two turns so I have a bit more time to play other spells if I'm concerned about discarding down to hand size. It's still less than $2.50, so is easily obtained, and I have plenty of good stories with it, but they all start with "so I drew a ton of cards, and then beat the table with"...

Doom Whisperer - 2,055 (1%) - efficient-costed evasive beater that cheaply fixes your draws, I really like this fella. Hovering at $4, I still that it's a very reasonable price for such an impactful card.

Profane Procession - 1,624 (3%) - Some people that hear me talk about this card are quick to point out that it's very expensive removal. They're right. But it's still an amazing card, and I think it's hard to evaluate it until you've played with or against it. It slows down the threats against you, since nobody wants to drop their premium creatures, and its value only increases in the late game, as it can be a source of quality creatures once you flip it. It's also less than $1.

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Post by ISBPathfinder » 11 months ago

Strip Mine (and all variations of it) Its amazing what a few unchecked utility / mana generation lands can get away with. I am aware that people actually do run them, my statement is more that they need to be more liberal in running them.
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Post by SocorroTortoise » 11 months ago

Outcryqq wrote:
11 months ago
Winner:
Nezahal, Primal Tide - 135 (0.05%) - this creature is an incredible source of draw in a multiplayer commander game, and it also serves as a hard-to-kill beater to boot. I have had a ton of fun games using this guy, and every time I play him I wonder why I don't see it more often. Less than $2 too!
That number seemed so low to me that I checked. There are 135 lists on EDHREC with Nezahal as commander and 5177 with Nezahal as 1/99, which makes a lot more sense to me. I see this one on a pretty regular basis.
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Post by Sinis » 11 months ago

ISBPathfinder wrote:
11 months ago
Strip Mine (and all variations of it) Its amazing what a few unchecked utility / mana generation lands can get away with. I am aware that people actually do run them, my statement is more that they need to be more liberal in running them.
I think that's a function of cost. Many of the lands around that price dip below what you'd expect of them. Kor Haven, etc. It hasn't seen a widespread reprint in a while, either.

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Post by Cow31337Killer » 11 months ago

It's awesome seeing all of the cool unique cards out there that you guys are using! I thought of another one I wanted to share: Oak Street Innkeeper.

Image

This Elf puts in so much work for protecting your board, and let's you protect your tapped creatures from removal after you've attacked with them. Hexproof for all your creatures is a rare effect in green (and in general tbh) and even though this card may not be as powerful as something like Asceticism, it's a hell of a lot cheaper for budget friendly builds and still gets the job done pretty well.

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Post by umtiger » 11 months ago

As for my contribution to this thread, I'd say simple graveyard hate (e.g. Tormad's Crypt) is underused. People want "value" attached to every effect in their decks. Rather than to build their decks to accommodate and build in value to the cards instead.
darrenhabib wrote:
11 months ago
Given that this isn't a "hidden gems" thread, and literally underused, I've given my list of cards comparable to power level. So although some are played in literally thousands of decks, they still represent a disproportional amount of play for what they can do.

The numbers are from EDHREC. I've ordered these from the least played to most.

Experimental Frenzy (917 decks)
Obviously a well known card, but underrepresented for deck that have red and have a lack of draw.

Magus of the Future (992 decks)
Same as Experimental Frenzy in that it's one of the most powerful effects literally in the game of Magic. This gets overshadowed by it's enchantment cousin Future Sight, and for good reason as creatures are more fragile than enchantments normally. But still it has the same effect and simply better than Oracle of Mul Daya (people will argue about playing two lands), which people just can't afford $$ moneywise. This is a $2 card and if you've got a mana base than supports triple blue, then you should really look to this as a potential card.
I also find Future Sight effects criminally under-played. People will universally laud Oracle of Mul Daya as one of the strongest stand-alone lands-matters card. And Future Sight has an incredible ceiling compared to even Oracle!

Can't say the card is expensive or unavailable. I guess some people will always be scared of the mana cost or run an avg cmc that's too high to really dig through their libraries. But I remember when people used to routinely play Future Sight and Sensei's top in this format.

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Post by CommanderMaster999 » 10 months ago

https://www.mtgsalvation.com/forums/the ... contains-a

Transferring from mtgsalvation lots and lots of hidden gems there

But as for me
Lots of tricks underplayed reflect damage is just evil you target a Blasphemous Act esque cards that's instantly 100+ damage to the caster mirror strike is the same thing but combat damage so commander is 21 damage plus you can kill them with there own commander

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Post by darrenhabib » 10 months ago

Cow31337Killer wrote:
11 months ago
It's awesome seeing all of the cool unique cards out there that you guys are using! I thought of another one I wanted to share: Oak Street Innkeeper.

Image

This Elf puts in so much work for protecting your board, and let's you protect your tapped creatures from removal after you've attacked with them. Hexproof for all your creatures is a rare effect in green (and in general tbh) and even though this card may not be as powerful as something like Asceticism, it's a hell of a lot cheaper for budget friendly builds and still gets the job done pretty well.
Combined with Conqueror's Flail, Dragonlord Dromoka, Grand Abolisher, Teferi, Time Raveler, Dosan the Falling Leaf, City of Solitude, Teferi, Mage of Zhalfir, make your creatures completely hexproof.


Veilstone Amulet (397 decks) with decks that play plenty of cheap instant spells means that you can keep your creatures safe. The thing with it, is that it's hard for your opponents to direct spells at your creatures when you have open mana up as it's such a blowout if you have a spell. So with the card in play it's like your creatures have hexproof.

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Post by Cyberium » 10 months ago

Sinis wrote:
11 months ago

Blessing of Leeches (364 decks): I like this card a lot. Flashes in for cheap, and provides easy regeneration. Doesn't stop exile or bury, but, could protect your general as a stack effect, which seems like it should be more popular. It can't be the 1 life a turn that scares people off.
Few people considered this one for Xantcha, Sleeper Agent, which keeps her alive while continuously attacking/draining life of others.
darrenhabib wrote:
11 months ago
Portcullis (372 decks)
This card causes so many problems to so many decks in hard to fathom ways. Basically as soon as you cast it no more creatures hit the battlefield. OK, so you're thinking "well I just cast creatures out and in no time at all somebody will remove it".
So people just cast their creatures over the next couple of turns as usual. But already this is a huge tempo swing. Those creatures have not effected the game. There is also no surprise value. Everybody gets to see what is coming up. Now this in turn will start to make opponents hesitant about actually removing it. The player that does draw removal for it, might be scared off what other opponents have put under it. So they just stop casting creatures into it and don't use their removal on it.
For the player who cast it, you're probably creature light deck, and it buys you time to draw into mass creature removal. So you get the maximum amount of value when you cast removal. Otherwise you're potentially being pressured into casting removal on much smaller amount of creatures because you are still being pressured.
This is very close to Humility but colorless (so playable in any deck). And if you've played against/with Humility you'll know how much it effects the game.
Key card in my Pharika, God of Affliction deck, using Oath of Druids and Oath of Ghouls to shut down creature/graveyard schemes.
darrenhabib wrote:
11 months ago
Uncage the Menagerie (1451 decks)
I think this one will be down to complexity of figuring out how good it is given your deck. But this is one hell of an action card. It scales, so early on you can simply cast it for 3 mana to get a one drop if requiring mana fixing. But then you can cast it for 5 mana later on in the game and get 3 x 3 cmc creatures, which I bet you is going to get you perfect action for that stage of the game.
Really this just comes down to figuring out your converted mana costs you lazy bums!!
Cast it with X = 3, with Aluren.


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Post by CommanderMaster999 » 10 months ago

darrenhabib wrote:
10 months ago
Noxious Vapors (86 decks) - Somebody played this last night in a game, and man it does a lot of work. People are often just keeping a single card in hand.
Oh yea I was just think this is nasty in edh since I have one

You could remove everybodies hands with it

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Post by Cow31337Killer » 10 months ago

I gotta be honest I know this is gonna be an unpopular opinion but I really don't think Terra Stomper|ZEN gets enough credit. This guy can come down super early in a mono green deck and hits hard. Plus it's really nice being able to cast your creatures knowing they can't be countered. The funny thing is that this card is basically Force of Nature|LEA without any drawbacks. Goes to show how far Magic has come since then.

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Post by GloriousGoose » 10 months ago

Thoughtseize (2627 decks) and single target selected discard spells in general. They get a bad rap because they're card disadvantage relative to the players who weren't targeted, but they're still very, very good, particularly in non-blue decks that can't interact with the stack very well. I've been able to force through my win conditions several times by taking out the blue mage's countermagic, have disrupted combo players that tutor the turn before they go off, and taken care of problematic artifacts and enchantments before they can come down and mess up my plans. Doomfall (279 decks) is my spicy tech since the card is very rarely dead and the mana cost is somewhat negligible for mono-black in the mid and late game as a single target discard spell.

Shrouded Lore (104 decks) and to a lesser extent, Forgotten Lore (21 decks). Black and green both have little trouble generating a lot of mana, so odds are good you'll be able to get back precisely what you need. Beyond that, though, the political ramifications of these cards is huge. For a single mana you can recur the card that gets the table out of a jam provided you have an opponent willing to play ball, which is likely the case if you're not playing with idiots. I've lived the dream of T2 Demonic Tutor for Sol Ring into T3 Lore, bringing back the Tutor just to Tutor again for whatever else, and let me tell you, it's a good feeling.

Mind Twist (1040 decks) reads "target player probably loses the game" if you wreck their board beforehand. I've had a lot of scoops to this card, so it's somewhat feelbad, but it's just such a powerful effect. In a similar vein, Amnesia (86 decks) is also dumb and I can't believe I've never seen someone play it in real life.

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Post by CommanderMaster999 » 10 months ago

GloriousGoose wrote:
10 months ago
Thoughtseize (2627 decks) and single target selected discard spells in general. They get a bad rap because they're card disadvantage relative to the players who weren't targeted, but they're still very, very good, particularly in non-blue decks that can't interact with the stack very well. I've been able to force through my win conditions several times by taking out the blue mage's countermagic, have disrupted combo players that tutor the turn before they go off, and taken care of problematic artifacts and enchantments before they can come down and mess up my plans. Doomfall (279 decks) is my spicy tech since the card is very rarely dead and the mana cost is somewhat negligible for mono-black in the mid and late game as a single target discard spell.

Shrouded Lore (104 decks) and to a lesser extent, Forgotten Lore (21 decks). Black and green both have little trouble generating a lot of mana, so odds are good you'll be able to get back precisely what you need. Beyond that, though, the political ramifications of these cards is huge. For a single mana you can recur the card that gets the table out of a jam provided you have an opponent willing to play ball, which is likely the case if you're not playing with idiots. I've lived the dream of T2 Demonic Tutor for Sol Ring into T3 Lore, bringing back the Tutor just to Tutor again for whatever else, and let me tell you, it's a good feeling.

Mind Twist (1040 decks) reads "target player probably loses the game" if you wreck their board beforehand. I've had a lot of scoops to this card, so it's somewhat feelbad, but it's just such a powerful effect. In a similar vein, Amnesia (86 decks) is also dumb and I can't believe I've never seen someone play it in real life.
You know with shrouded lore k'rrick can garrateed you all the cards if he's the commander

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Post by Treamayne » 10 months ago

Cards I have only seen in my own decks:

Phyrexian Splicer - Many people seem to forget this is on the battlefield if it has been a few turns wince I used it. Often, removing the ability is as important as granting the ability. The political uses are as excellent as the combat tricks.

Phyrexian Purge - In a high-life starting game like EDH (where even normal decks tend to gain some life), the versatility of sniping multiple creatures with this is usually worth the include. Decks with a strong life-gain theme can get a lot of impact for 4cmc and some life.

Baton of Morale - I really miss banding. The fact that it's been retired for so long really means that very few players understand how powerful it is, especially on defense. Even trample, now, doesn't *have* to go through to the player if the person assigning combat damage assigns all damage to a chump blocker (and Banding on defense means that as long as 1 defender has banding you assign combat damage from that attacker). Politics, combat tricks, versatility on attack... so good.

Nature's Blessing - Similar to above for GW/GWx, a discard gets you the choice of three keywords or a counter. Ways to grant banding are few, but these two are my go-to cards for decks that want the versatility.

Tribal Tech: the thing is people overlook this kind of card because they aren't building "tribal," but many of them work very well even if you are only skewed to a type or are running a token theme that can benefit without being full-out tribal.

Harsh Mercy - Even if you only keep 3-5 creatures, most opponents will usually only keep one, so this is nearly always a lopsided wrath for 2W. In actual tribal builds it's even stronger, but don't discount the ability to clear blockers for a token swarm, even if you wrathed your own non-tokens.

Distant Melody - Decks that can run this will usually draw at least 4-5 cards off of it for 4 cmc. Tribal/token decks can get so much more.

Cover of Darkness - Not quite as good for average decks, but token/tribal builds getting a mass evasion can be huge.

Patriarch's Bidding - Like Harsh Mercy above, many decks will be able to get 3-5 creatures back when most opponent's are only getting 1 or 2. With judicious graveyard hate (you do run GY hate, right), you can usually ensure this will be lopsided. Tribal decks just run wild doing the patriarch's bidding.

Roar of the Crowd - With the PW change, I don; think most people realize the oracle text on this is now "Damage any target". Token, tribal builds can really pack a punch, but even moderate amounts of creature type overlap can make this great for sniping PWs or utility creatures that won't attack or block.

FetalTadpole wrote:
11 months ago
Fertilid
Got a +1/+1 counter theme? If you can abuse the counters on Fertilid you've got it made. You can even give the lands to other people and force them to shuffle their library. Nothing feels better than squeezing every last drop of value out of a single Fertilid. It's even an elemental for Omnath or Horde of Notions shenanigans.
Great political card as well, or for casual tables and earning some early goodwill with the player that is slightly lagging the table. If you have proliferate going... watch out.
darrenhabib wrote:
11 months ago
Wheel of Sun and Moon (522 decks)
There is a lot going on with this card, and it does require special thinking about it can work for your deck. But the easy mode is just enchanting a graveyard strategy player and shutting them completely off.
But you can play it on yourself if you've got special ways to reuse certain cards in your deck. Too many numerous ways to mention any, but keep this card in mind, especially if graveyard strategies are popular among your meta (I mean what meta doesn't have them!?)

Slate of Ancestry (2099 decks)
Again probably the "discard" scares people off a little, but as an artifact this should be in way more decks. Going wide with creatures is one of the most popular themes in commander, so should be in way more decks. Just simply an oversight by deck builders. The discard doesn't matter when you are getting exponentially more cards.
Wheel of Sun and Moon on yourself is great in graveyard-hate filled metas. It also can do cool things like getting the same target with Scion of the Ur-Dragon repeatedly or mitigate filtering if you aren't running a reanimator deck.

Slate of Ancestry is just super strong in any wide deck, especially with reanimator or Wheel of Sun and Moon. I'm surprised it isn't more used in token-based combo decks more often as a way to find finishers quickly.
pokken wrote:
11 months ago
Teferi's Veil (457 decks)

This card is insane at protecting your voltron dudes from sweepers and other annoying interaction (fleshbag marauder type stuff, etc.). Control magic. whatever.
Teferi's Veil is excellent in the right deck, but it also has some very niche interactions that can be considered. I had a "Ball Lightning" Elemental Tribal (about half the creatures self-sacrificed), but with this they stuck around turn-after-turn. I also ran it in my Karona deck, for those time that I don't want to share Karona...
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Post by Skello496 » 10 months ago

Arboria (105 decks) this card is ridiculous in something like a Yeva deck. I cast all my creatures on your turn, and then you can't attack me. It's also just a stupid good pillow fort piece. I believe it should definitely see more play.
Cornered Market (46 decks) you know why I like this? Because you better be the first one to play that command tower. It's seriously a fantastic stax piece that cuts off sol rings, nonbasics lands, and everything else that you could possible want it to. It's ridiculously good!
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CommanderMaster999
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Post by CommanderMaster999 » 10 months ago

Credit voucher (318 decks)

Surprised it's not being played more it's a budget alternative to scroll rack and remember it may have to be sac'd but there is beyond countless ways to get it out of the yard back to play/hand the new Merfolk from throne of eldraine is one example

Abyssal Persecutor (868 decks)

You think it's bad it's better than it looks because you may the only who can't win but here's the trap nobody can win while it's in play because the opponents can't lose so if 3 opponents can't loose that means nobody can win nor lose so 5e demon will buy you some time to catch up

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Sinis
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Post by Sinis » 10 months ago

CommanderMaster999 wrote:
10 months ago
Abyssal Persecutor (868 decks)

You think it's bad it's better than it looks because you may the only who can't win but here's the trap nobody can win while it's in play because the opponents can't lose so if 3 opponents can't loose that means nobody can win nor lose so 5e demon will buy you some time to catch up
I applaud the selection (I love Abyssal Persecutor!)

However, you are not quite correct about the rules. The controller of Abyssal Persecutor can very much lose the game.

Rule 801.14: If an effect states that a player wins the game, all of that player's opponents within that player's range of influence lose the game instead.

If someone 'wins the game' by using something like Felidar Sovereign, the person controlling Abyssal Persecutor still loses, even as the other players are prevented from losing the game.
Last edited by Sinis 10 months ago, edited 1 time in total.

CommanderMaster999
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Post by CommanderMaster999 » 10 months ago

Sinis wrote:
10 months ago
CommanderMaster999 wrote:
10 months ago
Abyssal Persecutor (868 decks)

You think it's bad it's better than it looks because you may the only who can't win but here's the trap nobody can win while it's in play because the opponents can't lose so if 3 opponents can't loose that means nobody can win nor lose so 5e demon will buy you some time to catch up
I applaud the selection (I love Abyssal Persecutor!)

However, you are not quite correct about the rules.

Rule 801.14: If an effect states that a player wins the game, all of that player's opponents within that player's range of influence lose the game instead.

If someone 'wins the game' by using something like Felidar Sovereign, the person controlling Abyssal Persecutor still loses, even as the other players are prevented from losing the game.
I just didn't say it right then

I said the owner is the only one who can loose

I meant to say as long as they don't have a way to kill everybody in one move they are stuck

CommanderMaster999
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Post by CommanderMaster999 » 10 months ago

Sinis wrote:
10 months ago
CommanderMaster999 wrote:
10 months ago
Abyssal Persecutor (868 decks)

You think it's bad it's better than it looks because you may the only who can't win but here's the trap nobody can win while it's in play because the opponents can't lose so if 3 opponents can't loose that means nobody can win nor lose so 5e demon will buy you some time to catch up
I applaud the selection (I love Abyssal Persecutor!)

However, you are not quite correct about the rules.

Rule 801.14: If an effect states that a player wins the game, all of that player's opponents within that player's range of influence lose the game instead.

If someone 'wins the game' by using something like Felidar Sovereign, the person controlling Abyssal Persecutor still loses, even as the other players are prevented from losing the game.
I just didn't say it right then

I said the owner is the only one who can loose

I meant to say unless they can win by a alt win or something damage everyone for lethal they have to get rid of the demon to be able to win

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Sinis
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Post by Sinis » 10 months ago

CommanderMaster999 wrote:
10 months ago
I just didn't say it right then

I said the owner is the only one who can loose

I meant to say as long as they don't have a way to kill everybody in one move they are stuck
Kind of.

Say someone uses Ribbons (Cut // Ribbons) on all their opponents for more than their lifetotals. The first state-based action kills the Abyssal Persecutor player, and the other players cannot lose the game because there is an Abyssal Persecutor preventing them from losing the game. However, right after the Abyssal Persecutor player loses the game, State-based actions are checked again, and all the remaining players at less than zero life also lose the game.

I think it doesn't really prevent players from winning; the thing to really enjoy about it is that it's a 6/6 flample that will inevitably die to something. It's not fancy that way; it's just a very efficient beater, and I think people really underrate that kind of creature.

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