As an additional cost to cast Abjure, sacrifice a blue permanent.
Counter target spell.
Price & Acquistion Set Price Alerts
2 weeks ago
Kiyomeii I agree with you somewhat on the efficiency of the reanimation spells that I have chosen for the deck, and your comment on my land choices. I'll take a second to try and explain what I've tried to accomplish.
Dance of the Dead, Animate Dead, and Necromancy are pretty hard to use multiple times because the theme with my deck, and one of the best things it can do for itself is to sacrifice my commander, Child of Alara, to wipe away the board. So these cards once they are in the graveyard can be rather tricky to efficiently return in order to continually benefit off of child. There are some incredible enchantment recursion cards out there, but some of them in my current list would require me to cast Argivian Find targeting necromancy or the like. Then casting the animation spell, which works entirely, but then if I want to do it again because I decided to cast Abjure, sacrificing child, to counter something like a Blightsteel Colossus, I'd have to go the route of casting a Noxious Revival or something else to try and do the same thing again. Plus cards like Animate Dead and Dance of the Dead have drawbacks to them. They are often susceptible to cheaper removal, thus getting rid of child in the process. It feels way more comfortable to Breath of Life child into play with no strings attached. Then my Archaeomancer just targets that and I'm off to the races. No middle man shenanigans.
Now, the reason all this is important, and why I assume that I'm going to have to do this multiple times is because child is a 6/6 and everyone at the table has 40 life (they also hate child). You only need 21 damage to win which is 4 unblocked swings with child but that all together is swinging 12 times in a row completely unblocked. That is not going to happen. The easiest way to control the board state with child is to purposefully sacrifice it. And if you have spells or abilities that sacrifice as a part of the cost, the trigger for child's death goes on the stack before I pass priority to the next player. It's why Perilous Research is probably going to be coming out, because it sacrifices on resolution. So if the spell gets countered I don't get my cards or a child trigger on the stack.
The reason Necromancy is in the deck is because there are creatures out there that have haste. Some of them are whatever like Glitterfang, but there are other creatures like Maelstrom Wanderer that are often the commander of a deck. So that player always has access to them, And it sucks when an 8 cmc, 7/5 haste, gives other creatures haste, cascade cascade creature drops in 2 big threats or a Protean Hulk and tries to kill me or the board. Necromancy can be played at instant speed, and I sacrifice at the end of turn, but I would probably do that anyways. I like to think of Necromancy as a combat trick more than anything. Maelstrom Wanderer is part of the reason I'm considering adding Comeuppance to the deck.
The other thing this deck has going for it is Maze's End and I've spent some time explaining how efficient that can be if you have the right cards in hand. Plus it's a combo that is available to 5 colors, and doesn't go away when I sacrifice child. A turn 4 Maze's End could mean I'm color fixed for the rest of the game.
I run a lot of basics because they're easier to ramp out into play. A lot of competitive land destruction targets nonbasic lands too, if that counts for anything. And there's plenty of reasons why I don't want to run a Hermit Druid 0% basic land combo deck with a hyper efficient fetches and shocks mana base.
If I ever get around to making a recording of the deck working well in a multiplayer pod, I will definitely upload it to this page to help provide insight on how I play the deck. And how I react in most situations with my experience in commander while running my list.
2 weeks ago
mattman856 think about it this way, if you take Child of Alara's death trigger and add it to a lot of my spells, it's almost like getting an added wrath to a lot of my spells, further locking down the board. The deck heavily relies on playing child of alara, and sending it to the graveyard, because it has to in order for the death trigger to happen. Momentous Fall + Child of Alara basically reads "Gain 6 life, draw 6 cards, destroy all nonland permanents. they can't be regenerated" which for 4 mana (technically 9 because you need child to be in play) is incredibly strong. Abjure is really funny because I'm probably countering a spell that an opponent is casting to try and disable or slow me down, and while I do that for a single blue mana, I'm also blowing up the board. The playstyle is very much "cast child, sacrifice child, reap the benefits". I tried to design the deck with the versatility of not needing permanents, hence how spell heavy it is, because of child dying as often as I need it to. The few creatures in the deck are there for their utility or to strengthen the synergy. I have two gods in the deck Xenagos, God of Revels which makes child a 12/12 haste trample commander damage that if you kill will just destroy the board, and Erebos, God of the Dead is to shut down life gain and to have a Greed effect. and the benefit of the gods is that they create an effect that I care about, and stick around even while I'm blowing up the board just about every turn.
1 month ago
Thanks for the suggestions, I'll definitely work towards some of these, budget doesn't currently allow but I will look out for them in trades for the time being. I'll have to consider the consistency of Force of Will and Abjure given the high percentage of colourless cards in this deck but these suggestions are very much appreciated.
1 month ago
Hi cool deck, if your budget permits I would streamline your permission suite into the following:
- Cryptic Command out, Force of Will in
- Cancel out, Pact of Negation in
- Scatter to the Winds out, Muddle the Mixture in
- Stoic Rebuttal out, Mana Drain/Abjure in
Generally you want to keep your permission as low cmc as possible to be able to more effectively leave the least mana open to protect your board.
2 months ago
Thanks everyone for your input!
PlattBonnayI love the idea of Bontu the Glorified, he's a bit expensive money-wise, but he is a Standard staple and the combo is hilarious so I'll consider buying him. Greater Gargadon is just amazingly OP (I would probably put in a one drop that could only help me wrath a couple times, but I also get a free 9/7? Sweet!) I'll also consider Angelic Purge for one of the 99. It's definitely sideboard worthy, in case I come up against a Avacyn, Angel of Hope deck or something.
the.beanpole Thanks for mentioning Grim Backwoods, the deck is focused around mana ramp so the 4 mana won't be a problem, and hey I get a free card. However, I don't think that the Child of Alara has to go to the graveyard for it's ability to trigger. My reasoning is that stuff like Kokusho, the Evening Star has "when put into the graveyard from play", which is the same as dying, except the graveyard bit is specified. I'll have to check with my playgroup, however.
Chandrian and cklise: thanks for the idea, but I'm planning to focus heavily on the Maze's End win con, and thus pretty much the only permanents I have are lands, my commander and things like Expedition Map and Sakura-Tribe Elder, which aren't gonna stay on the battlefield long. But still, thanks for your input!
Ohthenoises... I have no idea what's going on there, but thanks anyway!
Iron_Cube: Keldon Necropolis, is definitely usable. As i said earlier to beanpole, the deck has a shit load of Explore and Urban Evolution effects, so mana won't be a problem. Granted, the two damage will be effectively useless, with the wipe happening immediately after and the win condition not being damage related, but it's the sacrifice bit that's important. Mirrorpool isn't the best sac ability, as it can only trigger once, and is mildly expensive mana wise and has no additional effects. I would rather play Morbid Curiosity or Disciple of Bolas to get something out of the solo sac. Westvale Abbey Flip would just take too long and use up too much mana to pump out the clerics, and I don't have my one creatures to supplement Ormendahl, Profane Prince Flip's diet. And I would swear the creepy kid didn't have to go to the graveyard... but I'm running lots of recursion to get back stuff like removed gates or Expedition Map so even if it does so I should be fine. Gift of Immortality would however mean that I don't have to pay the casting cost ever again, command zone or no, so it's a definite addition.
PookandPie: Thanks for going to all the trouble of getting the list of all those lands together, now I know that all you guys haven't missed anything. I wouldn't be so quick to dismiss Grim Backwoods and Keldon Necropolis, the entire deck is built to getting lots of land out as fast as I can, so mana shouldn't be a problem. As for copying, I would rather not turn my lands into creatures, simply because they would be that much easier to remove: I don't to lose my Izzet Guildgate to a Doom Blade lol. But yeah Phyrexian Tower and co. are too expensive for a little edh player like me lol.
Epidilius: The idea is sound, but there are instant/sorceries out there that have sac a creature as an additional cost, and thus their CMC is really low too (eg. Culling the Weak or Abjure). As for removing opponent's stuff, the commander is literally wrath on a stick that (effectively) doesn't effect me. If I were to use removal, I would probably use exile effects, cos destroy may not cut it.
3 months ago
That deck is pretty much as budget as a deck not comprised of 93 lands can be. As a fellow budget builder, I have a couple tips for you: While the combo of Training Grounds and the guildmages is good, you have no means of tutoring for either, and those two are the only two creatures that have mana abilities. You might want to pull the training grounds out. Alternatively, you could instead put in more creatures with mana abilities: Elite Arcanist and Kaho, Minamo Historian, for example, are damn good. Another problem I noticed was card advantage. Other than the obligatory Brainstorm style storm staples, I only noticed 7 spells that actually draw you a surplus of cards. In a storm deck, you need to draw a shit load of cards, especially if you're planning on casting 30-40 odd spells on one turn to kill them with grapeshot. Since your commander is good ol' nivvy, I suggest Invoke the Firemind and Pull from Tomorrow.
As a basic for any deck, throw in at least 8 mana vamp cards. I usually go for the myr mana dorks, in your colours: Iron Myr, Silver Myr, Palladium Myr, Alloy Myr, and throw in a Sky Diamond for good luck.
Also, you forgot Desperate Ritual (lol).
As for budgetness, the best advice that I can give is do you really need the more expensive spells? Pact of Negation is good, but is Abjure any worse? Steam Vents is powerful, but how much better is it than Caldera Lake? Do you really even need Teferi, Mage of Zhalfir with the counterspells that you have?
Shameless self plug incoming. You have been warned.
You should also look over the original Izzet legendaries, that is: Melek, Izzet Paragon and both the Niv Mizzets.
If you have a spare dollar or fifteen, maybe you should chuck a look at the budget deck that I mentioned earlier, with the 93 lands. As a storm player, you should enjoy it.
Commander / EDH*
4 months ago
Alchemist's Refuge flash in things.
Cyclonic Rift every blue deck should run this
Wirewood Symbiote is great for elf decks..saves your creatures, and boosts your activated abilities
Viridian Corrupter never hurts to blow up stuff.
Krosan Grip For when your opponent is about to go off.
Overwhelming Denial I can see this card being good in this deck...You'll almost never get to cast it for its surge cost on the opponents turn, but it's great for protecting your stuff.
Reality Shift Unconditional exile...yes please.
Coastal Piracy essentially a second Bident of Thassa
Creeping Renaissance Great to recover after your huge army gets wiped.
Beast Within Price is low due to a recent printing and goes in every green deck ever!
I would reconsider the following cards:
Abjure too conditional. It would suck to not have a blue permanent when you need to counter something.
Aeon ChroniclerKinda slow and expensive. You may be better off running other card draw.
Quiet Contemplation is a cool card, but only triggers on non-creature spells. How consistently are you able to tap something down?
Grip of Amnesia is too conditional. consider Syncopate or Swan Song. Swan Song has the political synergy with Edric. "I give you a creature, now swing at our opponent for value!"
Some "non-budget" recommendations:
Upgrade your manabase, first with a Breeding Pool
Eternal Witness recursion...Good with bounce effects, which you're running a lot of
Arachnogenesis It supports your "go-wide" theme and is usually a one-sided Fog (your creatures kill theirs).
Song of the Dryads Unconditional removal in green. So good in Commander.
5 months ago
Update: this deck is actually awesome. I built it, minus basically all the fancy expensive cards (No man-lands, no Titania, no Valakut, no Wurm, no Omnath), and it still came off really well.
The backbone is outlined above. It's pretty important to have a Treasure Hunt (and an island) in your opening hand, but that is basically the only requirement.
This deck could easily turn into just a "landfall" deck, but that doesn't really have the twist that I'm looking for, and Devastating Summons is super fun when you have 20+ lands on the field.
Without the man-lands, there may be dry periods where you have a bunch of mana, but nothing to play. I anticipate they will make a big difference.
You WILL at some point have enough mana to hardcast Worldspine Wurm. So it should be in the deck. Period. Cause that's awesome.
It really stinks when your opponent does something to counter (Metallic Rebuke), exile (Anguished Unmaking) or make you discard (Ravenous Rats) an important play (Splendid Reclamation) or one of your few doozies (Omnath, Locus of Rage, Titania, Protector of Argoth, etc...) so that's why there are a bunch of different options for standard counter spells (Guttural Response, Negate, Mana Leak, Dispel). It's not a control deck, but it's kinda nice to feel a certain level of security. If they are using blue control, play Guttural Response because that's what it's for. If they have Void Shatter, use one of the others. Usually you need not be worried about countering creature spells, because your creatures will be bigger and/or more plentiful, but just in case, you have Mana Leak. It may be worth exploring other counterspells (Counterspell), because late-game, which is a possibility with this deck, oppontents might be willing to just pay that extra 3 mana. Also, the Abjure, Hatching Plans combo might be worth exploring if you find you want more card draw because Treasure Hunts are too few and far between.
I have put it down as a modern deck, and I think it is, except for the Orcish Lumberjack. So if you want a modern-legal deck, just take him out. It's just a bummer because he is a really cool card. Lets you play a Splendid Reclamation on turn 2 or 3 (Soon after wiping your lands with Devastating Summons). (Oop, also Mountain Valley will need to go. That's a cool card too, but it's not great, just flavorful.)
Please, any suggestions are still welcome, and let me know what you think! +1s always appreciated!