|Commander / EDH||Legal|
Printings View all
|Duel Decks: Jace vs Vraska (DDM)||Common|
|2012 Core Set (M12)||Common|
|2011 Core Set (M11)||Common|
Combos Browse all
Creature — Human Wizard
When AEther Adept enters the battlefield, return target creature to its owner's hand.
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AEther Adept Discussion
4 days ago
There are new decks to discuss up in the "Decks to Debate" section. Please take a look and give your thoughts.
@rumpy Thanks again for the deck, I think it has many good cards, in fact, I took a couple that I liked such as Pounce and Ambuscade. Although my deck is geared towards casual play I feel it has a more solid game plan. My deck consistently can abuse creatures that Rampant Growth when they ETB as this is the strongest ramp effect on a creature compared to something like Gatecreeper Vine that doesn't ramp. My deck then can deal with problems via my creatures like AEther Adept (very powerful effect to abuse, have as many as possible) and my other interaction spells like Lignify (the removal I liked from your list is soon to be worked in). After establishing myself I proceed to play huge creatures which were carefully chosen to give me a bit of a toolbox depending on the best way to get in for damage (Rancor is an auto-include as it turns your commander into a 2-shot kill with trample). The Peregrine Drake combo fits perfectly well into the deck as a fallback win condition, easily abusing any of my ETB creatures like Elvish Visionary to simply draw my deck or Eyeless Watcher to flood the board. I include a strong ratio of good draw spells and ramp spells as I calculate what those ratios should be for each of my decks. I pack good recursion to get back those beaters. Overall my deck is extremely resilient and has a strong gameplan.
Looking at your deck I can see you are trying to attack with Species Gorger which I don't think is a bad idea as it is decently big. We share a good amount of cards but our paths diverge when you include cards that dont ramp like Gatecreeper Vine and Sylvan Ranger. I feel tutoring lands into play is a much for reliable and resilient option. I'm not particularly a fan of how many token producers you have that only net you one token like Eldrazi Skyspawner and Nest Invader as that isn't particularly a strong effect. I also see some cards that I don't think are effective such as Leonin Bola, Explorer's Scope, Scion Summoner (along with the others that make just one token), Multani's Acolyte, Seal of Primordium (use creature based art/enchant removal since you can abuse it), all could be replaced with better cards.
Even with different game plans I'm still able to critique your list (which I'm very willing to talk more about and help out. I love working with people). Hopefully I've explained how I do in fact have a very solid game plan in my deck. (and thanks for bringing some neat cards to the table for me)
1 month ago
I'm not really a fan of the combo with Sundial of the Infinite, Isochron Scepter, and Final Fortune. Final Fortune is pretty bad on it's own, and Sundial's utility is pretty limited, since most of the value I'm getting from my Wizards is from their ETBs. I'd much rather use my X spells, since even when they aren't combo pieces, casting them for 6 or 7 is often still often a solid play.
I also wouldn't say Sedraxis Alchemist is outright better than AEther Adept. The ability to bounce noncreatures is good, but I wouldn't want to rely on having a blue permanent for the effect with how low of a count of blue permanents my Inalla deck runs. I think we would both probably agree that Venser is the best of the three though!
2 months ago
AEther Adept + Paradox Engine + Temple Bell into a Windfall.... tie possibly? Throw in your Sunder and its gg for sure I was playing around with it and just couldnt stop laughing lol Ive built a version of your deck and its extremely similar, missing a couple high $ cards but it still works :) Im going to test it out tonight
3 months ago
Wow, this is super fun! It is very similar to a list I recently cooked up. I would have saved a lot of time if I had found yours first. Some of the similarities I like are:
Sen Triplets/Mana rocks/Paradox Engine. This is basically a match made in heaven. Speed your deck, facilitate your commander, and practically fall into an infinite. I have two suggestions. First, add Fellwar Stone. It is a CMC multicolored rock for your opponents' spells. Second, if you don't like Staff of Domination, try Temple Bell. You may give a few cards to your opponents, but you can use that effect in a Sen Triplets deck anyway, and sometimes people will leave you alone some for the Group Hug aspect.
Multicolored land base. Fixing for your deck and facilitates the Sen Triplets ability. I would suggest that you check out Exotic Orchard, Reflecting Pool, Thespian's Stage, and Vesuva. You can make them what you want for casting other players' spells. You can tutor them up with Tolaria West, just like the Moxes. With that small package, I add Dark Depths as a wincon. Again, tutorable with Tolaria West.
I am finding Unsummon effects to be very powerful in Sen Triplets. You have Chain of Vapor and Cyclonic Rift. Those are great, but I find Unsubstantiate and Venser, Shaper Savant to be powerhouses. Unsubstantiate is an Unsummon that doubles as an extra Remand, which is great with Sen Triplets. Venser, Shaper Savant plays nicely with Riptide Laboratory, which is nice with Sen Triplets, Archaeomancer, Snapcaster Mage, as well as Reflector Mage and AEther Adept. Bounce their stuff, bounce your stuff, cast it all, gain some tempo if you don't. Helps with going infinite with Paradox Engine, too.
I am surprised that you don't run Teferi's Protection . It has so many uses, not the least of which is playing Sen Triplets, playing Teferi's Protection , and then just waiting to open with Sen Triplets to combo off. I have used that trick a few times, but it is also amazing for getting through a board wipe, Fogging a huge attack, or even just rescuing a combo piece that is under attack.
As an additional suggestion, I am having a blast with Mechanized Production. I drop it on a manarock most commonly, and if nothing else, I get to ramp each turn before someone blasts it. If they don't deal with it, I get to win after a few turns. Just a suggestion if you are feeling like removing an infinite combo, you could replace it with an alternate wincon that advances your goals along the way.
Anyway, great deck! It is fun seeing someone develop similar ideas. I had the same thing happen with my Queen Marchesa: Politics, Aikido, and Control deck, and the cross pollination was extremely beneficial for development of that deck. If you are interested in checking out my Sen deck, here it is, Sente: The Politics and Metaphor of Stones. Check it out, give feedback as you see fit, and +1 for your deck from me.
3 months ago
I'm glad you enjoy the deck! There are a lot of ways to play it and I think it takes a decent amount of thought to play.
Thoughtpicker Witch is cute, especially if we have a bounce loop. It's another way to combo out and gives us a way to actually use the mana we get from something like a Venser, Shaper Savant loop. I'm not sure what I would slot out, but it could definitely have a home in the deck.
3 months ago
Hey there! This looks like a pretty sweet Ezuri build! While I can't be certain, I would guess that you generally find yourself with just a few cards in hand, and that you usually play all of your creatures and then have a hard time recovering from a board wipe, right?
While that guess could be way off, it looks like a lot of your deck is very strong when you're ahead, but rather weak when you're behind. First of all, you appear to be a little low on ways to interact with your opponents. With Ezuri, you want a lot of creature-based interaction. Reclamation Sage, Acidic Slime, and the like can be very strong. AEther Adept, Mist Raven, Man-o'-War, Venser, Shaper Savant, and Voidmage Husher are all options to deal with your opponents' creatures, albeit temporarily.
However, not everything can be creature-based. I see that you already run Krosan Grip, which is absolutely a strong card, but I would also add in some of my favorite removal spells: Nature's Claim, Natural State, Pongify, and Reality Shift are all great ways to deal with annoying things on the cheap. Beast Within is also great.
You also want some number of board wipes. With Ezuri, bounce-based board wipes are great, as they allow you to re-trigger Ezuri's ability. Evacuation, Devastation Tide, and Curse of the Swine are all great for this.
In addition, you have ways to draw cards, but they either draw you a ton of cards (such as Fathom Mage), or don't draw you any cards. I would recommend adding in a couple of cards that just draw you cards, no matter what else you have on you board. Fact or Fiction is a great card for this, as is Opportunity.
Now, Ezuri presents a little bit of a problem with this, because Ezuri specifically cares about creatures, and your deck doesn't have a lot of ways to function if you can't play a lot of creatures. I would recommend staying away from cutting creatures as much as possible (other than the duplicate Bane of Progress), and instead start by cutting cards like Simic Charm, Journey of Discovery, Verdant Confluence, probably a land or two (I find 37 is a comfortable number for a Blue/Green deck), etc.
Finally, some general suggestions. Some of these are already on your maybeboard, but these are ones that I would highly recommend adding:
- Sakura-Tribe Elder is an amazing ramp card that also triggers Ezuri
- Coiling Oracle replaces itself or ramps you, and likewise triggers Ezuri
- Same with Solemn Simulacrum
- Mulldrifter is just amazing
- Hornet Queen triggers Ezuri five times, and also makes you annoying to attack
- Master Biomancer gives counters to everybody
- I don't think I need to explain Hardened Scales
- Finally, Sage of Hours gets you infinite turns with Ezuri out (and five experience counters), so if you want a combo finish, it doesn't get any easier than this.
In any case, I really hope this helps. If you want my help again in the future (or have any questions about what I said above), feel free to leave another comment on my profile. Enjoy!
3 months ago
I was considering cutting one of Rise or Legion, since they're so expensive, but I think Rise of the Dark Realms is actually better than Clone Legion, even though legion technically goes infinite with Dualcaster Mage. I play Rise in my Tasigur deck, and it generally wins every game I play it in due to the high amount of GY based decks in my meta.
Chromatic Lantern simply got moved to the maybeboard because I don't own one and they're over $10. This isn't a deck I'm wanting to slam a bunch of money on quite yet, so that's also the reasoning for Patron Wizard and Glen Elendra Archmage, and to a lesser extent Voidmage Prodigy. I own most cards in the list right now because I have the Inalla precon and pre-owned a lot of the cards here.
I think AEther Adept is probably cuttable. It just doesn't usually do enough. I usually look at it wishing it was a Hero's Downfall or Terminate instead, as games in my meta usually go long and having to recast a card isn't that big of a deal.
Dire Fleet Ravager is simply in there because I was looking for wizards with cool ETB effects, and he was new, so I threw him in. I haven't really gotten to testing him yet, but the more I look at him the more I think "I play this and immediately die to whatever's on the other end of the board" because at 40 life it brings me to 18, and I usually won't have a lot of dudes. So out he goes!
Similarly, Flesh Carver and Ghoulcaller Gisa were me looking for cool sac outlets that also happen to be wizards, like Viscera Seer, since I'm losing my tokens anyway. I already own Ghoulcaller Gisa, and although it is a wizard, it doesn't really benefit from one of our only real tribal synergy, Inalla's trigger, outside of turning a wizard into a zombie. She'll probably be cut. But I'm not so sure about Flesh Carver going away, since he can potentially get huge, and requires two removal spells, in addition to being able to use him multiple times a turn and his synergy with our reanimation effects to make more giant horrors.
Also, what are your thoughts on adding the Niv-Mizzet, the Firemind combos at the end of the description? Should I even bother? And which ones are best?