|Commander / EDH||Legal|
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|Dragon's Maze (DGM)||Rare|
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Creature — Shapeshifter
U: Exile AEtherling. Return it to the battlefield under its owner's control at the beginning of the next end step.
U: AEtherling is unblockable this turn.
1: AEtherling gets +1/-1 until end of turn.
1: AEtherling gets -1/+1 until end of turn.
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4 days ago
viveter Myriad blade wouldn't work since Kraj is legendary, but I gotta be honest I feel like I have enough ways to get around creatures that it'd be a unnecessary to ad more options; AEtherling, Cephalid Inkshrouder, Pemmin's Aura, Whispersilk Cloak, , Thornling and Morphling both work really well since they protects both Kraj and themselves while also offering evasion, Beguiler of Wills, Simic Manipulator and Cytoplast Manipulator allow me to take my opponents' blockers while getting board advantage, and Ethereal Usher gives me the option to get unblockable while also letting me get cards like Arcanis the Omnipotent if I want.
The thing with this deck is that I am trying to aim for a lot of cards with multiple purposes, so for example most of my evasion cards double as protection. If I add too many cards like Blade of Selves or cards that just give unblockable, then I have a much lower chance of drawing into a combo piece that I need. The idea is that it's supposed to be as much of a Johnny deck as possible, so if I win it is by some crazy combo, but if I lose it's fine. I don't really want to make the deck unstoppable since then it wouldn't be that fun to play against if that makes any sense.
Anyways, thanks for the suggestions! I'm not entirely saying no to them, I'm just trying to reason out how I feel like the deck should work as a whole. I'll definitely be looking into mass protection cards (maybe Heroic Intervention?) as I do see some creatures that I could remove (specifically Somberwald Sage since it doesn't work for any combos, Gilder Bairn possibly because the ability costs a fair amount although untap abilities are very nice, and Beguiler of Wills/Simic Manipulator since they draw too much attention for what they are worth), so it is good to know what other people think I could work on to make the deck work better.
6 days ago
The scry ability for Dissolve isn't really worth the 3 mana cost imo. A good budget alternative I would consider is Render Silent. You've also got a lot of second rate cantrips like Jace's Ingenuity and Sleight of Hand which should be replaced by Serum Visions and Sphinx's Revelation, both of which are reasonable. I'd run four serum and one revelation.
Also, having AEtherling as your only wincon makes you really susceptible to removal like Cranial Extraction. I'd diversify your wincons a bit. There's some planeswalkers in your colors that are pretty reasonable, like Gideon Jura or Elspeth, Sun's Champion or even for super budget Sphinx of the Final Word is pretty decent.
1 week ago
Here is my binder for reference to what I have.
2 weeks ago
Definitely a good start! I like what you have going on so far. That being said, there are a few things I would change.
First off, you have way too many creatures. Reflector Mage is good but it doesn't have much of a place in Control, same with Sun Titan. I would cut all those. In their place, you need some solid counterspells.
Negate is way too specific to be run as more than a 1 of in the mainboard, so I'd cut three of those. If you're playing Casual I think you can just run 4 Counterspell. In Modern, I'd look at Cryptic Command, Rune Snag, Logic Knot, and Mana Leak.
Prairie Stream is ok but there are better lands in Blue and White. I'd look into Seachrome Coast, Flooded Strand, Hallowed Fountain, and Glacial Fortress. You also need to be running 24-25 lands in Control so you can cast multiple spells quickly. If you can afford it, definitely run 4 Celestial Colonnade. Those are way better creatures for Control than Reflector Mage or Sun Titan because they can be tapped for your counterspells and removal and are generally less vulnerable.
You also might want to consider an additional win condition or two, like AEtherling, Gideon Jura, Elspeth, Sun's Champion, Gideon, Ally of Zendikar, or Geist of Saint Traft. Dragonlord Ojutai can be pretty rad too but you have to run him with a couple copies of Minamo, School at Water's Edge or else he's too vulnerable.
3 weeks ago
Mill is not a super powerful strategy in most formats, so personally I would lean more towards something else. Maybe just straight control with a win condition like AEtherling or smaller unblockable dudes like Infiltrator il-Kor. Zombies can be great too if you want super resilient threats, but they are not usually very hard to block.
3 weeks ago
Thanks for revisiting :)This is my first blue deck, usually I play ramp/tribal decks. So any advice is more then welcome.
As far as Despise goes, just drop them? What should I put in that spot? Draw cards? Removal?
3 weeks ago
I came back to take a peek at what you've done :)
Looks a lot better, IMO. I think you are missing some of the card advantage you used to have, though. (Some way to take over the game later on.)
You don't need 4 AEtherling Either. Just 1 really, although it's nice to have another one as back-up. (I'd play 2.)
I'm not a fan of Despise - It's looks really good, but you have the opportunity to stop creatures after they resolve, and it's going to be a really bad draw later on in the game, when your opponent is likely to be topdecking.
As for card advantage, I would recommend 2-3 Jace, Architect of Thought If you don't find them too expensive. (You should be able to find them for $2-3)
4 weeks ago
If I may give a bit of advice on the deck in its entirety:
Don't play cards that doesn't fix a problem unless it doesn't also draw you a card (or something similar). Since you are a grindy deck, Remand is great becasue it allows to to slow down the paste of the game, without sacrificing your ability to take over in the lategame. Unsubstantiate for example, is not good, because even though it does slow down the game, it nets your opponent more value that it does yourself. As they have the exact same amount of cards to work with now as they did beforehand.
Run as few creatures as possible, (unless they double as either card advantage, or control.) The few creatures you do run, should be able to close out the game on their own. For a non-competitive or budget control deck, I recomend an AEtherling as your main way to win the game.
If you do lower your creature count, some more mass removal would be the finishing touch :) Damnation is your best option, but it's really expensive.