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: Add to your mana pool.
, : Until end of turn, you may cast nonland cards as though they had flash.
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Alchemist's Refuge Discussion
4 days ago
Well the combo with Cryptic Command and Eternal Witness is that you can use it far more than twice or three times. Using Cryptic Command's bounce ability, you return Eternal Witness back to your hand, and then use the tap or counter ability to then lock down your opponent. Cryptic Command can then be brought back to your hand by playing the Eternal Witness you just bounced and you can do it every turn. That is why the list from Toronto plays the Aether Vials -- to not only be able to play Eternal Witness on your opponent's turn, but to do so at instant speed. You also only have to pay for the Cryptic Command, as Aether Vial will play Eternal Witness for free. I do not play Aether Vials (as I think they can be fragile -- and is just another permanent that I need to protect for three turns before it becomes a win con), but that is where Alchemist's Refuge plays a role. It obviously requires a much higher mana investment -- but is not beyond the question with how controlling this list can be. I also find the alchemist's refuge interaction also plays nice with Huntmaster of the Fells Flip as the spells I play off of it count as a cast (Eternal Witness + Cryptic Command = 2 spells to flip Huntmaster of the Fells Flip) -- whereas playing Eternal Witness off of Aether Vial does not count as a cast.
2 weeks ago
buildingadeck: Day's Undoing can work. Having Twister in the yard is a really big plus side to it. Also Day's Undoing ending your turn does hurt a bit. However, from a budget perspective it does work, it ticks the big boxes that Twister does for you, it draws 7, restocks your library and messes with your opponent's hands. If I had it in the deck I'd do my best to use Alchemist's Refuge to cast it at the end of someone else's turn though.
2 weeks ago
So what are you really wanting to do? Cause I'm seeing a few issues. I'm trying to keep all the suggestions cheapish, but also suggest some over time improvements.
First of all, lands. Please don't put them with different arts when you are trying to get deck help. It just makes it more of a pain to look at and suggest stuff.
Secondly, painlands. They tap for your colours and if you don't want to pay life, they tap for . As do the filterlands.
Thirdly, there are more useful utility lands you could run. Eye of Ugin is 2 mana for eldrazi and a consistent source of cards. Bojuka Bog exiles a graveyard for ingest stuff. Duskmantle, House of Shadow, Alchemist's Refuge, Grim Backwoods, Nephalia Drownyard, Novijen, Heart of Progress all tap for that much needed colourless, while having useful side effects.
I don't think Blisterpod, Hedron Crawler, Mist Intruder, Walking Atlas, are where you want to be as they are small cards, small effects, don't have Ingest etc. You also aren't running any emerge that you need the extra bodies for.
If you focus on either rushing the big eldrazi via ramp, with smaller utility eldrazi for ingest and useful effects that might work a bit better. I can suggest stuff for that, but I am guessing you are fairly new/limited on card selection?
2 weeks ago
Up to now your deck looks like a typical good stuff deck without a grand strategy, am I right?
To improve your ramp you could run cards like Exploration and Burgeoning which synergize nicely with land tax in the early game to give you a head start and Rhystic Study later on. Chromatic Lantern could be valuable to fix your manabase, too.
Alchemist's Refuge may be interesting to flash in your big creatures right before your turn starts or play a saving Sorcery like Stream of Life on an opponents turn.
4 weeks ago
Alchemist's Refuge allows you to flash in Hermit druid on you opponents eot...
1 month ago
Mostly because it just stacks up when I have abundant mana and breaking legend rule is handy in this strategy (having two Sheoldred, Whispering One is better than one, etc). Not necessarily the best evasion, but think of it more as a mana sink when I have few options.
Usually when sakashima is out I end up abusing Teferi, Mage of Zhalfir and/or Alchemist's Refuge to cast it and return it on each of my opponents' turns. This abuses so many etbs, allows for a well timed copy if the board state changes, and I don't have to rely on the likes of Deadeye Navigator to manipulate it.
In instances where I am whiffing (which means I have a ton of mana saved up and no outlet), copying an Eternal Witness or Greenwarden of Murasa on each opponent's turn and returning a counterspell/bounce gives me so much more sustain than a Stunt Double or Phyrexian Metamorph
1 month ago
I recommend more lands 36 is normally a good number with about 8-10 accelerator cards like the afore mentioned elves, cards like Kiora's Follower also count towards this.
since you are playing 2 colors I recommend exciting lands like Alchemist's Refuge and Nykthos, Shrine to Nyx also beware of Botanical Sanctum as on t4 its a guildgate which isn't terrible but there are far better lands, especially when you aren't pressured to play heaps of dual lands.
I would recomend removing the following:
Jace's Phantasm: whis deck dosen't seem particular graveyard heavy thus i think this will just be dissapointing.
Nissa, Nature's Artisan: too expensive and dosent do enough.
Wall of Frost: I hate walls
Artisan of Forms: I counted 6 targeting spells this wont be consistent enough
sorry if this appears twice i forgot the double brackets
1 month ago
Sorry one more thing if you do go green/blue Alchemist's Refuge is another way to get her in play on your opponents end step.