|Commander / EDH||Legal|
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|Battle for Zendikar (BFZ)||Common|
|Dragons of Tarkir (DTK)||Common|
|Promo Set (000)||Rare|
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Look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.
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4 days ago
Hey, looks good for a first Commander deck.
Talrand can be a nice budget control Commander, but he needs a lot more instants than I see here. Spells that can help you dig for other cards as well as draw. Take more advantage of Talrand's ability to make creatures and play more cheap mana instants and sorceries instead of so many creatures. Creatures like Mnemonic Wall who you've included and my suggestions of Archaeomancer, Docent of Perfection and Curious Homunculus are the kind of abilities you want with creatures because they also go with the control/ Drake making strategy of Talrand. Creatures such as Slither Blade and Storm Fleet Aerialist look out of place because if controlling you don't want aggressive creatures or creatures that benefit from being aggressive.
You're on the right track with including several good cards: Brainstorm, Mystical Confluence, Mana Leak, Negate, Blue Sun's Zenith, Sol Ring, Thought Vessel, Reliquary Tower, Echoing Truth, etc. There's however a lot of cards that can be replaced for better budget options.
Even if you're on a budget there's still a lot of budget blue cards you can include. I'll start with cheap draw, currently there's not enough cheap mana draw. You have Brainstorm which is good, but you need more. Cheap mana draw is good with Talrand you're both drawing a card and gaining board presence with a Drake for a small amount of mana. These cards don't just draw and make Drakes, but they also let you dig for other cards. Specific answers such as a counterspell, bounce even land.
Tide, Snap and Archaeomancer can make an infinite Drake creation combo from casting Snap, making a Drake each time it's cast. Snap lets you untap two Islands which can then produce more mana because of Tide. Snap can continuously bounce Archaeomancer back to your hand letting you play him again and get back Snap from the graveyard. Best thing about these cards are they're all good alone if not using them with the combo.
- Play High Tide, any Island tapped now makes two blue mana.
- Tap two Islands for four blue mana. Play Archaeomancer get back Tide.
- Tap Island for two mana play Tide again, any Island tapped now makes three blue mana.
- Tap the one Island left giving you four total blue mana. Play Snap target Archaeomancer untap two Islands.
- Tap two Islands giving you eight total blue mana. Play Archaeomancer get back Snap.
- Play Snap target Archaeomancer untap two Islands.
- Each iteration now you'll get eight mana and one Drake by playing Archaeomancer and Snap leaving you with two blue mana left each time.
This combo is done on your turn so all the Drakes will not be able to attack until the next turn. It forces one of your opponents to have a board wipe or they all lose. To shut this combo off for the turn make sure you have Archaeomancer in your hand before you end the turn. He's the most vulnerable of this combo since he's a creature; protect him in your hand don't have him in play. He's the best way to start the combo again because he can get back Tide from the graveyard.
The buyback ability on Capsize lets you pay the cost and return Capsize back to your hand. For six mana this is a repeatable spell to create a Drake and bounce any permanent back to opponent's hand, even a land. As a result Capsize is very good with Talrand. It can also bounce a permanent you control this can be good with creatures who give you something when they enter the battlefield such as Archaeomancer.
If you're using a gain control strategy then I suggest these two cards:
Good luck with your deck.
6 days ago
As for your question, between Opt and Serum Visions it really depends on what you run with them. For instance running Snapcaster Mage makes Opt more viable while running Delver of Secrets makes Serum Visions the better choice.
In my own opinion, both are worth running. You can run both as full play sets, a mixture of both, or one or the other. It really comes down to your preference.
6 days ago
Cool idea, Reba04.
Not sure if you're open to suggestions, and if not, go ahead and just skip over the rest of this post =)
I'd look into adding some more 2 and 3 cost creatures to smooth your mana curve out. having a hand full of 5/6/7 drops in your opening hand feels bad... and if the Magic Gods treat you anything like they treat me, it's going to happen. A lot.
I'd pull out about 4 lands, 2Deathless Ancient(expensive for what it does and the body isn't impressive for the mana cost. 4Gravedigger(same reasons), 2-4Queen's Agent(same reasons), 1Mavren Fein, Dusk Apostle(he's legendary, so once you have one out, the rest in your hand are dead cards until they kill him), 2Liliana, Death Wielder(expensive to cast. doesn't synergize well with vampes since her abilities are -1/-1 counter up until the ultimate), and 2Vanquisher's Banner(I like this card but expensive to cast before it starts giving you benefits).
That's a lot of cards to pull... what else is going in?
Removal. 2-3Cast Out IMO runner-up for best removal in Standard. Cycling and a lot of decks don't play enchantment removal, so you can remove whatever it is... forever.Fatal Push and/or Walk the Plank Push IS the best removal... but pricey.
This is getting longer than I Anticipated... so I'll stop here. Sorry for the novel. Regardless, +1 from me, and keep brewing. Have you played this in paper yet? How's it been for you?
1 week ago
Take a look at Archenemy 2.0 Volume 1: Bolas. It's some MEAN control for pretty budget. Just cut Kolaghan's Command and Fatal Push for maybe Doom Blade, Anticipate, or Ultimate Price. Other than that, just redo the mana base.
2 weeks ago
This deck is one of my favorite decks that I have made. It's one of the few decks that I go back to again and again, trying to get it right. Previously, the deck had more cards with counters on creatures, but I fear that I have changed it too much to a point where some of the cards are irrelevant. However, I don't want to take them out because I feel like they're useful in some situations.
Some of the cards I'm not happy with-
Sage of Hours: I really don't have any cards that trigger the heroic ability, but this one combo I have in mind gains me infinite turns. However, the combo is so situational that people are able to see it coming. It sure is fun when I pull it off though.
Spike Feeder: I just don't see many combo opportunities with this one. I can gain me life which is nice, but since the change, the counter production is greatly reduced.
Inexorable Tide: With the change I don't feel like proliferate is really necessary. However, with the planeswalkers, it could be nice to have. Maybe in a later version.
Contagion Engine: Same as before, but I do like the fact that I am able to add -1/-1 counters exponentially.
Doubling Season: This card was a beast in my previous version, but the change kind of diminished the punching power. And now it's only situational.
Some cards I'm not sure about-
Duskwatch Recruiter: I can gain card advantage, but I feel like there are better cards to replace it.
Sakura-Tribe Elder: I really don't have too many cards that gain me land advantage, so I like the fact that I can get a land while being able to shuffle my library in case I need to for some reason.
Think Twice: I think I need more card draw in the deck, but most of the good card draw I have is in other decks and the budget for me is pretty tight.
Anticipate: Like I said, most of my good card draw is in other decks, but is still like this card for some reason.
Jace, Architect of Thought: This Jace is a little weaker than his other counterparts, but this is the only one I have free.
Simic is definitely one of my favorite archetypes. I love the combos and weird synergies that aren't really present in other decks. That's the main reason I want to get this deck right. However, I'm not really looking for a competitive deck, so that's the main reason I don't have any counterspells or removal. This deck nay be a little slow to play against since it's a tutor style deck, but it's just fun to play every now and then.
Commander / EDH
SCORE: 19 | 17 COMMENTS | 2694 VIEWS | IN 10 FOLDERS
Any suggestions are welcome.
4 weeks ago
Overall, your deck seems like it's got a bit of an identity crisis. On one hand, it wants to play loads of big, splashy angels, but on the other, it wants to be a classic UW draw-go control sort of build. If you want to go the angel tribal route, I would switch the commander to something that gets you access to green, like Jenara, Asura of War or Sigarda, Host of Herons in order to get some much needed ramp (more on that later). If you want a more controlling build, I would stick with GAAIV but cut most of the angels. Control builds in EDH tend to win via infinite combo (in the case of "traditional" control, like your deck) or via locking everyone else out of the game with cards like Smokestack and Winter Orb.
Also, you're in sore need of some card draw. Without it, you're going to be stuck in the late-game waiting to topdeck something useful while your opponents are winning the game. Rhystic Study and it's cousin, Mystic Remora are staple cards for blue decks. Adding some extra cantrips, like Brainstorm, Anticipate, and Preordain will help you stack your draws and get the best of your cards. Some other good card draw options are Recurring Insight, Jace, the Mind Sculptor, Fact or Fiction, Foresee, Blue Sun's Zenith, and Consecrated Sphinx.
I mentioned ramp earlier, which your deck DEFINITELY needs more of. Angels are expensive, and they won't do you much good when you don't have the mana to cast them. First of all, I recommend running at least 36 lands, and maybe picking up a few more dual lands, like Azorius Chancery and Glacial Fortress. Another important thing to consider is mana rocks. Azorius Signet is an autoinclude, Hedron Archive is great in slower decks, and Fellwar Stone, while more effective in 3 to 5 colors, is still a great rock, especially when you're playing against two or three other people who'll probably have the colors of mana you'll need. White also has some non-artifact ramp options, like Weathered Wayfarer and Land Tax, which often put in serious work. If you splash some green, you also get stuff like Cultivate/Kodama's Reach, Sakura-Tribe Elder, Burgeoning, and Exploration to help get your angels out as quick as possible.
You're also running low on tutor effects, which are essential in a format where you can only run 1 copy of a given card. Unfortunately, the best tutor effects (for your deck) are green and black, so you'll have to make do with cards like Enlightened Tutor, Muddle the Mixture, and Fabricate, although adding green (hint hint) gets you great cards like Eladamri's Call, Wargate, and Green Sun's Zenith.
Finally, I would cut out some of your worse counterspells (Absorb, Dispel, etc.) for some removal, hate cards, and better counterspells. Board wipes like Austere Command, Wrath of God, Supreme Verdict, and overloaded Cyclonic Rift are all extremely useful, hate cards like Rest in Peace, Dawn to Dusk, and Grafdigger's Cage hose powerful decks, and white, being the king of removal, has some awesome spells like Path to Exile, Condemn, and Oblivion Ring. For counterspells, I would consider Cryptic Command, Summary Dismissal, Overwhelming Intellect, and of course, Counterspell.
1 month ago
As for the Navigator's Ruin, I'm sure you could find more suited cards for the deck, but if you like it, keep it. The usual problem with milling like this, is that your opponent will be dead from being slapped in the face long before they are milled to death. Milling the opponent definitely could annoy them though, but against other decks such as re-animators or delve, you'd just be helping the opponent.
It's up to you whether or not you want to keep some removal, but I would highly recommend running some. A deck without removal is just putting itself in danger, and I'd almost never run a deck without 4 removal spells.
I also really would consider some draw spells, because there's no worse feeling than topdecking and just drawing useless stuff all the time. Blue is the master of draw spells, with stuff like Opt, Serum Visions, Sleight of Hand, Anticipate, Telling Time, Thirst for Knowledge, Distant Melody or Curiosity. For green you can go with Keen Sense or Warriors' Lesson.
I personally like the Cold-Eyed Selkie as it will easily draw you 3-4 cards with some of your buffers in play, but if you can't get that then so be it.
The artifacts I threw in the maybeboard are indeed expensive, but might prove to be lethal in tribal decks. You can look into them at a later point after playtesting with the deck.
Remember that you can always alter your decks, mine are still being altered 2 years after I've made them.
1 month ago
IzzetFanatic. I do understand that Platinum Angel serves a purpose that Platinum Emperion cannot fill. For the few decks that still try to run the Hive Mind and Pact combo (Slaughter Pact, Pact of Negation, and Summoner's Pact) Platinum Angel can stop those decks. However, 99% of the time, we are using it to stay alive through some sort of damage or life loss, which Platinum Emperion literately stops their deck entirely. This may be a personal preference, but it is definitely the route I have decided to go.
As for the Supreme Will argument, I disagree that the first ability isn't relevant. Mana Leak is a staple counterspell in modern for a reason. Granted, two mana vs three absolutely is something that changes the value of the card, but we can still consider it a hard counter in modern. Then, if it is something we feel we don't need (losing and trying to desperately find something, we have a lot of other counters in hand, or counters just don't seem to matter against the deck) we can filter. It has the same CMC of Thirst for Knowledge so holding up the same amount of mana to counter something we don't like or couldn't deal with, or Anticipate for four cards is great utility. I haven't done the split as I am trying the deck without the Talisman of Dominance, but I haven't been able to playtest the Supreme Wills enough to guarantee the slot. I feel optimistic based on how it has played thus far though.
Spellskites have been a huge improvement to the deck. I have stalled many an aggressive deck until I got what I needed. I would highly recommend this in the meta that we are in right now. Granted, somewhat better with Thirst for Knowledge as it can be pitched if not needed in the deck, but still relevant. My favorite interaction with it so far was equipping a Batterskull onto it against a burn matchup. I looked at him and said, "Do you really want to continue?" He tried, but after the second attack he couldn't get anywhere haha.
So I did try Epiphany at the Drownyard, and just didn't care for it. Maybe it is the way I built the deck, but I hated to see it, rarely gave me what I needed, and I usually had to choose between holding up mana to cast it, or one of my big things. In most cases, the big things won due to the situation. If you've had success, I may try it again.
As for Trickbind over Squelch I took it because of the triggered ability part, and the fact of my opponent not being able to play anything else. Not sure you know about the Vizier of Remedies and Devoted Druid combo yet (forgot to mention it above), but they make infinite mana, filter their deck with Duskwatch Recruiter, then cast an infinite Walking Ballista to ping you to death. Trickbind can stop any piece of that combo. It also does stop the storm mechanic. Your opponent will get the original cast, but not any of the copys. Not to mention, split second seriously comes in handy. I would recommend you playtesting it over Squelch. I do not play on making the switch anytime soon, or at all most likely. I'm even looking to add a third copy into my deck because of the success I've had with it.
You seem to like Epiphany at the Drownyard, but looking at your list that would be the card to look at replacing for Endbringer if that is something you really wanted to try. Endbringer helps you draw which Epiphany at the Drownyard essentially does as well. Obviously creatures are easier to get rid of, but if it was something you truly wanted to playtest I'd say try that. As for Spellskite, maybe try replacing Spatial Contortion. I took them out of my version as it seemed that I was constantly holding them. Occasionally, I would use it on a Wurmcoil Engine to gain some extra life, but that is nothing more than a cute interaction. Also, have you seen Filigree Familiar? Is the draw more worth only gaining one life less than Bottle Gnomes? Being Bottle Gnomes is your interaction against burn, I thought I'd bring this to your attention.