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.
|Have (3)||goldshot20 , metalmagic , DudeMan1031|
Printings View all
|Ikoria: Lair of Behemoths (IKO)||Common|
|Mystery Booster (MYS1)||Common|
|Core Set 2020 (M20)||Common|
|Core Set 2019 (M19)||Common|
|Battle for Zendikar (BFZ)||Common|
|Dragons of Tarkir (DTK)||Common|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Anticipate occurrence in decks from the last year
All decks: 0.1%
Commander / EDH:
All decks: 0.02%
4 days ago
1 month ago
Also, during ur testing, how offen was Song of Creation a dead card in ur hand?
1 month ago
I agree with almost everything Magnanimous suggested except Fevered Visions being a poor win condition. Sure, RDW can dump a bunch of burn on us. I'd suggest running a some main deck + some sideboard Swan Songs which would help with that + protect combo pieces vs control and has virtually no downside due to the fogs.
For Fateful Showdown I agree it's a little clunky. This card will sit dead in your hand most games and the double red is really taxing your 4 mana base with no fixing. I'd also consider cutting down on white, save for the Approach of the Second Sun which is easy to splash for at 7CMC. Repel the Abominable can be subbed out for Root Snare/Winds of Qal Sisma, Supreme Verdict for AEtherize which is easier on the mana and it can fill your opponent's hand back up for some Fevered Visions damage.
Also consider subbing out Growth Spiral+some of the fogs for Sylvan Caryatid/Anticipate. The caryatid can block some early aggression so you don't have to waste a fog early and will help with the mana base. Anticipate will help find that 3rd land drop, your combo piece or a fog when needed.
1 month ago
Unless you are anticipating finding two cards you like of of TT Anticipate could also be better.
2 months ago
i just have a few thoughts - maybe Impulse over Anticipate
also i always felt like Urban Evolution was hard to justify as a 5 drop, Explore is a similar option for 2 mana. but that is personal preference.
also is Soothsaying worth it? i would just run another x mana draw spell.
speaking of which, Blue Sun's Zenith is at least nice to have, because you can draw your whole deck, and then always cast USZ to put it back in your library so even if somehow your opponents stop your wincon, you can have a good chance you won't die at your next draw step. also if you do have infinite mana it is a win con because you can target your opponents.
2 months ago
check out Impulse over Anticipate.
maybe Reverberate or Twincast over Doublecast. Repeated Reverberation is another option.
maybe Pull from Tomorrow over Stroke of Genius.
maybe Ghost Quarter over Field of Ruin,
maybe Shivan Reef over Highland Lake,
maybe Brainstorm over Radical Idea,
maybe Fact or Fiction over Chemister's Insight,
maybe Capsize over Into the Roil.
and some other options just to consider: Underworld Breach is great recursion. The Immortal Sun and Well of Ideas are kind of high mana options to give you one-sided more card draw.
and i've always really liked Archaeomancer, Mnemonic Wall, Izzet Chronarch, for those Relearn-type effects. but probably dont need to run all 3 as that is overkill.
anyway just some thoughts, hope it helps!!!
keep having fun! Cheers!
2 months ago
no Farseek? What about God-Eternal Kefnet, seems like he would help you play more spells. Also It sounds like you want to play lots of spells and not run out of gas, but I don't think there is enough card draw and top of library manipulations to make the deck run like a bat outta hell. Impulse, Anticipate, Dig Through Time, Sensei's Divining Top might be good here.
2 months ago
Tutors are necessary for an entire archetype to function.
You didn't mention which archetype that is, but I'm assuming you are referring to combo. I completely disagree! I've built quite a few combos that win without worrying at all about whether or not the deck has access to combos (in fact, some times the decks are playing stuff like Mindlock Orb that restricts my ability to tutor as well). Here are three examples:
That's on top of the deck I played in my stream last night, Nethroi Apex of Death: https://www.youtube.com/watch?v=5mlA0-agBDk
(And this is responding to as well) Tutors aren't necessary for combos, at all. They are just necessary for the most mana efficient of combos (and having those around is why the higher the powerlevel you go, the more it kicks out the other archetypes). If we are worried about archetypes not being possible, then you would be arguing for nerfing combo since it is much more powerful that control, midrange, and especially aggro are nearly impossible to be viable.
Sure, you might find it more fun to win with the lack of consistency, but you should not ascribe that to every player.
Here's the problem... Knowing about game design gives insight about how fun is accomplished. I'm no expert, but I've made quite a number of games based on a few principles, one of which being "Gameplay experience repeating itself from game to game is one of the biggest killers of fun." In fact, this is exactly why Commander blew up in popularity in the first place: Going from 60-card decks with 4-ofs to 100-card decks with 1-ofs is a HUUUUGE drop in consistency, making games less repeating, and consequently more fun.
You also are treating tutors like there is no opportunity cost to using them--you have to burn mana to find your cards, and many of the best tutors put the card on top of your library, meaning you're wasting your next draw or have to use another method to get the card into your hand.
Well, then let's be honest about it, is the cost to search about 60 unique cards for one mana mechanically similar to searching about 15 unique cards for one mana? (Where did these numbers come from? There are about 60 1-ofs in a commander deck when you don't include lands and there are about 15 2-ofs, 3-ofs, and 4-ofs in a 60-card deck.) I think we can agree that they're not. In that way, tutors fall into the category of "Interact poorly with the format" quality of the banlist. Don't get me wrong, I'm not advocating for banning tutors, but that's only because I think there's a better way to fix the issue. Is it unprecedented? In application, yes, but the precedent for the reasoning is as old as the format itself.
What you propose is to to make a card not work as written--that's a huge problem. In fact, it violates what is literally the first of "Magic's Golden Rules": Rule 101.1.
So does the commander replacement rule. Because of that, casting a Murder on a commander doesn't cause it to die in almost all situations.
In addition, your response to me exemplifies the principle of "loss aversion" in psychology, which can be summarized as "A loss of the same magnitude as a gain is felt by human brains to be much larger in magnitude." You are only looking at the change in terms of how it would affect your decks, but remember, it affects three times as many decks in your games: your opponents. No one complains about one of their opponents' decks being too inconsistent, but people are commonly infuriated playing against decks that can consistently fulfill their gameplan. Personally, I understand it's a part of the game currently, but I can also understand that it's an area of the game that is ripe for improvement.
The banlist could just go away completely & if players cannot exhibit deck-building control & want to win the same way every time, then that is their problem to deal with. My playgroup knows how to self-regulate.
You are missing a huge portion of the playerbase if you are only considering players with playgroups. Many players (myself included) play the game in such a way in that the majority of our games are with people with whom we have never played a game before. In my situation, I play with strangers on MTGO, but I have friends who play mostly on Discord and I have friends who play Commander mostly at side events.
Getting rid of the banlist because playgroups can deal with it means that people with no playgroups gets a huge problem, resulting in their probable exit for the game. Why? Just to make it so that playgroups decide on their own bans INSTEAD OF DECIDING THEIR OWN UNBANS? That's definitely a poor idea, not to mention how many people play with multiple playgroups. Are they just going to have some decks for one playgroup and other decks for the other playgroup? No, they'd just stop playing with one group of people.
rubix215 My favorite answers in Gruul are Force of Vigor, Nature's Claim, Beast Within, Return to Nature, Mogg Salvage, Chaos Warp, Abrade, and Harvest Pyre. If there any of those cards that you aren't playing, I would start of with trying a few of those! :)
Overall, I am really enjoying our discussions! Hopefully, I didn't hijack the thread, but time and time and time again I see problems that people are having issue, and to me it seems obvious that there is a single solution that fixes it all! On top of that, it doesn't actually make cards unplayable at the same time! What I'm suggestion would turn Demonic Tutor into a way better Anticipate, which makes it still hugely playable. It just takes away it's ability to find watchlist cards game after game after game.