|Commander / EDH||Legal|
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|Battle for Zendikar||Common|
|Dragons of Tarkir||Common|
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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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36 minutes ago
Update for 3/24
20 hours ago
Looks like a good start but i think it could be a bit more focused. Sorry if ends up being a bit long but I hope it helps!
Let me start by asking how you envision yourself winning. At the moment it seems as though you're trying to do a lot at once.
Starting with Dynavolt Tower this is a viable win condition. The one problem here is that i'm worried it's activated ability won't trigger very often. A lot of dedicated tower decks can easily run 20-25+ instants and sorceries (more on this in a bit. I also linked you a sample decklist). To be fair your creatures do generate energy but it is something to keep in mind. Tower is pretty energy intensive you do want to keep your energy production in mind.
Next I want to talk about your playstyle a bit (what main archetype you fall into). At the moment you are straddling the line a bit. You seem to leaning a bit towards control (which is what I would personally do with energy in standard) with cards like your counterspells but at the same time you only have 7 counterspells you don't have much to interact with your opponent besides that. If they have a threat resolve against you, it's relatively difficult for you to deal with it.
Within blue/green it's a bit difficult which is why the most popular color combination for tower decks is blue/green/red (The deck often goes by the name Temur Tower) If you were to move into these three colors (which is very doable between your 4 of attunes, and adding lands like Aether Hub or Spirebluff Canal. If you decide to not go all in on having spells Servant of the Conduit is also a consideration) you would have access to more ways to interact, namely Harnessed Lightning, Radiant Flames, and Galvanic Bombardment. Even if you decide to stick to blue green you will need cards like these in order to deal with your opponents creatures (though they will likely not be as effective)
While we're on the topic of Temur Tower, let me show you what a sample deck might look like. So I can explain why I think the deck has done well.
This is a very controlling deck (my specialty). It runs relatively few win conditions because it knows that between the counter spells and removal it can buy enough time to draw into and play a something that will take over the game (mainly tower or Torrential Gearhulk). It's also worth noting that it runs a pretty high instant and sorcery count. Even things like Glimmer of Genius and Anticipate fuel your tower with energy while digging for more spells. I'm not saying that this is the only way to build around energy but a deck like this does get significantly more value out of tower than yours does, and I think is a bit more reliable.
Let me jump back to your deck for a bit. As I mentioned you run a pretty high creature count. While they do provide energy, i think a few f them should be replaced with removal spells of some sort as they will still provide energy with tower in play, and interact with your opponent. Having ways to dig through your deck like Glimmer of Genius is also nice.
Also i'm personally not a fan of the cards in your maybe board. I don't think any of them are quite where you want to be. For most of them, i think there are better ways to get energy and think you should move more towards instants/sorceries anyways. (If you want to know what i have against any of them in particular, feel free to ask and i can explain my reasoning)
Anyways, here's a quick recap of the big things i'd consider.
1) Switch into a three color deck
2) Add more removal/interaction
3) If you want to get more out of your towers, shift into a more controlling deck with an emphasis on your instants and sorceries
If you want me to into more detail about any of this feel free to ask and once again sorry if this was a bit long.
3 days ago
I like the basic idea of this deck, lots of recursion with creatures that have powerful ETB effects, but I see some flaws in the deck design.
1) You have no green sources other than Aether Hub and Verdurous Gearhulk requires 2. You could bring it back with Ever After but that assumes it gets to the graveyard in the first place and the only self-mill you have is my second critique point...
2) You are running Combustible Gearhulk in a deck with an average CMC of 2.32. Yes you could pull 2 Hulks and deal 12, but you actually have a better chance of pulling a land, Fatal Push, and Grasp of Darkness, deal 3 and lose 2 of your removal spells, which is damaging because....
3) You are only running 9 creatures/artifacts, which gives you very few targets for your spells such as Mechanized Production, as well as limiting the usefulness of Verdurous Gearhulk's counters. And the other problem with being so spell heavy...
4) You are running 23 spells but only 3 draw sources, which means you are going to either end up empty handed after blowing through your removal or you will be sitting on a bunch of spells in your hand with no targets.
It seems like you are trying to do two different things with the deck, and that is the problem. You can't play both control and creature copy/recursion, you need to pick one and go from there. If you go with the former, skip the green 'Hulk and go with Noxious Gearhulk instead, add some Anticipate for card draw, pull out the creature copy spells, add some counters like Disallow and go up to 25 or 26 lands. If you go with the latter, go up to a full playset of the 'Hulks, swap out Fumarole for some combination of Botanical Sanctum and Blooming Marsh, add some counters like Negate and Dispel to fight your copy spells through and trim the removal.
I really like this idea overall. Hopefully my recommendations help. Good Draws!
4 days ago
Im gonna suggest a couple small edits.
First I would make room for Metallic Rebuke. This is the best hard counter spell for your deck. You can easily tap down an artifact that you aren't using to help with the mana cost, servo schematic is the option I'm thinking of.
Second, you should increase your planeswalker count. Tezzeret the Schemer is great in this deck because he gives you artifacts and works wonderfully with most of the deck.
The implement would be great late game but think of what you could do with 3 mana. You can play an artifact that doesn't progress your board or you can play tezzeret's touch, scrap trawler, Tezzeret's Simulacrum, Metallic Rebuke, Battle at the Bridge.... You get it. I know that the extra draw is great, especially if you use the sacrifice ability on your opponents turn, but for 4 mana you could also play Glimmer of Genius which plays much much better. Or even Anticipate which is almost as good.
4 days ago
5 days ago
Also, Anticipate does nothing for setting off miracle, it places the card in your hand, it doesnt make you draw it
5 days ago
I know that in legacy it does but what I am referring to is modern. Is Sensei's Divining Top the only thing keeping this archetype out of modern? Counterbalance is modern legal and so is Terminus. People can cast Telling Time , Anticipate etc. to search around for your threats right?
5 days ago
mmm... you know, there's some older cards with madness, right? Like Dark Withering and Big Game Hunter... They'd be pretty good in a controldeck like yours. Anticipate seems like a Serum Visions with higher cost - with the recent reprint of the latter, it should be possible to trade for it without having to give your soul, first-born or right arm.
Void Shatter is not a modern-relevant card. Quite simply, it's one mana too expensive for what it does. You could also exchange Duress for a discard effect that can handle creatures, as this is the most likely card type to deal heavy amounts of damage early in the game.