|Commander / EDH||Legal|
Printings View all
|Core Set 2019 (M19)||Common|
|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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5 minutes ago
Hey, interesting ideas, but is Novice Knight worth the trouble to get lifelink? I suggest just playing more Lyra and more Angels as she alone has lifelink and gives all your Angels lifelink. Really no reason to jump through hoops to get lifelink with Novice.
Angels are very much a midrange deck. The three, four and five drops are filled with Angels the other spots in the deck I recommend filling with removal and draw. Cast Out is great, but also consider Seal Away? Two drop instant removal is very much wanted in any Standard deck. Lyra is a very important card that you want to play every game, but only two copies and only 20 lands is going to make that hard to do. You want to make your land drops until turn five, 20 lands is too low do this. I recommend 25-26 lands.
Consider adding blue? Blue for Azorius can really help Angels because blue gives you draw/selection and Negate. I like Anticipate as a way to help to find Resplendent and Lyra as well as land or removal. Anticipate seems like a helpful two drop to set-up Angels. Negate of course is one of the best spells in Standard and it can help here to protect Shalai which in return protects all your Angels. If you don't have Shalai in play then Negate is a back-up way to protect Lyra and Resplendent.
Here's an example adding blue:
- 4x Resplendent
- 3x Shalai
- 4x Lyra
- 4x Anticipate
- 4x Seal Away
- 3x Cast Out
- 2x Negate
- 3x Faith
- 2x Glimmer of Genius
- 4x Fountain
- 4x Glacial Fortress
- 4x Irrigated Farmland
- 2x Aether Hub
- 8x Plains
- 5x Island
1 hour ago
Hey, consider Guttersnipe for the sideboard? I suggest this because he's just bad in aggro/midrange matchups because he can't target creatures. In control matchups he could be good because every time you cast a counterspell/discard spell/draw spell he then deals damage to opponent. Snipe is also a creature to attack with which is good for games 2 and 3 in control matchups because a majority of your opponent's creature removal will be taken out. Consider moving Snipe to the sideboard for four more lands?
22 lands is low for a control deck. Control wants to make it's land drops each turn because you want to get to a point where you can cast more than one spell a turn and the best way you do this is make your land drops each turn. 26 lands is the norm for a control deck. More land is also good to get to five mana for Gilded Lotus and seven mana to be able to flip Nicol Bolas, the Ravager Flip. Consider Aether Hub?
I see a lot of cards you have to tap out for to play. If you're willing to tap out for some many cards then consider adding more Gilded Lotus? With Lotus if you tap out for it you can still use it to play Disallow or another counterspell. This makes playing Lotus much less risky for control. It's still risky because of Abrade in Standard, but the payoff of Lotus is worth it if it doesn't get Abraded.
More Lotus also gets you closer to seven mana to flip Nicol Bolas, the Ravager Flip which seems strong. More Lotus also lets you better protect Bolas turn six. Turn five play Lotus, turn six play Bolas with Negate or Disallow or both protection, turn seven flip Bolas with protection.
Control wants more draw. Pull from Tomorrow is good, but it's a late game draw spell you also want a mid game draw spell such as Glimmer of Genius. A mid game draw spell lets you better set-up for the late game, where control performs best. Consider Glimmer and Hub? Hub is great for three color manabases and Glimmer can power Hub with energy. Another option for Snipe is play low mana cost draw such as Opt and Anticipate.
I worry there's not enough early game creature removal here and as a result you'll get wrecked by aggro. Consider main deck Abrade and Magma Spray? These two red removal spells are two of the best in Standard. Spray especially because it can exile Scrapheap Scrounger. He's such a pain in the ass for control to deal with without exile. Abrade is early game creature removal or mid/late game artifact removal. Abrade is versatile, that's the reason to play it. Consider main deck 4x Abrade, 3x Spray, 2x Cast Down as early game removal spells? I also like Unlicensed Disintegration it's a strong removal spell in Standard.
For the sideboard consider Sweltering Suns and Hour of Devastation? Suns for aggro matchups and Hour for midrange matchups. Also for the sideboard consider more Negate, Duress, Doomfall and Arguel's Blood Fast Flip? These four cards are some of your best options for control matchups. You want to be able to cut all your main deck creature removal for control matchups and replace them with low mana cost sideboard cards that can give you some advantage vs control.
Good luck with your deck.
1 day ago
Yep, I've been playing this on MTGO ("Just for Fun" room) for a few months now with various tweaks. It's not going to be Tier 1 or anything but it does pretty well and is awfully fun. I can't stress how big of an upgrade Vine Mare was, though. The deck is so much better with it as our centerpiece.
Glad you like the deck!
I've found there to be enough targets that I'm never unhappy with Negate. Virtually every deck runs some number of important noncreature spells and I like to be ready for them. It's possible that Syncopate is a better option in this slot but we're not a true Control deck so I don't want to have to leave too much mana open.
The Eldest Reborn is an interesting thought. Rise from the Grave would likely be better for us (Liliana, Death's Majesty does this effect best, she'd just explode the budget). We already have Trial of Ambition as our edict effect and we really can't afford to wait 2 turns to get a Bogle back, if that's what we're doing with 5 mana. With 12 cards in our deck that do literally nothing until we get a Bogle down, speed is our priority. That said, I'd rather just double-down on the counterspells to force a Bogle through since we're already in Blue.
I tried Trial of Knowledge way back when I was first putting this deck together and I really didn't have much success with it. It's just too darn clunky, plus it's hard to make room for card advantage without going down something important like our control suite or auras. Opt is unassuming but it's felt like the right balance between card filtering and efficiency for our purposes. That said, Anticipate is back in the format and I haven't given it a try yet so maybe that would be better. Either way, it's very important to filter at instant speed so we can keep up our countermagic.
In any case, good luck with your brewing! Let me know if you find a recombination that hums.
2 days ago
I actually really like this deck. I like Tempest Djinn as a bomb and wincon. It's not something as obvious as Torrential Gearhulk, and would probably fly under the radar of some players. It's super budget and cool but personally I'd add in a few more counter spells, probably an Essence Scatter or two. I think Anticipate and Supreme Will are both right at home here, being able to filter your deck is never a bad thing
4 days ago
Hey, Patient Rebuilding has been suggested already, but I'm going to suggest it again. It's the kind of payoff you want when you're milling your opponent's library because of it's interaction with your best milling card Psychic Corrosion. These two together are an engine and a two card engine is pretty good for a combo deck.
You want more draw with Corrosion as well as ways to find Corrosion and Rebuilding. Consider Glimmer of Genius and Anticipate? Glimmer acts as both find and draw. It's also a nice follow up play after a turn three Corrosion. Anticipate can be a turn two play to help you find Corrosion. Negate will be your best sideboard card option might even want one or two main deck to protect Corrosion.
The mill strategy requires some set-up I think early game plays that can interact and slow down your opponent can be beneficial. Consider Essence Scatter and Blink of an Eye? Memory is powerful with Corrosion and Commit is a fine four drop spell that helps to buy more time to mill. It also puts something important from your opponent on top of their library which you can mill away.
Many creatures from your opponent can be really hard to overcome since you realistically need quite a bit of time/turns to mill your opponent out. Consider Azorius adding white for Settle the Wreckage and Fumigate? These cards buy you time by stopping a lot of creatures to set-up the mill strategy.
1 week ago
Shock should be main board because with guttersnipe, it's 4 damage to the face. It also takes out Llanowar Elves, Glint-Sleeve Siphoner, and a bunch of 2 toughness creatures. Magma Spray is good for removing eternalize creatures, but I'd only run 2 of the card because shock is a little more versatile
You somehow missed Abrade when looking at standard burn spells. One of the best spot removal cards in standard and stalls a lot of decks
Dive Down is a card you should consider. Guttersnipe is only 2 toughness so it's prone to nearly every single standard legal removal card in the meta. Dive Down helps prolong it's life and add's an extra 2 damage to the face for protecting your guy
Anticipate is standard legal once again and really helps you dig for the cards you need to win the game.
Banefire ends games in this deck. I would strongly recommend you playtest this card as I think you'll find it to be a strong card in this deck
1 week ago
The typical dream play;
Turn 2 Dark Confidant
Turn 3 Maralen of the Mornsong
Turn 4 Mindlock Orb
+1 by the way!
1 week ago
Hey, nice first deck, you have good card sense, you have the right ideas with Teferi, Chromium, Search, Contempt, Syncopate and Scatter for post rotation Esper control.
Unfortunately, if you're making this deck for post rotation then you need to cut both Irrigated Farmland and Glimmer of Genius they're rotating out. The loss of Farmland will really hurt an Esper or Azorius control manabase. Most likely in Guilds of Ravnica there will be a new Dimir dual land because Dimir is a guild in the set--Azorius or Orzhov are not in the set. Because of this then thinking ahead and playing more black than white is a good direction.
With a new Dimir dual land, but no new Azorius or Orzhov options then white will be best as a splash for only Teferi, Chromium and some sideboard artifact hate such as Invoke the Divine. White can be splashed very much like you're doing here with 4x Fortress, 4x Chapel and 2x Plains. 10 sources of white is enough to only splash some single white cards, but that's it and only single white and only a few.
Walk the Plank is very lackluster especially with Teferi since you want a two drop removal spell that can be cast at instant speed to take advantage of Teferi's ability of untapping two lands. Consider Blink of an Eye? I think it will become a staple removal spell for control post rotation because of it's interaction with Teferi. Most importantly for four mana you can bounce any nonland permanent and draw a card which is very good for control. I see Blink taking Gimmer's spot main deck.
Anticipate or Opt are good cards for control. They're not played in Standard simply because there's no deck space for them, but post rotation they may be needed to help the land situation. Anticipate in my opinion is better than Opt it can search more cards and gives you the option of choosing what card to put into your hand. It's another option to possibly replace Glimmer post rotation. I like the interaction with Anticipate and Teferi because it's only two mana.
Cancel is very lackluster; I presume you're using it as a replacement of Disallow? Disallow is only playable because of the different unique effects it can counter. As a counterspell if it couldn't counter abilities then it wouldn't be playable at three mana. For now I think more Scatter and Negate is better than Cancel. One Cancel is fine as a catch-all counter, but I wouldn't play 4 of them. Hopefully, in Guilds of Ravnica blue gets a new two mana counterspell to better replace Disallow.
Consider this spell base:
- 3x Anticipate
- 4x Syncopate
- 3x Scatter
- 2x Negate
- 1x Cancel
- 4x Blink
- 2x Cast Down
- 4x Contempt
Consider 3x Teferi and 2x Chromium? Teferi is more important for control than Chromium. Chromium is the seven mana finisher where as Teferi is the five mana engine that controls the game for you until you cast Chromium. Teferi and Azcanta, the Sunken Ruin are broken together. The interaction is already proven in Standard to be nuts, post rotation it will most likely stay just as powerful or may even be the best option for control.
Good luck with your deck.