|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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1 day ago
Hey, how much have you playtested? I ask because white is the most important color if you want to play Angels and it has the least amount of sources (12) in the manabase. Needing for Resplendent and Lyra who are together the Angel engine you'll want more than 12 sources of white.
It's difficult to support cards with a playable Esper manabase for Guilds of Ravnica Standard you really need Hallowed Fountain or Godless Shrine, but won't get these lands until Jan 2019. Consider Anticipate? It lets you look at three cards and choose one of them. This gives you more selection to help to find lands. The combination of 4x Opt and 3-4x Anticipate can give you enough library selection to help to find white lands as well as set-up/find the Angel you need. Consider cutting Knight of Grace for Anticipate?
Grace and Malice is a great team, but Grace is mediocre without Malice because the only card that can pump him here is Malice. Malice on the other hand is good because he can be pumped by the Angels. I suggest putting Grace in the sideboard.
Consider Jeskai? Jeskai lets you play the new Aurelia (Aurelia, Exemplar of Justice) another Angel as well as Teferi and Search. A Jeskai manabase can more easily support because you can play 4x Sacred Foundry, 4x Clifftop Retreat and 4x Glacial Fortress and 4x Plains giving you 16 sources of white. It also gives you 8x Shock lands which can turn on all the Check lands making a three color manabase smooth in game play. Shards (Grixis and Naya) and wedges (Jeskai, Sultai, Abzan) can use two different Shock lands in the manabases making these color combinations much better with Check lands. Shards and wedges that can only use one Shock land (Esper, Jund, Bant, Mardu, Temur) are less favorable for upcoming Standard.
An 26 land Jeskai example (16 white, 13 blue, 16 red):
With Jeskai and red you could play Boros Locket as ramp (turn four Lyra/sac it later on in the game to draw cards), Lava Coil as removal that exiles and Deafening Clarion as a three drop board wipe against aggro that can also be a nonLyra way to give Angels lifelink.
Good luck with your deck.
4 days ago
In terms of card draw spells in decks that aren't meant to play control, I run these usual suspects: Ponder, Preordain, Serum Visions, Opt, Sleight of Hand, Impulse, Anticipate, Treasure Cruise, Dig Through Time, & Deep Analysis. That's 10 cards, or 10% of your deck. The chances of having any in your hand at any one time is pretty good, especially when you accompany those with the Curiosity you already play, your deck really starts to flow. I can't stress to you how important cantrips are; they are basically free cards - especially the 1-mana ones. If you play 10 1-mana cantrips, your deck is effectively 90 cards, which helps you get to the things you want to do quicker.
I understand your want to be able to cast cards off of Daxos' ability, but running more lands doesn't inherently insure that, since you're only able to play one per turn (in most cases). I think what you want are more mana rocks, since you can play multiple per turn and they usually net you extra mana, any coloured mana, card draw, or any combination of the 3. Easy cheap options are Thran Dynamo, Commander's Sphere, and Fellwar Stone.
Lastly, a personal preference of mine is to make sure that the types of spells I'm playing (card draw, counters, ramp, game enders, etc) are being played in meaningful numbers. For card draw in a deck that isn't synergistic with card draw (think your deck vs The Locust God), it's 8-12. For counters in the same scenario (your deck vs Talrand, Sky Summoner), it's 7-10. These numbers, in my experience, ensure that you are getting card draw spells when you need them, and holding at least one counterspell in the first few turns. Obviously statistics isn't the same as chance, but having cards that are more-or-less the same reduces the effective chance that you draw something you don't need. I mention this because if you decide you want to keep any amount of counterspells in your deck, you don't need to cut any that you currently run, considering you're at (what I would consider) bare minimum for relevancy.
Of course, we all play magic differently, but I hope you at least keep these things in mind when you are playing next. Good luck, +1 because I think the deck still looks super sweet.
Argy on Arcades mill
1 week ago
Your lands are way too slow. In a three colour deck like this one you can really only afford to have one or two lands come in tapped.
I played a burn deck against this and this was too slow to set up its combo.
You need to trim this down to 60 cards to make it more consistent.
Combining Mill with your "toughness matters" plan really doesn't work.
If you're going to hit your Opponent for "60 damage" (which is essentially what Mill is), then you really need to devote your whole deck to it.
Some clever Opponents will throw in their entire Sideboard against a Mill deck, meaning you then have to Mill them for 75 cards.
I think you'd be better off removing all the Mill cards, and replacing them with cards that deal better with Opponent threats.
You need a Sideboard. Seal Away was hopeless against the burn deck because none of the Creatures ever tapped or attacked.
You need cards in your Sideboard that could deal better with that.
1 week ago
I would run Viashino Pyromancer over Guttersnipe. It gets the buff from Adeliz, the Cinder Wind which is one of the main reasons to run wizards. Wizard's Retort seems a little redundant when you have Siren Stormtamer, as the Siren Stormtamer can be sacrificed to protect you or your creatures, and the most effective iteration of U/R Wizards (in my opinion) play very aggressively. You are mush less worried about your opponent's side of the board, because you are looking to almost 'storm' off and swing for 12+ damage off spells and buffs. I would consider something like Anticipate, Crash Through, or Warlord's Fury as replacements for the Wizard's Retort, as they will draw you cards (which this deck needs to close games out), and they are low cmc, so it doesn't take many spells on turns to draw a lot of cards, trigger Adeliz, the Cinder Wind a few times, and swing in with some big fliers.
1 week ago
Lands need major work to really balance this for stability. Glacial Fortress, Temple Garden from ravnica spoilers or Hinterland Harbor or Sunpetal Grove could be a nice way to splash green while getting your primary colors.
maybe a balance like
3x Temple Garden// 3x Glacial Fortress// 2x Hinterland Harbor// 2x Sunpetal Grove// 5x Island// 5x Plains// 2x Reliquary Tower// 1x Field of Ruin
For Counters definitely pay attention to the new set. There is already one OK counterspell and possibly more coming. I will say if you run counters you should run more of em and make them the primary base that leads into the defenders with Arcades, the Strategist. Otherwise I would reccomend being able to sort and draw extra to always make sure you get to what you need when you need it. Anticipate,Chart a Course could be very good for you instead of the counters to go along with Divination
Really like the overall idea feeding mill with it.
1 week ago
A few thoughts ...
- It's a meta call of course, but I generally prefer Ceremonious Rejection over Hurkyl's Recall ... partly because it's better vs. KCI but also because it has game vs. Tron and Eldrazi decks.
- With apologies to veeonix, I'm not a big fan of Metallic Mimic in Tribal decks. It's great in an opening hand, but gets progressively worse as the game goes on, so I think it's best as a four-of ... and that has always seemed to be more slots than I wanted to dedicate to the effect.
- I'm not sure, but looking at the Dispel, I'm wondering if Judge's Familiar might be better.
- I'm not sure on Opt vs. Anticipate, but whenever I'm trying to decide between cards like that I just run a split for a while and keep careful track of whenever I draw one but wish it was the other. And I think either would be better than Serum Visions here, just because it seems this deck wants to run at Instant speed as much as possible.
Also, Shapesharer may be too cute, but could be worth a look ... seems like it could enable some powerful shenanigans.
Good luck (and good skill) with the deck!
3 weeks ago
I have adjusted the deck.
Wincons should be Adeliz, the Cinder Wind for damage due to flying and haste.
Banefire for damage once enemy is 5 life and below.
Enigma Drake as a potential finisher since it gains power off of the graveyard of spells. This is for games get really grindy. It isn't a wizard but he is an exception.
Have spells lined up for certain jobs mainly to do creature/non-creature removal. I'm considering adding Anticipate to help smooth out draws. Siren Stormtamer is in sideboard but may go to mainboard to help smooth out counters. Also need a replacement for Deep Freeze
3 weeks ago
I will replace Supreme Will with Anticipate, i got Supreme will mainly to dig for the wizards i need, the counter spell being a good 2nd ability. i had 4 Wizard's Retort main earlier, but i swapped in Shock for it, to get the direct damage to finish.