|Commander / EDH||Legal|
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At the beginning of each end step, if you drew two or more cards this turn, you may put a quest counter on Archmage Ascension.
As long as Archmage Ascension has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, then shuffle your library.
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Archmage Ascension Discussion
2 weeks ago
here are my suggestion :
Replace Telepathy For Archmage Ascension every draw transform into a tutor.
Opal Palace could be nice if you like commander damage.
Other sugggestion :
Gyre Sage instead of any mana rock
Bow of Nylea give +1/+1 counter or can recycle card in your graveyard is a good utility card.
3 weeks ago
You have the draw power and Wizards (namely Azami) in this deck to go for the Laboratory Maniac win, you just need to add Mind Over Matter or Leveler (for the lulz.) Tunnel Vision can do the same thing if you Scry anything but a basic land to your bottomdeck (Tunnel Vision can also help end the game if you add Hinder, Spell Crumple, or Spin into Myth. You also definitely have the draw power to swing an Archmage Ascension. Worst case scenario, it's a 1-drop sac to Ertai.
Crab Umbra can give Ertai (or any other Wizards) one-time destroy protection and the option to untap (at it's worst it's also a 1-drop sac for Ertai.) Unbender Tine can do the same thing, but can untap any permanent. Kjeldoran Outpost can also create Soldiers at instant speed to sac off to Ertai.
1 month ago
I highly recommend finding a spot for
- Chasm Skulker
- Niv-Mizzet, the Firemind
- Ob Nixilis Reignited
- Cerebral Vortex
- Consult the Necrosages (straight upgrade to Mind Rot)
- Geier Reach Sanitarium
- and Soul Ransom
Other fun cards to consider are:Archmage Ascension, Consecrated Sphinx, Dire Undercurrents, Font of Mythos, Geth's Grimoire, Helm of the Ghastlord, Howling Mine, Indulgent Tormentor, Infiltration Lens, Jace's Erasure, Jace, Memory Adept, Mercurial Chemister, Barbed Shocker, Booby Trap, Collective Defiance, Fascination, Fate Unraveler, Jace Beleren, Sign in Blood, and Toil//Trouble, and Spellbook are all fun cards to consider.
1 month ago
In my Nekusar (Zombies Walk EDH), I only run a few high value effects to take advantage of his ability. This definitely helps throw people off so that they don't react so negatively to him.
Archmage Ascension - if this gets active, should be game over
Curiosity - almost turns him into a mini-Consecrated Sphinx
Sigil of Sleep - light control
Elder Mastery - gross lock if no one can answer
Helm of the Ghastlord - both sides relevant
1 month ago
Drop lab man entirely. Ezuri, Claw of Progress and Sage of Hours are both a combo and strong in this build. Archmage Ascension is too little too late, most of the time. Bonds of Mortality is also very weak . Arcane Lighthouse can get through hexproof. If Blightsteel Colossus is that much of an issue that you need the remove indestructible, run tuck removal Deglamer or Unravel the Aether.Sensei's Divining Top with fetch lands is a strong card selection engine. I would consider running Momir Vig, Simic Visionary as the commander, only because he can tutor out the other legendary creatures if you need them. And the constant shuffling allows top to work overtime. Cycling lands are weak and you have other sources of card draw. Drop them.Tropical Island if you can afford it. Very low priority.Exotic Orchard can easily backfire. Probably not worth the small upside.Thrasios, Triton Hero seems weak outside of infinite mana. There are usually many better things to do with 4 mana, but I could be wrong here.Mystifying Maze to the OG Maze of Ith for efficiency reasonsCan't go wrong with more rocks. Try Simic Signet, Gilded Lotus, Chrome Mox, Fellwar Stone, and MindStone. Mox Diamond and Mana Crypt if you can afford them.Primal Rage sounds too weak to earn a spot. Champion of Lambholt and/or Bramblewood Paragon insteadWell of Ideas is also splashy and expensive. Howling Mine, Otherworld Atlas, Temple Bell, or even Font of Mythos all sound betterRishkar, Peema Renegade and more 1 cmc dorks would help accelerate you. Llanowar Elves, Fyndhorn Elves, Elvish Mystic and the like.Counterspells are good. Having mana up to cast them is better. Arcane Denial, Pact of Negation, Force of Will, Swan Song. Green Sun's Zenith fetches Dryad Arbor to ramp. Worldly Tutor, can tutor to top of library. Tooth and Nail, and Natural Order are good tutors if you still don't like Momir to repeatedly grab what you need.
2 months ago
I have a similar build, I have found Archmage Ascension works great. Also, for removal I run Dreadbore. Wheel of Fate is great, and I use fork spells like Reverberate and Twincast. It really makes those wheel spells brutal, if not fatal. Good build, +1
2 months ago
Disrupt Nao versatil
Muddle the Mixture Muito caro e sem muita utilidade
Outwit Nao versatil
Psychic Rebuttal Nao versatil
Rhystic Study Muito caro
2 months ago
Isochron Scepter is one of my favorite cards and I wish it was more competitive. I like this list and the ideas here. In the interest of thinning the deck down a bit, it seems to me that you are very heavy on potential win-cons and that would be the easiest thing to take out without affecting the usefulness of the Isochron Scepter. I would do something like:
-1 Dack Fayden-1 Tamiyo, the Moon Sage-2 Pyromancer Ascension-2 March of the Machines-2 Archmage Ascension-2 Metallurgic Summonings-1 Battlefield Thaumaturge-2 Laboratory Maniac-2 Prototype Portal+2 Ral Zarek
I like Ral Zarek because he seems the most psynergetic and his ultimate can easily win you the game with a Silence on an Isochron Scepter. If you have any questions about the reasoning behind any of this let me know. Good luck with this!
I have a list built around Isochron Scepter also. Check it out and let me know what you think. +1 for great minds!