|Commander / EDH||Legal|
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|Commander 2013 (C13)||Rare|
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Creature — Kithkin Wizard
Whenever Augury Adept deals combat damage to a player, reveal the top card of your library and put that card into your hand. You gain life equal to its converted mana cost.
Augury Adept Discussion
5 months ago
I like that you removed the red from this and went with Aminatou, the Fateshifter .
Not sure how competitive you want to make this but here are some cards to think about:
Also you might want to look into the possibility of snow lands and Scrying Sheets
8 months ago
Duke.Fleed, I thought about that as well! I've been considering those options heavily. I feel taking out Augury Adept would not make Steel of the Godhead viable in my deck since the only creatures that would benefit would be Geist of Saint Traft or Judge's Familiar if taken out of the sideboard. I like Augury because it allows me to draw and potentially gain life and it has synergy with SOG. Do you think Celestial Colonnade would fit in here? But thank you for taking the time to look at this, I appreciate it!
8 months ago
9 months ago
Slither Blade instead of Mist-Cloaked Herald; it's strictly better.
Hands of Binding as a repeatable version of your removal spells.
Mindlock Orb doesn't do anything; players will be fetching before turn four. If you're in a casual format, hardly anyone will be tutoring for anything. Excess copies beyond the first are literally useless, and wouldn't it just be better to counter what they tutor for?
Ingest also does nothing. I would cut them in favor of cards that have relevant upsides, like Invisible Stalker or Augury Adept. Anyone worth their salt will not be tilted by Ingest as it has equal chances of helping/hurting them.
Rune Snag or Mana Leak are far better than Cancel in 90% of circumstances. Any spell that your opponent can afford to pay the tax is likely too small for you to even care about countering, and if it's early game than they are indeed literal Counterspell. Rune Snag in particular scales well as the game goes on.
Ordeal of Thassa gives you a payoff for attacking and speeds up your clock.
Finally, cut the deck down to 60 cards. Having over 60 reduces the odds that you are going to draw your best cards. Always stick to the minimum card
10 months ago
I have everything that comes with the Original Pre Constructed Subjective Reality deck, and everything inside the maybe board are all things that i can either afford or actually own.
I dont get a ton of chances to play commander other than 1 or 2 games on the weekend, but i want to get this deck all polished up before my friend holds a party that will be hosting Commander as one of the for fun events at his party. My biggest problem is that i lack the ability to polish decks when i am new to the format, and im feeling just as lost as i was when i started in standard.
if it helps, the cards i own on the Maybe Board are Gonti, Lord of Luxury, Kaya, Ghost Assassin, Esper Panorama, Temple of the False God, Venser, the Sojourner, Augury Adept, Oath of Teferi, Council of the Absolute, Sunken Hollow, Unknown Shores, Prairie Stream, Spell Queller (might have more but thats all i can remember off of the top of my head.
1 year ago
Hello onehitterquiter, thanks for the view and upvote. This is still very much a build in progress. It currently plays terribly, but is super fun to play, so looking at ways to make it better.
Cephalid Constable is really nice. A great way to control the board state. Might have to slot one it.
Duelist's Heritage of all these suggestions, I think this will be an auto add. Take out one of the more useless equipment pieces. I love that I can not only give my creatures double strike, but in a multi-player game, I can give other creatures as well when I see fit.
Battle Mastery – this is the same cost as Duelist’s and only effects one creature. For that reason, I don’t think its as useful.
True Conviction – at 6 mana (and 3 white) I don’t think I can justify putting this into the deck. The lifegain that I get from this deck ends up being very secondary to the playing cards.
Cradle of Vitality – I REALLY like this card, just for the ability to make Daxos and the Adept bigger.
Sunbond – I don’t like this for the same reason I don’t like Battle Mastery. This is the same mana cost as Cradle, and only gets to sit on one creature.
Zur's Weirding – I love this card, can’t believe I didn’t know it existed. Will have to play this deck a couple more times to see how flush my life is. I do like that it wouldn’t affect the card I get from Augury Adept, however it would affect my Lu Xun, Scholar General, Last Thoughts and Rhystic Study draws. This might not be the perfect deck for it, but am going to have to get one and figure out a place for it.
Thanks for all the suggestions, there are a couple of solid adds in there for sure.
1 year ago
I feel like you went a little too all-in on exalted creatures. Essentially, they serve as much more fragile equipment, pumping your attacking creature +1/+1 but dying as collateral damage in board wipes. In my opinion, +1/+1 is way too low value to justify a card slot, so I would probably shift away from vanilla creatures with exalted, and shift to using some more powerful buff effects. By doing this, you could dedicate less card slots to buffs, and free up some more space for utility cards, draw, ramp, or removal.
You're already running Favor of the Overbeing, and while the other cards in its cycle are a bit more expensive, I feel their power level definitely justifies the cost. Shield of the Oversoul gives some evasion in flying, but the reason to run it is the indestructible it gives. Likewise, Steel of the Godhead gives lifelink which is nice, but the really important keyword is unblockable. You throw that on Rafiq, and all of a sudden you're swinging for 12 unblockable commander damage a turn. In addition, since the unblockable is for blue creatures, all the other creatures in the deck that you need to hit opponents also can get unblockable from it.
Because you focused so much on exalted cards, you seem to have neglected a few important categories. By my count, there are only 5 pieces of draw, and 7 pieces of ramp in the current deck. This is just a rough rule of thumb, but I usually like to try for at least 10 for each of those categories.
So, let's start with draw. If you decide to stick with the hordes of exalted creatures, Lifecrafter's Bestiary is a great way to filter your draws for no mana early on, and then start drawing cards off of every creature you play later on. On the other hand, if you decide to shift the deck more towards equipments/auras, Sram, Senior Edificer is a great way to draw cards off of those. Hunter's Insight and Hunter's Prowess both let you draw cards off of the damage your creatures deal. Hunter's Prowess in particular turns your commander into 7/7 trampling double-striking monster on its own. One cool creature that lets you draw cards is Augury Adept. Not only does it draw cards off of hitting opponents, it also gains you some life on the side. While it has no inherent evasion, I feel that the combination of those two abilities is worth a slot. One more thing that's kind of just a pet card of mine is Conqueror's Galleon. All of its abilities are kind of expensive for what they do, but the flexibility it offers is pretty awesome. You can use it as a land, loot, draw, or even recur stuff from your graveyard.
And I'm realizing that this comment has gotten really long, so I'll keep my ramp suggestions pretty short. Talisman of Progress and Talisman of Unity are both good, Kodama's Reach and Cultivate are great, and a card that I really like for this deck is Thada Adel, Acquisitor. She has built in evasion, and hits people to steal their Sol Rings for powerful ramp early on.
Anyways, sorry about how long this got, hope you find some of my ramblings useful.
1 year ago
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