|Commander / EDH||Legal|
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|Time Spiral "Timeshifted" (TSB)||Rare|
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Counter target instant or Aura spell that targets a permanent you control.
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Avoid Fate Discussion
3 days ago
Thank you very much for the big reply! You make some great points, all witch I agree with. I looked into Genesis Wave before reading your reply, and now i feel very stupid for not getting its role! :) What a fantastic card for this deck.
I will check out your reddit comments while continuing to adjust my deck! I am going for a lower power level build to fit my playgroup, so I'm making it a straight up burn deck, with a bunch of ridiculous sorcery and instant spells that aims at making fun gameplay moments, (like Chain of Acid, and Avoid Fate). Because of the lack of permanents I unfortunately don't think Genesis Wave works very well in my deck. :/
I also decided not to go for fetches because of its anti-synergy with Scrying Sheets and other cards in my build (Lost in the Woods and Rowen). I added Into the North to add consistency to Scrying Sheets. However, I do agree with you, that playing fetches is the objectively better choice. When my deck is finally collected I will let you know how the snow covered land package is preforming!
Sincerely, Mr. Bob Johnson
3 weeks ago
I HAVE A SUGGESTION!
Change the one swamp to a Forest and Add a single
Avoid Fate Just in case you have one card left in your graveyard still have your maniac left out and need one spell to counter that magma spray or whatever else your opponent might try to blast your creature with.
3 weeks ago
no no no noooo. The deck is named after Primal Forcemage. It is what makes my Beaters actually work. Why the heck would I want to swing with a 6/1 that just gets sacrificed at the end of turn..IF I am lucky I can have enough mana open ATT for a Fling if it is in my hand, when I can do that very same thing on turn 4 instead of turn 3, but be swinging with a 9/4 that cannot be Lightning Bolt 'ed away or a Magma Spray or a Incinerate or ANY 1-3 mana cost spell that does 3 damage? Yeah, you could target the Mage, but that focuses the burn spell for the other threats in the deck, and eventually you will waste your creature control away on dealing with my critters until they eventually overwhelm you anyway. Besides, Creature hate decks is precisely why I put Avoid Fate in this deck to hopefully be able to deal with at least a little bit of that. As for Control the Vexing Shusher in the side board also deals with that so stuff won't be countered.
1 month ago
The things I really liked best about that block was the color bleeding we got, as well as reprints of old cards.
Greens spells that could counter spells. White spells and Blue spells doing EXTREMELY un blue / white like effects etc. Do you think we will ever see a set like that again, but with maybe a heavier emphasis on color spells not doing what that color does normally? Avoid Fate for a good example.
1 month ago
You can make a card appear in different categories by putting two tags on the same line this way:
1x Birds of Paradise #Flyers #Ramp
Avoid Fate is a charming card but at the end of the day any other instant that gives Hexproof or Shroud is better because will also work against sorceries and abilities. My favorites: Sylvan Safekeeper, Blossoming Defense, Heroic Intervention and Vines of Vastwood. On the other hand Sheltering Word may be good in your deck with huge creatures.
Vorrac Battlehorns do you really want that bad to be blocked by only one creature? I consider an upgrade to it Loxodon Warhammer, O-Naginata, Horned Helm (instant attaching, yay!) or Chariot of Victory
Homeward Path is another staple, you dont want your guys controlled or reanimated.
Sprouting Phytohydra is another creature I like but you don't seem to be able to capitalize on it in your deck. You already have many big guys on the ground to block whatever they send you. I know it's a deck of hydras but this guy underperforms.
Don't flyers give you a hard time? In my meta I would be kill with flyers with this deck almost every time. With all your mana production Silklash Spider is an auto include, Whirlwind is more efficient but one use only, World Breaker is a decent body with reach with built in disruption and recursion, you may also want to include a single Wastes so you can ramp it if you happen to need the diamond mana, but you dont seem to run land ramp. Speaking about land ramp, do you know Traverse the Outlands?
Tutors are awesome but there is a thing such as too many tutors. The only really crucial creatures to tutor into the Battlefield from the Library are Vorinclex and the Ulvenwald Hydra. Hydras dont like to be cheated into the battlefield because most of them have X in their cost and when you cheat them to the battlefield they enter as 0/0 and die. Therefore, a tribal tutor such as Kindred Summons works poorly with this tribe. If you check a top mono green commander deck such as Daruid: Seton-Storm you will see he only runs like 8 tutors and that's a pure mana production deck, all his druids tap for at leas one green mana because of his commander..Id try to go for more card draw and recursion instead. Seasons Past is quite nice.
2 months ago
2 months ago
Verbatiam, those are all good points, but that's why this is a list of bends, not just breaks. also It That Rides as One Flip has a colorless identity, but it's essentially a white card (Lone Rider Flip), and white doesn't usually have access to trample. Normally black cards only get creatures back from the graveyard to the hand, so Shrouded Lore's potential to get back other card types pushes it towards green territory (which it was originally, but, Planar Chaos). Avoid Fate is a precursor to now-normal hexproof instants, but there will be instances in which they don't do the same thing (it doesn't protect against abilites or sorceries, for example). I included Hour of Eternity because it's essentially a reanimation spell in mono-blue, and mono-blue decks typically lack creature recursion - this list is meant to help out decks with color restrictions overcome their intrinsic shortcomings.
2 months ago
I love the list, only thing is I think its a little exagerated and could use a little trimming.
Hour of Eternity is the eternalize mechanic, which was primary in blue, it is similar to multiple other blue effects, such as dredge in how it exiles cards from a graveyard, or clone and it puts a copy of a creature onto the battlefield.
Shrouded Lore seems like a very black card, its the combination of returning something from the grave and forceing your opponent to "chose" something that benifits you, similar to Torment of Hailfire, Forbidden Ritual, and Tyrant's Choice
Love the list, hope you like the suggestions