|Commander / EDH||Legal|
Printings View all
|Magic 2013 (M13)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
Combos Browse all
Battle of Wits
At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
Battle of Wits Discussion
1 month ago
@: LET'S BUMP IT UP 200 NOTCHES; Battle of Wits STYLE.
Two new Mu Yanling 's have been confirmed awhile back: Mu Yanling, Sky Dancer , & Mu Yanling, Celestial Wind . For Mu #1: if she makes it in, is she worth the re-add of Prismatic Omen for Infinite Draw? or is Mu Yanling, Celestial Wind decent enough? I, mean, one of the Elspeth's Ultimates gives your Creatures Flying as an Emblem; something Archetype of Imagination should be able to remove, though it's for another time.
1: Wrenn and Six : Recurring Lands to your Hand is great, one damage is okay, but giving your Nonpermanents (Instants & Sorceries) Retrace? AWESOME!
2: Xenagos, the Reveler : Lots of Tokens? No problem! You'll be netting a lot of ramp in the form of & Mana of any combination! a 2/2 Satyr w/ Haste is good too! Oh, & it's not like you'll need to use that Ultimate of his; it's completely optional!
3: Kiora, the Crashing Wave : Why did I cut her? She stops damage heading to & coming from any target. Does both Card advantage & Mana Ramp at one time; & the thought of a 9/9 every turn is just fearsome. Which would you give the Approval of, & Rejection of these three?
Heh. I just threw that in there as an alt. Solution in case the current Manabase might need minor improvement. Guess not... Ah well...
I ended up simply adding Mirari's Wake as a result of this. But I'd still like some thought on Night of Souls' Betrayal . Is it worth adding? I already have a list of Combos of Potential Consideration in my head as we speak; & one of the combos might include this...
I just wanted to bring these questions back up. Once I got them answered, then I'll leave the rest of the damn job to me; after all, The Mono- deck I'm planning has a Philosophy for WHY needs more Artifice (They're just fine w/ Enchantments though.), Flying Creatures ( Birds of Paradise much?), basically every point against WotC about & its conventional traits. I'll begin after I finish off my Morophon, the Boundless Human Tribal. Or, maybe my Exile Matters Deck... Who knows... Hyro… dorodorodoro…
(Okay, that part made no sense.)
3 months ago
Even worse: A horrible blue deck consisting of Storm Crow s and a ton of copies of Search the City , along with a lot of Battle of Wits so that it adds up to two thousand cards. Essentially, 1/5 islands, 1/5 Storm Crows, 1/5 Battle of Wits, 1/5 Search the City, and 1/5 Random Removal Spells just to make it the worst blue deck ever.
3 months ago
This would probably be the worst idea yet but I also can't help but think how funny it would be for a deck with just 200 islands and 200 copies of Battle of Wits .
4 months ago
I'm glad you feel that way.
Really quickly, cutting the deck down to exactly 60 cards, is almost always the right decision. It makes your deck more consistant, and as long as you have cards that are better than others, (which is practically always the case,) consitancy beats whatever benefit you find in having more cards. (There is only two decks I can think of, that wants more than 60 cards, and it's Battle of Wits , and temur Scapeshift )
Then there is land-count. Finding the correct amount of lands is very, very difficult. It depends on both your curve, avarage cmc, deck size, amount of library manipulation, and other mana generators. _(And to top it all off, adding or removing lands from your deck, is going to effect your curve, and avarage cmc, making it even more difficult.
I can't give some magical equation to solve that problem, but I can give you some rules of thumb that will sometimes apply and sometimes don't:
As long as your deck is more than 30 percent lands, and you have 4 or fewer nonland mana producers, you can count them as more lands lands.
As long as your deck is more than 30 lands, every 1 mana draw-spell, or scry 2+ effect counts as half a land. ( Serum Visions is like a land if your deck is blue enough to support it.)
You can use a hypergoemetric calculator, to figure out the chances for having X amount of lands in any stage of the game. Using that you can find out whether you like those odds or not.
For a deck that plays 6-drops, and has a relatively high curve to boot, you probably want at least 24 lands (or cards that you can count as lands) in a 60 deck.
6 months ago
Amusingly, one of mine is Phyrexian Hulk as well, though a different edition than the one you linked. The flavour extol the 7th Edition printing has always amused me.
Then there are the older style of sliver. That entire tribe would make my nostalgic list - everyone I knew who was playing during Scourge had a sliver deck, leading to some very interesting games with out-of-control lording.
6 months ago
You've got a pretty good understanding on how deck building works, but you should really get the deck cut down to 60 cards. There is realy no reason to play more cards than what you need to unless you're running some super weird strategy, (Like a Temur Scapeshift deck or a Battle of Wits deck.)
20 Lands is probably a couple too few if you wish to run 6-drops. (Even if you cut the deck-sizedown to 60.)
On a sidenote, I don't see the point of having Evolving Wilds in a mono black deck, with no cards asking for lands in the graveyard, and no cards that allows you to know the top card of your deck. I guess you could use it just to filter out your deck from lands late-game, but I don't think that's beneficial enough to have tap lands for. (And since I already think you're lacking in land-count, I'll even find that small upside to be counterproductive.)
7 months ago
I will try to revisit this when I have a bit more time. If you could make lists for the decks on this site, that would be helpful. This site has some nifty tools, such as sorting options and quick data on mana costs, that make deck help pretty easy.
If you are playing with no banlist, there are a couple inexpensive cards that are considered broken even in the oppressive Vintage. There is a reason no deck is allowed to run four copies of Sol Ring. In Blue, cards like Brainstorm would be strong inclusions.
You should generally not run 75 cards ever - beyond Battle of Wits there is never a reason to run over 60 cards. More cards decreases your chances of getting the cards you need.
8 months ago
I really appreciate the effort to build a joke deck for Battle of Wits. I actually have a deck that can win using Battle of Wits and is completely commander legal but requires 3 or more people. I currently don't have a copy of the card so I don't currently run it. I am thinking of getting it and putting it in my side board. My deck is:
Commander / EDH
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