|Commander / EDH||Legal|
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|Duel Decks: Mind vs Might||Rare|
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Beacon of Tomorrows
Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library.
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Beacon of Tomorrows Discussion
2 days ago
In big multiplayer games I find tempo cards like Wash Out, Kederekt Leviathan, and Coastal Breach really helpful. You also could run extra turn spells to remove time counters faster: Beacon of Tomorrows, Expropriate, Temporal Mastery, Temporal Trespass, Time Stretch, Time Warp, Walk the Aeons.
1 week ago
@Archwizard: I see. Well, is he at least useful for stuff regarding deck boxes, sleeves, etc? I plan to run Enter the Infinite, Omniscience, Beacon of Tomorrows chronolock, even two equipment that works especially well on an emergency commander damage ordeal. I don't suppose the 30 lands of choice need to have basics? We do have Ruination you know... ;). Though I am considering Mind's Desire as a last ditch effort to win a game; But wouldn't just 30 lands merely mean mana starvation? This I actually want answered as this is going to be tough to make IF I include ABU Duals... Oh, and Eye of the Storm seems promising...
1 month ago
Ashnod's Altar + Skullclamp + your commander allows you to draw your whole deck, and generate a ton of mana on top of that. For that reason I suggest including Beacon of Tomorrows as a way to take all the turns for the rest of the game. (Lab Maniac works too, though)
1 month ago
2 months ago
Honden of Seeing Winds draws cards for free once out, but is slow, inefficient, and does not interact with Mizzix. Consider something like Whispers of the Muse, Mind Spring, or Ugin's Insight instead.
I didn't look too hard, but it appears as if the only things Inexorable Tide affects are your experience counter and planeswalkers. The problem with that is that neither your planeswalkers nor the Tide interact with Mizzix, making them inefficient for what you have them for (Jace for draw, Ral for turns, Tide for counters, Karn for removal). There are also no creatures to protect your planeswalkers. You might consider the previously mentioned Whispers of the Muse or Mind Spring, Beacon of Tomorrows or Time Warp, and All Is Dust in those four slots.
As someone else pointed out, I would dial back on your non-basic lands. You have a two color mana base, color fixing is not going to be your issue. Plus it makes the inclusion of Ruination, which was also mentioned by someone else, even easier.
Finally, and this is probably just me, but the lack of creatures could get you in trouble. At the very least I would look into creatures that synergize with Mizzix like Guttersnipe, Charmbreaker Devils, Talrand, Sky Summoner, Young Pyromancer, and/or Archaeomancer.
2 months ago
I would definitely make room for a Deadeye Navigator if you are already running Palinchron. That way you can get infinite blue mana, use it to draw your entire deck with Kefnet's ability, then win the game with Laboratory Maniac. I would suggest removing either Extraplanar Lens or Treasure Cruise (The Lens might help your opponents too much and Kefnet has a very good draw ability)
Also, in case you hadn't noticed, you already have an infinite turn combo with Beacon of Tomorrows and Isochron Scepter with Mystical Tutor imprinted. It is extremely costly at 10 mana per extra turn, but it gets the job done.
Looks pretty good! +1 from meeee
2 months ago
Since you're playing 2 colors I don't think the vivid lands and the hideaway lands are very usefull (I'm not much of a fan of the hideaway lands). You can replace those with normal lands, maybe you could also drop to 37 lands.
Call the Skybreaker is very expensive for it's effect... even if you can cast it multiple times.
You could run Young Pyromancer to make extra tokens.
Otherwise: Spellheart Chimera, Mind's Desire, maybe also run Swiftfoot Boots to protect your commander from removal. You could also just run some extra counterspells together with Baral, Chief of Compliance as he reduces the cost of your instants and sorceries while also drawing cards when you counter something.
2 months ago
Note that Beacon of Tomorrows isn't able to Rebound (although it's also not quite a one-of ;) ). If you don't believe me, believe the ruling:
If a spell moves itself into another zone as part of its resolution (as Arc Blade, All Suns' Dawn, and Beacon of Unrest do), rebound won't get a chance to apply.
You got a cool deck on your hands, though. I was building something similar a few days ago (less centered on extra turns and more on getting value from powerful spells), but I was missing some toolkit cards like Dolmen Gate that are most awesome!
Similarly, I think you omitted some cards that I thought were quite useful, most of all Cryptic Command and Mystic Confluence - both of which potent counterspells with an upside, which can also be cast on your turn if needed (even in response to an opponent's end step play, for example), and thanks to it's modality give you great options when you cast them with rebound, even though there's nothing to counter (other than your own spells, most likely). Of course, another benefit is that this adds some more control to the deck, which is something that WU should never miss out on ;)