|Commander / EDH||Legal|
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Blink of an Eye
Kicker (You may pay an additional as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
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Blink of an Eye Discussion
1 day ago
the mana-base and the balance of creature- and non-creature-spells look good. The problem I see is that your threats like Enigma Drake and Erratic Cyclops have relatively high mana-costs and do nothing the turn you play them. They can easily be dealt with with cards like Cast Down, Assassin's Trophy or Teferi, Hero of Dominaria.
So my proposal is to add Siren Stormtamer, so that you can cast Erratic Cyclops on turn 5 with protection. This way you could maybe also add Wizard's Lightning because of Siren Stormtamer and Goblin Electromancer. Wizard's Lightning also works well with Erratic Cyclops because of its cost-reduction - you get to pay one mana for a 3cmc-spell.
Another card that seems to work nicely with Erratic Cyclops seems to be invert//invent. When you cast invert//invent the cyclops will get +1 power, so when invert//invent resolves, you'll have an 8/1. Unfortunately, I cannot link the card right now.
That's all for now. Have fun
6 days ago
1 week ago
I play a similar list but without the land destruction angle and removing the black cards, more focused on early interaction with Abrade and Blink of an Eye and Banefire is my big finisher. Have you tried The Mirari Conjecture? It's such a powerful engine card for recycling removal and ramp spells, and the aftermath cards give it a lot of flexibility. Sorcerous Spyglass helps with control a lot out of the sb also, name whatever their main threat is (Teferi, Hero of Dominaria is generally what you're wanting to stop) and you can out grind anything at that point. It's cool to see someone else on a similar plan, I'm hoping GRN gives us some decent ramp, the guildgate things seem interesting in something like this but it would need a powerful payoff card to really consider it. I've started figuring out ways to keep the deck alive after rotation and have come to think that focusing on The Mirari Conjecture more heavily might be the best option. Good luck!
1 week ago
Blink of an Eye is a pretty strong spell also, very versatile and hits just about anything,it replaces itself later in the game too which is upside, I'm gonna try 2 personally
1 week ago
TheKing8426 thanks for pointing out my Unsummon problem! I must have gotten mixed up because it's in Explorers of Ixalan, which is not standard legal! I have replaced it with Blink of an Eye. Thanks also for taking the time to look at my deck and give suggestions! I'll check yours out in a few minutes!
1 week ago
Expansion explosion is the rare Izzet double card. You are thinking of the invert invent. I would link it but they aren’t working yet.
I think Seal Away is better than Lava Coil on it’s own but coil has better than synergy with Mission Briefing and ral so I can get behind that decision. I’m going to start with Blink of an Eye and response (link also not working) in lava coil slot but I could definitely change depending on meta.
3 weeks ago
I agree that you do not need boardwipes in this deck. this deck is so swarmy that you will always lose more from boardwipes than you gain. My suggestion would just be to drop white alltogether and play tempo cards/ counters instead of boardwipes. Stuff like (Blink of an Eye and Cancel) the counters will be needed to stop enemy boardwipes. And stuff like Blink of an Eye keeps the road clear.
3 weeks ago
Appreciate the input, and I agree the artifact theme is a chore to jam in here, but doing these playtests I gotta say I'm liking a lot of these hands. Sai, Master Thopterist, while not shining his brightest, is still basically just a Pia Nalaar and seems to be worth running 2 copies. There's also a Historic theme here so a legendary 3 drop creature is good here. If you take a step back and look at the decklist, you will find a playset of 3 of the best creature cards with flying blue has to offer, and a bunch of 2x legendary spells. I feel like you're describing a more aggro/control approach, which is certainly worth exploring, but I'm really trying to find a home for some of these power cards here that need a nice glue to meld into a cohesive deck. The ideal hand looks something like:
Turn 1: Siren Stormtamer
Turn 5: Tezzeret, Artifice Master (BOOM)
All of the cards you suggested, except for Exclusion Mage (a 3 mana unsummon seems out of place here), easily could find a place in this deck. Merfolk Trickster, Dive Down, and Blink of an Eye I'll try out in this deck at some point, as I remove cards that I deem underwhelming.