|Commander / EDH||Legal|
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|Masters 25 (A25)||Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||None|
|Modern Masters 2017 Edition (MM3)||Rare|
|Modern Masters (MMA)||Rare|
|Ninth Edition (9ED)||Rare|
|Ninth Edition Foreign Black Border (9EDFBB)||Rare|
|Eighth Edition (8ED)||Rare|
|The Dark (DRK)||Rare|
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Nonbasic lands are Mountains.
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Blood Moon Discussion
23 hours ago
Hey I really like the build! Seems very competitive! Snapping 8 times is just nuts! I'm doing a Comp brew around Mission Briefing myself, please swing by and take a glance sometime! U/R Mission Control
I have a question about your mana base. What happens when you go against a Blood Moon? I just don't see how you could survive that turn three drop. Maybe I'm making too much of it but with Blue Moon back in fashion I didn't want to take the risk. I had to redo my base and wondered what your thoughts on it were.
4 days ago
So I really enjoyed Seffronolive's 12 bolt budget magic deck from a few weeks ago. And I wanted to play a variant of it. At first, I only wanted to add some more red and spice it up with Blood Moon but then I looked into other colors and found some great cards for the deck. So my question: What color should I add? (To be clear I will be adding 8 cards to my current deck, in place of the wastes.) These are the cards I would add for that color, but if you have suggestions for different cards those are great!
Seth's Deck: https://www.mtggoldfish.com/articles/budget-magic-12-bolt-modern
My Deck: http://tappedout.net/mtg-decks/the-mad-wizard/?cb=1539981187
4 days ago
Logics: Thanks for the thorough comment! Here are my thoughts.
Lands: The landbase has been working out pretty well so far, but I cut a second Sulfur Falls for a 3rd Field of Ruin, and after a bunch of real playtesting last night (the first non-goldfish testing of the deck). I think that was a mistake. The Fields have been working out well as they are also effectively my 7th and 8th fetches as well. The more I cut them though, the stronger Blood Moon gets instead.
As for the number of lands, at 20 lands I was flooding pretty regularly, so I tried 18 and it was much more consistent. 19 is definitely a good place to settle to, as it would improve the mulligans. Also, I went from no cards above 2 CMC, to four cards at 4 for last night's playtesting, so it was a pretty big swing. I think that should be at most two of them, or take that down to cards that are 3 CMC.
Bounce: Boomerang is really strong, especially when used on a land during the opponent's upkeep step. If it is imprinted, they are locked at that number of lands for the rest of the game, unless they can remove the scepter. That being said, I used to run 4x and it was way too many, and I constantly had multiples left in my hand and nothing constructive to use them on, so I cut them back to 2x. I added Vapor Snag to help with creatures, but effectively caused the 4x Boomerang problem again. I think I will at the very least sideboard the Snags, if not cut them altogether. Those slots would be better served by harder control, like you said, Remand or something similar.
Delay: Delay has been working really well on the scepter, and is awesome against counterspells because all of them except Cryptic Command fizzle when they get recast. I think Delay would be even better alongside a stronger counterspell package, not cut to make room for it. That would help the only real negative I see with Delay being creatures you counter having haste when they get re-cast.
Opt/Visions: I agree with you completely, I think my lack of digging is the biggest issue at the moment. The Izzet Charm and Mission Briefing being my only cards is definitely not enough. Between Opt and Visions I would lean more towards Opt, but I am also looking at Faithless Looting, which would let me pitch extra combo pieces that I don't want in hand.
Muddle: I think that is a fair statement, and although I don't want to cut it entirely, I think going down to a 1-of would be better. That way I still get a tutor if I need it, but I make room for a more versatile spell, and I never end up with 2 in my hand, which has really sucked when it happens. The statement about being good without scepter is spot on, and what I am hoping to accomplish with the deck. It needs to be a value engine, but not an integral part.
Coating: This is something I noticed a few times during my playtesting, so you are on the right track. Often enough I had a March of the Machines or a Liquimetal Coating out, but no removal in hand to use. I think a MB Shattering Spree is a great idea.
Again, thanks for the detailed comment. It really helps to get outside perspectives on this.
Let me know what you think of the newest revision!
1 week ago
I think your deck looks fine. Some of the best cards in your deck are Duelist's Heritage, Faerie Artisans, and Birthing Pod. Duelist's Heritage is like a better propoganda in my opinion, because it still incentives your opponents to attack elsewhere because they get more damage in and they think it was their idea. Faerie Artisans is fantastic because a ton of creatures in EDH have valuable ETB triggers, and also produces value outside of your GWU colors. Birthing Pod is the probably the best card in an optimized deck. I've seen a BUG deck built around it, and a cEDH deck built around it and Blood Moon. I've also seen the top voted Derevi decks on tappedout use Birthing Pod and Yisan Wandering Bard, so it's extremely popular. I think it's because those pilots have early stax pieces and ramp pieces like Arbor Elf, Ethersworn Canonist, etc. So if you're considering making your deck more competitive, I would add tutors/protection for Birthing Pod, and more 1-drop elves that can also make Derevi triggers by attacking, but I think your ramp pieces are fine. It's a good thing that you're pretty much done setting up with ramp pieces at turn 2.
I know you're concerned about more hatebears and stax, but I think Derevi is the commander that can properly pull it off. Derevi can be reliably cast for four mana and not be countered, and you already have some counterspells to stop any board wipes so you would've have to replace many cards to protect them. I still didn't have the stax theme in my Derevi deck for the aforementioned reasons, and because Winter Orb is not permitted in the casual EDH social contract haha, so I wouldn't be the person to talk to for that. And by glancing at your deck, I don't think Mirror Entity is good, but I do think Loyal Drake and Aven Mindcensor are good. Mirror Entity is fine because Derevi can pull off big mana plays and favors a wide combat strategy, but creature has to already deal damage for Derevi to trigger, so all the Derevi-supported mana can't go through Mirror Entity like I assume you want it to. Aven Mindcensor is great for obvious reasons and is evasive. Loyal Drake is a practically a Phyrexian Arena but on a body, and favors a commander that can be reliably cast I like the touch of graveyard hate you put in with Scavenging Ooze, so I thought I should also mention Remorseful Cleric which is evasive. Also consider Tetsuko Umezawa, Fugitive, especially if you're including the 1-drop elves. I don't see the value in having Opposition because the commander can be reliably cast. I think Sigil Tracer is also a weaker card, because although you can always cast a wizard (Derevi), it only supports 14 spells, and only 6 spells if you take away counterspells and board wipes. Bident of Thassa is fantastic in your deck, especially because it clears the combat map. Your manabase looks fine too, and I thought I should mention Tolaria West, Saltcrusted Steppe, and Calciform Pools, because mana storage in Derevi is great. I hope this helps!
1 week ago
So, first thoughts: it looks good! Very cohesive, good selection of reanimation, good targets to put in graveyard, etc. This is quite a bit better than my first EDH deck was, so kudos XD
With that being said, there are several places I might tune this deck, sorted into the rough categories below:
Removal/Interaction: Toxic Deluge is an amazing board wipe in EDH, almost unquestionably better than Damnation here (you can tailor it to miss your commander, too!). Beast Within is one of the best removal spells in the format, along with Nature's Claim and Assassin's Trophy: I'd try and include all three. Maybe might run a few counterspells such as Swan Song/Counterspell/Muddle the Mixture, but that's more of a taste thing: do you want your deck to be more slow and grindy and controlling, or more aggressive where it primarily uses its removal to deal with specific problems? You could also add Lightning Greaves, which is an amazing way to give protection and haste to your commander.
Other targets for reanimation: Sewer Nemesis maybe? I might actually NOT run Vorinclex, Voice of Hunger here, I'm not convinced he does enough to warrant being reanimated when you have other targets like Jin-Gitaxias, Core Augur laying around. I'd also work on cutting down on SOME of these, since they're pretty much dead in your hand: do you really NEED Ghoultree as a vanilla 10/10 that's only good when exiled by your commander? Et cetera ;)
Other good methods of self-mill: The new set gave us various Surveil cards (particularly Doom Whisperer, run him, he's awesome). Beyond that, Mesmeric Orb (hey, convenient that you have one!), Underrealm Lich, Sidisi, Brood Tyrant, maybe Fraying Sanity? I'd check out the Sidisi list I texted to you, it has some good ones. I'd also use Glimpse the Unthinkable here, probably.
Other great reanimation spells: Exhume, Dance of the Dead, Dread Return, Victimize. Your deck isn't a token deck, so Whisper, Blood Liturgist isn't amazing here, but Hell's Caretaker might do the trick. Final Parting is a MUST, given that you can tutor Jin-Gitaxias, Core Augur into GY and Reanimate/Animate Dead into hand.
Landbase tuning: For what it's worth, there's a strong argument for running ZERO basics here (despite increased vulnerability to Blood Moon/Back to Basics/Ruination) for the instant mill combo with Hermit Druid. But if you're gonna do that, or even if you're not, you want less lands that will enter the battlefield tapped (and/or to include Amulet of Vigor). Beyond that, Songs of the Damned is an AWESOME card in this deck, and Ramunap Excavator is silly here obviously. I'd also play the five allied fetchlands (Wooded Foothills, Polluted Delta, Windswept Heath, Flooded Strand, and Bloodstained Mire) and the three appropriate shocklands (Breeding Pool, Watery Grave, and Overgrown Tomb). In a 3-color deck, I'd remove most utility lands (excluding Rogue's Passage and Cephalid Coliseum, maybe one or two more), and primarily work on fixing your colors and having lands come in untapped. The other major lands I'd say you're missing are City of Brass, Reflecting Pool, and Urborg, Tomb of Yawgmoth. You can probably cut down to 36 lands, which can open a slot or two.
I'd say that the most natural cuts would be Fleet Swallower, Ghoultree, It That Betrays, Laboratory Maniac, Master Biomancer, Reyhan, Last of the Abzan, Taigam, Sidisi's Hand, Vorinclex, Voice of Hunger, Chill of Foreboding, Damnation, Sultai Ascendancy, and two lands. After that point, cutting gets hard.
I hope that helps!! :)
1 week ago
@Davran Loving this decklist a lot! Thanks for elaborating on the inclusions.
1 week ago
@seuvius I think there's a number of cards you could trim copies off. Trinisphere, Chandra, Torch of Defiance, and Simian Spirit Guide are the 3 main ones I'm looking at. Trinisphere is usually a worse Blood Moon, but obviously does have situations where it can be better. Chandra, Torch of Defiance is obviously powerful, but if you're adding another 4 drop, maybe shaving a 4 drop is right. Lastly, Simian Spirit Guide can lead to explosive starts, but drawing it past like turn 3 usually isn't great, and you have a lot of mana acceleration anyway. You're also looking to one for one until you can deploy your threats, which having multiple spirit guides can turn off.
Overall those are my 3 that I might cut, but I do like adding the 4th Thunderbreak Regent for sure, I think it will improve your deck.
1 week ago
I haven’t seen this type of deck before but it seems fun. There are just a few things I would change.
1: Thud is a more mana-efficient version of fling. Even though it isn’t an instant, in my opinion the mana efficiency is more important m, especially because most of the time it will just be used as a finisher.
2: I don’t really like Peek in the deck. Personally, I would prefer Quicken, which lets you play thud or a cantrip at instant speed, but the information peek it gives you about the opponent’s deck is always useful.
3: Lightning Bolt would be a very useful removal spell for the opponent’s board, even if it doesn’t draw you a card.
4: I think you should add in the remands. You have this listed as a tempo deck, but there isn’t very much control. Remand would change that.
5: I agree with grubbernaut about young pyromancer. I would consider adding two to the mainboard to give you extra board pressure
6: your manabase is fine, but a possible option could be Sulfur Falls.
7: Simian Spirit Guide is a possible way to get a turn one thing in the ice. However, since it is not a spell, it would be dead unless it was in your starting hand.
8: You run a lot of spicy four-ofs that could easily be cut for more control-ey cards. I think Repeal, Mana Leak, Spell Snare, and maybe even Mission Briefing or Snapcaster Mage could fit in somewhere. Obviously don’t put all of those in, they’re just possible choices.
10: Blood Moon is a REALLY good card, and I think you should consider putting one in the mainboard