|Commander / EDH||Legal|
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|Planar Chaos (PLC)||Rare|
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Braids, Conjurer Adept
Legendary Creature — Human Wizard
At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from his or her hand into play.
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Braids, Conjurer Adept Discussion
1 month ago
2 months ago
Ok I will play the Devil's Advocate. I'll be the casual player. I'm more of a win by turn 6-9 type player. So I know the feeling of pulling out my mono green Multani, Maro-Sorcerer against 3 other strong decks like prosh and Edgar and animar.
So here's what I suggest. Play to a style the allows players to play. Build a deck that thrives on the late game. A deck that grinds out games.
Additionally. You might like Braids, Conjurer Adept this has blue since I think you seem to like blue but most importantly. Everyone will enjoy this style of game play. It also sounds like it would be fun and challenging for you to build around.
2 months ago
The M10 rules change did not change "put into play" to "cast", it changed:
- "play" to "cast" (except in case of lands)
- "comes into play" to "enters the battlefield"
- "put into play" to "put onto the battlefield"
The first is play as a verb, the action of playing a spell. The others are play as a noun, meaning the space of "in play". This is an important distinction to make in appreciating the change in the rules text.
Casting is a specific game action, and now play is a distinct one used for the act of playing lands. For something to be cast you must either cast it as normal or an ability must explicitly say "cast" as part of its resolution. If an ability does not say cast and uses language like "put onto the battlefield" or "create [a token]" or "copy [a spell]" then it's not cast and will not trigger abilities looking for a "cast" event.
Elite Arcanist on the other hand creates a copy of a card which you then cast. This is a case where an ability uses the cast action.
3 months ago
I have been trying to build a Braids, Conjurer Adept edlrazi deck for a long time, but I cannot get it fast enough and it is never any good I would love if you could build me a ramp-y commander deck, with the ability to get her out, either phase her out or take her out and get her back in just before my upkeep to cheat out those fatties. Also, some decent card advantage would help, along with removal and anything else you can think of! My budget is around $250 but I already have the fatties so do what you want with that.
7 months ago
Braids, Conjurer Adept would do some work in this deck getting one of those big creatures out per turn.
7 months ago
If your goal is big creatures, your ramp could be better. I'd recommend Cultivate, Kodama's Reach, Exploration, and Garruk Wildspeaker. A few cards I'd suggest cutting are Deflection, Dismiss, and Counterspell unless you plan on adding more control aspects. Shapers of Nature and Basalt Monolith feel a little weak, and be careful of Dictate of Karametra and Otherworld Atlas, as they can turn against you. Though, if you like group-hug, may I suggest Braids, Conjurer Adept?
7 months ago
The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.
Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.
It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?
For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.
For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.
If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here
7 months ago
Thanks for the reply! I would love to include Eureka but it's way beyond my budget. Braids, Conjurer Adept was something I considered a while back but forgot about. I Might try to grab a copy since she's especially good with Teferi, Mage of Zhalfir to flash in on an opponents turn; plus she can take advantage of Strionic Resonator pretty well. Genesis might seem odd in theory here but in practice it just works too well with Greater Good + Maelstrom Wanderer and adds good recursion utility to my ETB creatures if my hand happens to get depleted; he's also a good discard if I end up having to. Bloodbraid Elf could probably find a comfortable spot here as it's going to hit a bunch of my 3 CMC or less utility stuff.