|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Common|
|Eternal Masters (EMA)||Uncommon|
|Commander 2015 (C15)||Common|
|Vintage Masters (VMA)||Common|
|Coldsnap Theme Deck (CTD)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|MTG: Commander (CMD)||Common|
|Masters Edition II (ME2)||Common|
|Beatdown Box Set (BTD)||Common|
|Mercadian Masques (MMQ)||Common|
|Fifth Edition (5ED)||Common|
|Ice Age (ICE)||Common|
|Promo Set (000)||Common|
Combos Browse all
Draw three cards, then put two cards from your hand on top of your library in any order.
Price & Acquistion Set Price Alerts
3 hours ago
Yeah, this deck is filled with bad cards, cards that do nothing, cards best suited to other formats, and cards that are too expensive for what they are.
Grixis in legacy has access to some of the most powerful cards in existance. Brainstorm, Preordain, Ponder, Force of Will, Counterspell, Lightning Bolt, Thoughtseize, Cabal Therapy, Fatal Push etc. Why play Lightning Strike or Lava Spike when you can play Lightning Bolt for example.
For a start, you are way low on lands. In Legacy, you can sort of skimp a bit on lands, but then you are very reliant on fetchlands, Brainstorm and Ponder effects, and a fair bit of luck in order to curve out, and generally you keep your curve maxed out at 4, with Deathrite Shaman as a mana dork to keep things flowing together.
This deck, however, wants to cast 6 drops and 7 drops with only 18 lands and 1 mana rock. That is going to screw you over more often than not as you are unable to curve out or play things when they would be impactful. Hostage Taker might be a great tempo play on turn 4, but on turn 6-7 it can just be outclassed.
You also have a lot of "do nothing" cards that don't help you win the game or stabilize on their own. Curse of Bloodletting is a great example, as it is a 5 mana enchantment that will basically take up your entire turn and...does nothing unless you are already winning, or draw one of your 3 burn spells.
So, some ideas you might like.
You could turn this into a Grixis EDH deck, with one of the grixis legendaries as your commander (based off what I'm seeing so far I would lean Thraximundar), and I can suggest things from there.
You go Grixis Hard Control in Legacy, which can be quite expensive, but also quite interesting as there are a lot of interesting and unusual ways Grixis can take control of the board which are great for casual/FNM legacy but may not be top-tier viable.
You can go lower to the ground more tempoy, with powerful low mana cards and cheap threats aiming to get in quick and control the board.
You do some sort of Grixis spells deck, which plays a sort of combo-control deck best suited for casual.
2 days ago
I would cut some of the less impactful cards and replace them with mana rocks and card draw spells. I'm not sure if the defender & elemental tribal themes are helping at all either, I would cut them all and focus on supporting the dragon strategy. Dragons are great blockers, you just need a bunch of mana rocks to cast them a tad earlier. 2 CMC mana rocks like Coldsteel Heart, Fellwar Stone, Izzet Signet, Boros Signet, and Azorius Signet are best, but any "taps for mana" artifacts would do I think. Looks like it could be a fun deck once it gets going. I would also use smaller cantrips like Brainstorm, Preordain, Ponder, Serum Visions, and Sleight of Hand to help you smooth out draws and find your mana early.
I know I'm suggesting some big changes, but I think they will improve the deck's performance tremendously. Cards I saw to cut in addition to the defender & elemental themes: Narset, Enlightened Master, Crown of Empires, Fortune Thief, Soaring Hope, Earth Rift, and Flowstone Flood.
5 days ago
5 days ago
Brainstorm and Ash Barrens give you a lot more control over your deck, letting you shuffle away dead copies of cards. And Ponder gives you more control than Preordain does, seeing 3 cards down in your deck and the option to shuffle away when you want to chain spells together/get rid of creatures when you go for the win.
1 week ago
You have a good base here, but some of the cards are more of filler cards. I see you have Brainstorm in the maybe board. Run it. Brainstorm, Ponder, ect are great cards as you can fix your hand up a bit with them. Cancel is a solid, staple counterspell, as well as Negate, Hinder, Dissipate, Forbid. Theres a lot of cards i think that you could find as strict upgrades. Feel free to check out my deck. http://tappedout.net/mtg-decks/11-08-17-salami/ Azami is my commander for it.
1 week ago
I've played the deck in both 21 and 22 land builds, and it could be placebo, but I believe 23 suits me best. With 3 colors and the need to include artifact lands, and the fact that we want to make at minimum our first five land drops, I like having the extras. I very rarely find myself wanting LESS lands when I play, versus more, and even when I have extras, Brainstorm lets me shuffle them away. I could probably trade out Mulldrifter for other, cheaper cards like Thraben Inspector or Kor Skyfisher and cut to 21
I originally had Prohibit, but I have a top-heavy meta where it performed poorly. I love the idea of Power Sink for the Inside Out and Burn matchups, though, which are some of our worst. I'll give it a shot in testing.
Regarding Oblivion Ring, I think the only enchantment we really want to remove (at least, in my local meta) is Pestilence. I could see an argument for having enchantment hate MB, but would probably use a singleton Dispeller's Capsule since it can be fetched. Then again, we don't lose much with a single O-Ring... Hmmm. Are there other enchantments we need to worry about that get played?
1 week ago
The biggest problem this deck faces is its own mana-curve. Almost 30% of the cards you're using in this deck cost 5 or more mana to play. Very few of the cards you're using are 1- or 2-CMC cards (7 in total). For so many expensive cards to cast, you have very few ramp cards to use and unfortunately you have no cheap ways available to draw extra cards (so that you can speed things up that way). All this means that on average it will take at least 3-4 turns before you can start to play anything useful (let alone anything threatening).
Now if you're playing this deck in a very casual setting anyway, none of the above I just described might be of any concern to you. However, speaking from experience of having played in a casual group for more than two decades, even there a little speed does matter (and enhances the gaming experience).
So, having said all this, here are some suggestions I think would enhance your gaming experience a great deal in most playing groups:
Considering the many expensive-to-cast cards in your deck, I'd recommend adding some more ramp options like Burnished Hart, Solemn Simulacrum, Fellwar Stone, Sol Ring and/or Worn Powerstone. Another way to go about this is maybe get some cards in that reduce the cost of spell-slinging like Goblin Electromancer or Nightscape Familiar
In order to make room for the above, I'd advise to scrap some of the more expensive cards in this deck to bring down the mana-curve a bit and to increase your chances at playing the cards you decide to keep. Good luck!
1 week ago
Here are some cards I'd consider swapping:
Esper Charm is tough to cast, I would consider Lim-Dul's Vault in its place for "card advantage". Since you're in blue, you don't necessarily need Read the Bones, Greed or Necropotence - you have all kinds of options in blue (and most of your creatures are blue, which makes crafting an effective mana base easier) with stuff like Brainstorm, Ponder, Fact or Fiction, Impulse, Treasure Cruise and Dig Through Time. May also consider Phyrexian Arena or Search for Azcanta Flip.
Back from the Brink and Flickerform seem slow and expensive compared to some of the other cards you're running with similar effects (Followed Footsteps is sweet). I'd dump one or both for something like Ghostway, Cloudshift or even Teferi's Protection during a wrath so your guys come back as the copies they were before the wrath.