Catalog

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Catalog

Instant

Draw two cards, then discard a card.

fg_cutts on Simic Gravestomp (Original. Budget)

1 year ago

I playtested your deck and I think it would benefit from some hand discard mechanics and haste so you can swing immediately with your big baddies.

I recommend Catalog or Artificer's Epiphany for draw/discard.

I recommend running Manamorphose, Anger, and like two Stomping Ground or Ziatora's Proving Ground Jetmir's Garden (budget) so that you can run anger in your graveyard.

I know this changes your color scheme to more of atemur deck than simic, so it's that not what you want ignore this.

Also, Vivien, Champion of the Wilds's flash mechanic could help with the haste thing.

multimedia on

3 years ago

Hey, thanks for the additional info.

For causal upgrades my advice is add cards that give you repeatable value; either draw, artifact tokens or pump for tokens. Cards in the original precon to consider adding:

Other changes to consider:

Brudiclad, Telchor Engineer is a strong casual card with artifacts. It creates a Myr at your combat step then all token creatures you control can become any token creature you control. You can make all Thopters/Servos into Myrs for a huge Myr Battlesphere attack or make all Myrs/Servos into Thopters for a big flying army attack with Sharding Sphinx to double your army after combat damage.

Temple of the False God is not a good land for your deck because you can't tap it to make mana until your fifth turn at the earliest. It's not worth playing because of this and honestly it's not worth playing in any deck, but that's another discussion.

Sin Prodder can be repeatable draw, but more times than not an opponent will take the damage and have you put the card into your graveyard which is not helping you. Steel Overseer has great interaction with artifact tokens especially Thopters. It also has good interaction with Unwinding Clock letting you on everyone's turn put a counter on all your artifact tokens.

For control you've added three very good counterspells (Counterspell, Swan Song and Negate). Broken Concentration and Silumgar's Scorn don't compare to these other counterspells, that's why you should consider cutting them. Stoic Rebuttal because of the artifact theme activating metalcraft is good enough to add. Instead of more control, focus on your artifact game plan with Saheeli?

Snake_Oil on Sun-mmoning a Win Condition - UW - Control

4 years ago

Rather than Censor, I'd be more inclined to use Stubborn Denial -- Same effect for one mana less, and if you end up putting in a creature finisher like Dream Trawler you get it without the condition -- That said, Censor has cycling, which is always good. In the same vein, Spell Pierce has that same cost-based negation but for one more mana.

You might also consider Judge's Familiar or Siren Stormtamer as other means of negation while also maintaining a presence on the board.

Only other thing to consider is getting to the seven mana you need for Second Sun and being able to reach it seven cards deep -- Scry is an obvious route, the Castle Vantress you have there supporting that, things like Witching Well and Omen of the Sea that scry two or more on the cheap. Chart a Course and Artificer's Epiphany/Catalog/Divination/Thirst for Meaning are straight draw, while the big daddy is Sphinx's Revelation, though I'm not sure how that plays in the Pioneer format.

tmgeise on draw to win

4 years ago

I think you would like more discard outlets like Pack Rat and draw that puts cards in your graveyard like Catalog and Looter il-Kor

Velverthex on Need advice on card draw …

5 years ago

Hello, I am also trying to make a deck with Raff Capashen, Ship's Mage Raff. So far I have been looking into some drawing options. I think instants that draw you cards are usually best suited to the playstile of the deck, kind of like Pull from Tomorrow , Sphinx's Revelation , Frantic Search and Catalog . You can cast them before your turn if your opponents did not make you cast anything or you can play them earlier in the game to improve your options.

I think that Urza’s Tome could be a better substitute than Treasure Trove since you can flash it in with Raff and it costs less to activate the effect. The only drawback is you have to tap it. Arcane Encyclopedia works pretty much the same way but costs more to play

Scathain on Now You See Me

5 years ago

Illusionist's Bracers would greatly help out your commander's ability. Also, consider Training Grounds. You could also seriously use a Sol Ring and probably a Thran Dynamo to help accelerate your ability to use Oona. You also might want to consider Notorious Throng and Stinkdrinker Bandit to take advantage of the fact that you are creating a bunch of flying faerie rogues which are presumably attacking, especially the latter.

I'm not sure whether Wydwen, the Biting Gale is quite worth it in your deck, unless I'm missing something, so I'd consider dropping it.

Catalog also seems a bit weak without madness or graveyard recursion. Consider Glimmer of Genius, Hieroglyphic Illumination, Thieves' Fortune, or Thirst for Knowledge instead.

Violet Pall is a bit too much mana for what you are getting even in a faerie deck. Consider Reckless Spite, Malicious Affliction, Eyeblight's Ending, or Doom Blade instead.

Pal00ka on Auras for days

6 years ago

Cut

Silent Sentinel: high CMC and life-gain in EDH is meh unless you will actively use it (ex. Aetherflux Reservoir).

Battle wise Hoplite: underwhelming all-over.

Daxos of Melts: his trigger is pretty niche. Maybe ok 1v1 but multiplayer it will be not as easily obtained.

Celestial Mantle: /insert SS's reason\

Corrupted Conscience: infect is tricky because once people see you use it, next game they may gun for you to prevent it. And playing Bruna will already have people gunning for you. Your call.

Mask of Avacyn: better hexproof enablers out there. I like Lightning Greaves for haste, protection, and Bruna's ability doesn't care about shroud. Ring of Evos Isle slowly boosts Bruna and 2 for hexproof is not too shabby.

Counterspell: it is fine but I prefer a counter that replaces itself. Ex. Arcane Denial, Dream Fracture, or Statute of Denial.

Add

Looting spells; like Artificer's Epiphany, Catalog, Pull from Tomorrow, etc. are great with Bruna because they let you dig deep into your library to find answers and discarding auras is fine because she can reattach them for free. Generally whoever can draw the most cards in EDH will win. You have next to no draw so add in a bunch in the 2-4 CMC range.

Key to the City would be great in here too, unblockable and draw.

You have so little ramp despite playing a 6CMC general. I know you know how curves work so fix this with a cursory view of her edhrec page.

You have next to no enchantment/artifact removal. Austere Command, Aura Blast, Dismantling Blow, Fragmentize, Ray of Distortion, Terashi's Grasp, etc. I personally like the ones that will draw you a card in addition to removing a problem.

Also a cursory look at her edhrec for lands will help you improve it. We have a lot of the better UW lands too.

Since this seems mainly voltron, I'd add in Crawlspace in addition to your other pillow fort effects. Redundancy is key.

And I think a fun "combo" would be to cast Approach of the Second Sun, then before your next turn cast Dig Through Time, cast Approach again on your turn to win!

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