Undaunted (This spell costs less to cast for each opponent.)
Return all nonland permanents to their owners' hands.
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Coastal Breach Discussion
1 day ago
How does Transcendence kill someone? You can only enchant yourself with it, so I can't see how it will affect other players unless you Donate it (maybe I'm just not understanding a rule here). Actually, if you want to go for the meme, you could actually run Donate, which also combos with your Celestial Dawn to stop a non-white player from producing any colored mana (because any of the white mana they would produce with their new plains would instead be colorless, as white is outside of their commanders color identity).
If your play group plays lots of Voltron, Fumble could be good, although with your low creature count you would likely just be giving those equipment to different player.
Maybe I'm biased towards land destruction because a lot of the time when I use it, my friends have ramped out stupid amounts of mana, and then the rest of their deck is thin on lands and they have an extremely hard time dropping lands each turn from that point on. I also mainly run mass land destruction in my Nahiri, the Lithomancer deck once I've got some type of board set up, so I get how it works in a more aggressive shell, whereas you're using it in a control sell, so I might not understand how it would feel in that type of deck. Still, I'd recommend you give it a shot; a board wipe like Supreme Verdict and Armageddon at 8 mana essentially resets the game, and with your decks land count I imagine that you'll have an easier time recovering from this than your opponents (as in, you will likely be able to drop lands more consistently than they will).
I stil don't know if Darksteel Forge is worth it. Does the 9 mana investment usually pay off? Like 11/14 of your artifacts mana rocks, and by the time you can cast a 9 mana spell you probably aren't in dire need of mana rocks anymore. On the other hand, if your playgroup does run a lot of multi-artifact nukes, are you really dropping Darksteel Forge in time (before the artifact nuke) to save your mana rocks that have come out? But you would know how effective its been better than me so if you think its pulling its pretty heavy weight, then I'm all for it.
Sun Titan is a pretty good creature as well, can grab back any destroyed artifacts or fetchlands and such.
Hushwing Gryff is also as good as a counterspell sometimes, if your group runs a lot of enters the battlefield creatures.
Thats all I got for now!
3 days ago
TheGiantOfTheJungle thank you! Again, The Commander's Quarters and my friends deserve all the credit for helping me.
So I was iffy on Coat of Arms as well until my friend gave me clarification. Because I'm building multiple tokens of the same kind, the +1/+1 for EACH creature the share the same type gets bolster up. Not only do you have your blockers for your set pieces that give you card draw/life/extra land drop, but you can also go ahead and swing full force with the tokens. There's a chance I'll be adding Eldrazi Monument to give all my creatures flying and indestructible just to give it a bit of cushion.
And yes thank you so much for your suggestions! I'm 100% open to it and I was definitely worried about board wipes. When I played it yesterday (before I added coat of arms), I was praying that my friends didn't have a board wipe because it's super vulnerable. I definitely don't plan to add cards that add creatures to others like Beast Within or Reality Shift.
Appreciate the comment!
3 days ago
I love the budget build dude, you've done real well to keep it affordable. I've got two suggestions real quick; one isn't so much a question as it is confusion and that's Coat of Arms? I'm not sure what it's doing there and would love some clarification.
Second proper one is having some more removal/board wipes. Tatyova is good and chill but sometimes you do need to deal with threats. Beast Within, Reality Shift, Naturalize, Curse of the Swine, Coastal Breach and a fun one for land based decks can be The Great Aurora.
Sorry if that's too many suggestions, I'd like to try and keep it budget so finding that balance is hard. Love your work!
1 month ago
Fricke is that you leaving a rude comment!?
Curtains' Call and Coastal Breach are able to drain with yuriko more than they actually cost. serum visions has synergy with yuriko. negate and doom arent great but its ok to have to counters when you have card advantage. looter il kor is ok, i'd rather save the mana. ornithopter is great with ninjas, all i need to do is attack unblocked. suggest me a changeling not in white?
1 month ago
This deck is sophomoric.
Where are the changelings... Mirror Entity
2 months ago
- AEtherize (attacking)
- Aethersquall Ancient
- Coastal Breach
- Crush of Tentacles
- Devastation Tide
- Displacement Wave (for large values of X)
- Hurkyl's Recall (single player artifacts)
- Kederekt Leviathan
- Rebuild (artifacts)
- Reduce to Dreams (artifacts & enchantments)
- River's Rebuke (single player)
- Slinn Voda, the Rising Deep
- Thousand Winds (tapped)
- Time of Ice (tapped)
- Waterspout Elemental
3 months ago
I apologize for the long post below: It is not modified for standard play. Please disregard if you are playing standard only.
The best deck to counter aura hexproof (what your friend has) is generally black/green sacrifice decks. See: Grave Pact, Butcher of Malakir, , Chainer's Edict <- (Pricy), Spore Frog, or Fleshbag Marauder. Or -1/-1 effects aka Archfiend of Ifnir, combined with enablers like Lotleth Troll or Putrid Imp.
That, or a deck that has a lot of sweeper spells - Cyclonic Rift (pricy), Terminus, Living Death. Think of sweeper spells as cards that immediately level the playing field. If you're losing, just play a sweep. Instant board reset and everybody is on even playing grounds. Cheaper Alternatives: Hallowed Burial, Devastation Tide, Coastal Breach, Evacuation; just make sure it only targets creatures (not like Wash Out) because you don't want the auras returning to hand. You want to get rid of the creatures and have the auras fall off.
I don't quite agree with Atrox's approach because I know most hexproof decks run Umbra auras (Hyena Umbra), and will easily have more than 3 toughness.
Personally, TO COMPLETELY REDESIGN YOUR DECK, I would use no creatures and only spells or maybe with creatures with nice ETB (enter the battlefield) effects (Archaeomancer. This way, the sweepers don't affect you very much and will only remove your opponents' creatures. Red will be reserved for dealing damage, and blue will be reserved solely for sweeper spells & drawing cards.
Current problems with your deck:
1) It's slow. You're going to have to have multiple pingers which all take about 3 turns+ summoning sickness to start becoming active. Izzet decks are supposed to be fast & maintain control from the beginning of the game.
2) The synergy is a little too far apart - you want to have creatures pinging damage, you want to counter spells, you want creatures to get buff; there's only so much you can do with 7 cards in your hand.
3) No card draw - you'll run out of steam very very fast. Blue excels in card draw - you should make use of it!
Try to find out what your style is, then start asking for tips to point you in the right direction.
Let me know if you have questions :) (I play an aura deck)
5 months ago
Intruder Alarm could combo off or just give you lots of wizard tapping whenever your wizards and tokens enter the battlefield.
Panharmonicon gets more value out of your wizards and lets you make more copies. Cloudstone Curio and Ghostly Flicker lets you reuse your wizards. You could draw a lot of cards by sacrificing copied tokens to Morbid Curiosity.
Timestream Navigator can gain you two extra turns for an initial 7 mana investment.
Stonybrook Banneret helps your costs.
Magus of the Mind probably won't net you much value unless you have opponents playing storm decks.
Lunar Mystic isn't very efficient for drawing cards. You would probably draw more with Kindred Discovery.
Venser's Journal doesn't help you that much for the mana cost.
Body Double, Memory Plunder, and Spelltwine depend too much on what's in graveyards. Reins of Power is also too situational.
Mass bounce effects should work well with this deck since you can tap your wizards for effects before bouncing, and then recast them for more tokens and effects. Devastation Tide, Coastal Breach, Wash Out, Inundate are some good ones.
Once you have enough good spells, Kess, Dissident Mage is worth adding back.
Fireball is inefficient as wincon/removal compared to Comet Storm or Exsanguinate. You could try Magus of the Coffers for extra mana if you want to go down that route. Dualcaster Mage could copy your own or other players' game-winning spells.