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Commit / Memory
Put target spell or nonland permanent into its owner's library second from the top.
Aftermath (Cast this spell only from your graveyard. Then exile it.) Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards.
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Commit / Memory Discussion
3 days ago
MB. I guess chat was disabled or something dude. I'm new to online MTG sites. I have played Simic fish at my local FNM Standard swiss tournaments 3 times now. Keep in mind my brew of this tribe is very different than yours however I like the BUG constrictor strategy a lot. If I was to say my top two cards I know I'll keep in my main based on how good they worked for me in comparison to so many other cards I've been using.. It's easy to praise my decks super hero removal spell has been Unsummon which I now main 4 because it's that awesome. And the number two favorite card of mine in this strategy Is surprisingly the Armorcraft Judge. I only recently desided to test(online) this card in my build. The Judge worked perfectly to refill my hand and gain me that reach I despitely needed before when I would start to run out of gas. I feel so much more confident returning to my regular standard locals with my fish deck Friday. I'm actually gonna play my newest update of my build on this coming Monday night somewhere else just to make sure I won't get slaughtered like I did Friday. Check out the Armorcraft Judge as a closer, and consider main decking Unsummon in UG Build's similar to mine that is. I dont have access to as good of removal in simic colors as u do in black. But I know when Hazorit attacks and I put him back in there hand it make's me smile at least. lol I deal with the uncounterable hexproof tyrant by side boarding in a two drop instant spell simular to that UR-thermo\thing's bounce spell called Unsubstantiate. The one I use is not as good because you can only bounce a spell on the stack but IMO I prefer it to the higher cmc one Commit / Memory most others use. I use the top half of Failure / Comply. I'd say one last thing on my frustating configuration with Ixalan fish.lol To many other's playing UG merfolk tribal the card's impact is probably so obvious. I'm embarrassed to admit this but after casting it so much only to watch it get killed before my next turn I lost sight of the value of the shapeshifter lord.. even if the first copy only eats a removal spell like shock, push, strike stomp.. ect unfortunately I now must obtain my copies of Metallic Mimic again because without any it my fish deck was so much less effective. that lesson I learned the hard way this past FNM. not sure if the black blue green fish build uses it since it relys on a simular impact on board state by the constrictor at the two slot. if u ever use the mimic be sure u keep urs broseph. Pepsiwilliam you have fun and message me anytime bro. add me if u want. Metallic Mimic makes the less powerful merfolk powerful. I traded mine to help me finance buying other cards I needed for my brew.. this past Friday I tried it without any and it was awful dude.lol click on my name if u wanna see mine dude.. its something like (you could always use Gilly-Weed.) k later
1 week ago
So Gate to the Afterlife has come up a lot and my final thoughts on it after a lot of games is that I still like to have one around. It's true that getting it online for it's second ability is pretty slow, but not impossible. I'd say maybe 5% of games at best. So why keep it? Well, the fact that it has the second ability at all got it on the list, but the first ability hasn't come up in conversation and it turns out that is actually not a bad effect to have on the field. In games where I don't have the optimal opening hand with all of the things (1 Swallower, 1 Reunion, 1 Sanity, 1 Madcap, 3 land) I do end up with a few of the Bloodwater Entity on the battlefield because they are a decent threat in the air. Whether you hit Gate with Madcap or just cast it that first ability lets you loot when they die. That part actually has been pretty relevant as it usually gets to loot 3-5 cards a game when I've had it out early. Again, not incredible, but not completely dead.
As I type this, I've had another epiphany.
This actually is way more flexible for the same cmc, I literally just had this major "ah ha!" moment when going through this thought line in my head: "I already dug through all of the artifacts in Standard right now and Gate was the only one that had flexible uses and it literally pulls out the main win condition if you stall out and can't find it oh my god I completely overlooked that stupid mirror."
Let me list some things that it can do here in the order they flew by just now:
- Turn into a second copy of Fraying Sanity before each end step that your opponent dumps a bunch of cards.
- Turn into a second copy of Bloodwater Entity or Enigma Drake to attack for a bunch more damage.
- Turn into a second copy of something juicy from your opponent's board and use it against them.
- How funny would it be if you were playing in a Gift mirror and you use the mirror to copy their Gift?
But does it work on Sanity like that? It probably doesn't because it isn't attached to the opponent. Ok, scratch that first one off, but the other things are right. Or does it? If it's a copy does it share that property as well? Or is it unattached from either player and do nothing? I'm going to look into that.
Ok, so pending the results of that little tangent I think the Mirror is a solid replacement for the Gate. So much so I may consider actually having two? Dunno.
Compelling Argument I use differently depending on what I have/don't have. I'd definitely say that the best early game digging tools are Cathartic Reunion (more-so when you already have the fish in your hand to discard) and Strategic Planning (more-so when you have everything but the fish). If all I have are Arguments then I'd absolutely just use the cycling. This means I probably won't get set up fast enough to use it as a win condition but it'll still help me get there faster. If I have a Madcap Experiment and Fraying Sanity in hand but only Argument and no Reunion or Planning then I'd 100% use it to mill myself and hope that a fish drops in there, but I'd be ok with a Gearhulk and could work with a Drake or Entity as well. I'm torn when I don't have a Sanity yet, but I'd still probably do it if that was all I had. A deep Scry of 3 or more would be sweet to help in those situations but I'm unaware of a good option for that, especially since it would have to be for one mana to do on your first turn to really be worth it and not effect the tempo of the deck.
Abandoned Sarcophagus is a neat card, but I don't like it in this build without a lot more cycling. The huge problem with it for me is that any time I cast Fateful Showdown to cycle my hand, Compelling Argument myself to dig for a fish, or dump cards to Combustible Gearhulk anything with cycling would just be exiled instead of going to the graveyard. If I ran it here I'd have to remove all of those things to get the value out of it. That said, it is very "build-aroundable" and I did that with a mono-blue Sphinx Tribal deck of all things that is actually really sweet. I play it on MTGO because it was cheap as hell (less than 3TIX for the whole thing). It's great because you pretty much always cycle cards before playing them so you always have a nice full hand. It also can be problematic for your opponent because they have to keep track of what is in your graveyard because pretty much everything in there is basically also in your hand. Again, like the card a lot, but can't fit it in here the way I'm set up. (Not that you were suggesting I add it, I just wanted to get that out in case it ever came up)
Commit / Memory is a fun card. I like where you are going with it against big Dinosaurs, though sometimes just Argument on it's own to mill them away still works, especially if you have Sanity on them as well you are bound to drop things they wanted to play. Before rotation I had a few builds that were similar in design to this but without the Madcap/Artifact condition. They used a lot of these cards to cycle through the deck very quickly and get out as many copies of Fevered Visions as possible. I could have all four of them out in 8 or 9 turns, it was hilarious. The Memory part of that card was in there to keep myself from getting decked because with sooooo much draw and recycling entire hands it was impossible not to run out of cards in 11 or 12 turns. Like literally impossible. Shuffling it all back in and starting over was critical, plus any Wheel of Fortune effect that makes your opponent draw a new hand is always funny. Sometimes it helps them more than it hurts them, but that look on their face when you cast it, the eye roll in particular, makes it worth it.
I think that addresses everything, thank you Soulus101, ShpoK, and only_the_finest for all the continued inquiries and suggestions. Building and sharing is probably the most rewarding part of this game. It's truly exciting when other people play your decks or run similar combos and come back to talk about it. Much appreciation, thanks again :)
1 week ago
Ayyyyy, I have an approach deck too, love the card. Failure / Comply and Spell Pierce seem pretty weak, even in the sideboard. Negate seems better than pierce, the one mana difference will rarely be a big downside, and the fact that it's a hard counter will almost always matter.
Failure / Comply just delays your opponent from casting the thing that they want to cast, but it won't actually eliminate a threat, that is unless you counter it the second time. Still, if you really want a bounce effect, Commit / Memory is probably better. It bounces a resolved spell, so you don't have to have it up when the spells being cast. It's sort of your get out of jail free card if you let your opponent resolve something too threatening. But again, it needs to be followed up by countermagic.
I see that you're not running Aether Meltdown. I would recommend that you do, and here's why. It's basically a 2 mana instant speed removal spell for most creatures. If there is a creature with more than 4 power, chances are, your opponent sunk a lot of mana into it. If you can use 2 mana to almost blank a 5 mana spell, that's pretty good for you. Also, if you do this to a few creatures, your opponent might be forced to commit more to the board, making your Fumigate and Settle the Wreckage much better.
Aside from that, I think this deck is dope. Hope this helps, good luck at fnm!
1 week ago
It seems to me that Fleet Swallower does the bulk of the work in this deck.
I've had trouble winning, unless that is out.
Creature decks like the Dino decks and #1 Ramunap Red overrun this one, before it gets warmed up.
With that being the case I think you should take a good look at some Ramp options, to get Fleet Swallower on the field ASAP.
I also think draw would be helpful, so you can find it more reliably.
I would move away from and consider .
That will give you access to the best draw spell in Standard at the moment, Arguel's Blood Fast.
I would go VERY hard on making this deck's mission to get Fleet Swallower on the field, chump blocking with other Creatures, then saccing them for Treasure.
2 weeks ago
Glad you appreciate the deck!
As far as Carnage Tyrant goes, while River's Rebuke is a temporary answer it doesn't buy me enough time as it will come down the next turn. There are a few answers to Tyrant as well. A better temporary solution, for example, is Commit / Memory. There is also Vizier of Many Faces, as another user mentioned, that simply gives me my own Tyrant to have as a blocker.
As far as red spells go, I could always test out Combustible Gearhulk. Not only as a secondary win condition but it is an awesome blocker against Tyrant. Oh, and Star of Extinction is always a thing too if I get desperate :)
2 weeks ago
Again, thanks for the input!
Though this deck does contain counter spells, I wasn't planning on using more than 3-4. These are mostly meant to make the deck slightly more versatile, especially during the early stages of a game. That's why the counter spells in it don't have a CMC above 3. I like all the cards you mention on this front though (Mystic Confluence, Commit / Memory and Wild Ricochet). Rest assured I'm using some of them in other decks (some of which still need to be posted).
I'm using one wheel effect in this deck; Windfall. I included it because I wanted something to complement the sparse battery of counterspells this deck containts. Also, it's a nice, cheap form of disruption I can use early game. Adding more of these effects, ... I dunno. I feel that to get more out of them, I would need to add more cards that would damage players for drawing cards and preferably also for discarding cards. I have a Grixis deck with Nekusar, the Mindrazer as a commander (this deck still needs to be posted), which already does precisely that.
Though Ral Zarek is pretty darn awesome and I happen to own one, I'm not sure I should add him. His primary power does come in handy combined with the creatures that have an activated ability, but other than that he doesn't fit the theme all too well. I'll think him over some more.
When comparing Sanctum and Electromancer, I'd say Sanctum has more abilities (scrying as well) and is harder to remove, whereas Electromancer has a cheaper CMC. As the deck already has plenty of draw and scrying stuff AND it's hard to get started as a blue-red deck (without Mizzix) to begin with, I'd rather have the cheaper Mancer.
Djinn of Infinite Deceits, now there's a card I completely overlooked! I'm definitely going to add him. He'll probably be replacing Erratic Portal; I've not needed it all that often anyway, I got more use out of Cloudstone Curio.
Cultural Exchange could fulfill a similar role as the Djinn, but as a one-off effect and on a larger scale. It would be brilliant if one could cast Reins of Power or Blatant Thievery first and follow it up with this card to take control of a second opponent's creatures. You'd even get your own creatures back by the end of your turn. However, these are the only two situations I'd deem this card to be worth its CMC. If I'd be generating more tokens somehow I would add this card, but since I'm not doing that ...
Guttersnipe has been great. Usually I play three opponents. That means that whenever Snipe is on the field, each instance/sorcery I cast will cause 6 damage (2 per opponent). That doesn't seem like much but it does begin to stack up after a while. As this deck contains 26 such spells AND I can cast Snipe during the early game, I consider it to be too valuable to replace.
2 weeks ago
Alright, here comes part 2! As I said before, it is really hard to give advice without playing the deck so these are just cards to consider not something you have to include in the deck.
Mystic Confluence is a counterspell, removal and card draw in one - very versitale card.
Commit / Memory is a counterspell, removal, grave-hate and wheel effect in one - again very versitale card.
Wild Ricochet can be a lot of fun and it is a counterspell and fork in one.
You may consider adding one or two more wheel effects (for example Fateful Showdown) to support Niv-Mizzet's and Psychosis Crawler's draw-pain theme. I know that it is not the main theme of the deck but I feel like they could get some more love and it could also make the deck more versitale.
Djinn of Infinite Deceits could fulfill the role of sac-outlets in your deck because you can exchange a temporarily stolen creature for a different one and keep it permanently. (At least I think it would work that way.)
Cultural Exchange - Again, I am really not sure about this fun but it could be a lot of fun.
As for what to take out, I really don't know. There are no bad cards in the deck, only card I question a little bit is Guttersnipe but I may be totally wrong about it. How often does it really help you to win?
2 weeks ago
I am not a huge fan of Bloodwater Entity. That card seems much better in temp/blitz decks that are more aggressive and proactive with their spells. Decks that run cantrips, or things like Unsummon and Brute Strength. In a reactive deck like this it's not a big threat and the fact that it puts the card at the top of my library instead of in my hand is too slow imo.
Commit / Memory is a card I like, and right now is in the maybe-board. I really should sneak it in the deck, maybe 1 copy in the main and another or two into the SB. Not sure I want to run a full play-set though. I want to see how often I see Carnage Tyrant or even how often I lose to it, before I decide to use a playset or cut stuff from the deck right now.
Glad to see another UR player :)
Chandra is....alright. Usually, the best scenario with her is to blow up something the turn she comes down, and then you start using her +1 and wittle your opponent down as you dig through your deck. I have been going back and forth between having her in the main and the side. Prior to rotation, when UR saw some decent play for a bit Chandra was being played in either SB and MB (guess either personal preference or meta call) and it seemed like she worked fine. I can't say I am exactly impressed by her, but she can work fine enough at times.
Honestly forgot that Highland Lake was printed in Amonkhet. I don't think I need more dual lands at the moment, the few games I have played so far I haven't felt like I had issues fixing my mana to be honest. I really don't like the thought of lands coming into played tapped as well. What I do need to do is rework the ration of Mountains and Islands. Good to know there is another dual land if I need it though, completely forgot about it hehe.
Opt is something I had originally thought about when revising the deck, but I ended up cutting out. It is a good card in a tempo deck where you have to be as mana efficient as possible, but in a reactive deck like this where I can leave mana open and am looking at the long game to cast big things like Torrential Gearhulk I have space for better draw spells. I would consider Hieroglyphic Illumination before I consider Opt.
I considered primal amulet a lot, but I don't think It would work in this deck, as you mention it would be much better in a more burn oriented deck. It might be a very solid UR alternative to be honest, as Dynavolt Tower can still be present a decent win-con I would think. I was actually thinking of making two different UR decks: this and a burn version. I think if Fevered Visions was still legal in Standard I would probably have went the burn route.
Thank you all for the suggestions! Will need to play a few more games and see more of the meta before I make any changes as of yet, but all of your suggestions have been noted!