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Target player draws three cards. Then that player discards two cards unless he or she discards a land card.
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Compulsive Research Discussion
3 weeks ago
Solar Flare was an old standard Esper control list based on ramp with signets and the like, and existed around kamigawa-ravnica standard, http://www.starcitygames.com/magic/standard/12799_The_History_of_Solar_Flare.html has more info on the topic, but it ran sweepers, big threats, ramp, recursion, counterspells, card draw, and removal, as any normal control list does.
The main threats Solar Flare ran were Angel of Despair, Meloku the Clouded Mirror, Yosei, the Morning Star, and Kokusho, the Evening Star, and had really cool interactions such as using non-land ramp like Dimir Signet in conunctions with karoos like Azorius Chancery to get mana through Hokori, Dust Drinker and used effects that discard like Sift and Compulsive Research along with Zombify.
Some of the countermagic it ran were along the likes of Mana Leak and Remand, it had sweepers like Wrath of God, and removal ranging from Mortify to Condemn, and even ran discard like Persecute. It ran Clutch of the Undercity as removal, burn, and a tutor for Wrath of God, Persecute, Zombify, Sift, Ivory Mask, and Hokori, Dust Drinker, and made it have extreme versatility.
3 months ago
I'd think the idea of making your opponent draw could be useful. Problem is that in multiplayer you have to discard a card per player to keep the hand control.
Adding: - Psychic Possession: To make it so their draw is your draw. - Compulsive Research: To make them draw/discard more like Wistful Thinking - Abyssal Nocturnus: To benefit from them discarding, Where casting Wistful Thinking gives it a +8/+8 or Compulsive Research a +4/+4. because of its per card. - Abyssal Specter: To add more board presence and discard. - Devastation Tide/Displacement Wave/Evacuation: To gain control of the board to flow back into discarding. - Waste Not: Win condition with discard. - Megrim: Bonus damage per discard. - Shrieking Affliction: WIN CONDITION!
4 months ago
Move Nezahal, Primal Tide to Draw. The draw makes him good more than anything... Like another Sphinx.
Glacial Chasm Count it as a land and take a land out. Downsides: Requires Muldrotha in play; Pricey Fog that requires players to run MLD or recurring land removal to answer; Probably not fun/healthy. Idk... I would play it competively, but you might regret having it in casuals.
Yavimaya Elder I bet you the is going to be annoying and he's 5 mana to run. Muldrotha is going to be under a lot of pressure to get things out when she's alive so he's by himself, really, and blue has good draw... so more baubles imo.
World Shaper If the gimmick isn't fun, out with him.
Ramunap Excavator I think Muldrotha covers both of these and only good if you hit the dinosaur or oracle.
- Perpetual Timepiece > Dreamborn Muse > Frantic Search. I would pick one. Probably the one that is worth and easy to cast with Muldrotha.
- Sultai Charm Versatile, but also conditional. I think we just wheel/loot into the removal we need.
So... we have enough cards that are good when Muldrotha is in play. Lets pretend she's dead (indefinitely)...
- Compulsive Research "Draw 2"
- Dark Bargain "Draw 2, lose 2 life"
- Birthing Pod < Sidisi, Undead Vizier < Final Parting cut two of these. Pod needs you to be creature based and to be built around... I think it interferes too much with the plan and is better with Elves and tokens. The latter two are close. Both want Muldrotha in play, but I think fetching Mimeoplasm or Ooze (or Dark Depths/Hexmage!) with Parting is stronger and less conditional. I love Sidisi though ;(
- Swan Song and/or Pact of Negation Negation is better if you have lots of counterspells or have to storm. If someone can tap your lands, gg. Sub in Voidmage Prodigy (same thing but reusable).
- Vedalken Orrery I don't think its worth when it doesn't interact with Muldrotha. You're running ramp and, again, not a lot of counterspells so you can just leave the mana open and spend it elsewhere instead of dumping into Orrery.
Also consider subbing more enchantment removal just to even the slots.
4 months ago
For starters, if you're playing blue and want cards you play Consecrated Sphinx. Your commander's only text could be "every time there's a sphinx destroy it" and you'd still run Consecrated Sphinx, it's that good.
This deck is pretty light on recursion. I find Memory Jar is an absolute monster, but I dunno if Junk Diver and Hanna are gonna cut it. Something to consider if you ever find yourself running more cards that could bring it or the cards it pitches back from the graveyard.
5 months ago
Suggestions:Complicate, Censor, Cryptic Command, Dismiss, Dream Fracture, Izzet Charm, Mystic Confluence, Snapcaster Mage, Torrential Gearhulk, Metallurgic Summonings, Trail of Evidence, Staff of Nin, Mind Stone, Hedron Archive, Commander's Sphere, Thirst for Knowledge, Reality Shift, Insidious Will, Glimmer of Genius, Frantic Search, Deep Analysis, Curse of the Swine, Compulsive Research, Collective Defiance, Cathartic Reunion, Careful Study, Recurring Insight, Time Spiral, Library of Leng, Izzet Signet, Lightning Greaves, Crucible of Worlds, Stifle
5 months ago
Coiling Oracle - Not always ramp, but always replaces itself in terms of card advantage. Compare it to an Elvish Visionary or a Baleful Strix that are good in the first place and you'll notice that even if it isn't guaranteed ramp, it's still a gamble that's worth it.
Farseek - Great colorfixing when you have dual lands, and you want a couple of CMC2 ramp to get the ball rolling.
Nature's Lore - You need shocks for this to be worth it in a three-color deck, otherwise it's too inconsistent for colorfixing.
Deathrite Shaman - One of the best manadorks available if you have fetches and/or you run self-mill, since it ramps you in the early game and can grave hate in the late game.
Chromatic Lantern - You don't need a lot of mana rocks when you're in green, but this one's utility is good enough when you're 3+ colors. Can help with activating Tasigur, the Golden Fang more, especially when you have Training Grounds out and colored mana is the limiting factor.
Harrow - Instant speed ramp is good if you want to save mana for counterspells/removal, and land sacrifice is good for self-mill/recursion synergies.
Realms Uncharted - Technically not ramp but it's both card advantage and dumping stuff into the graveyard, while fetching your 4 strongest lands and forcing your opponent to choose between bad and worse.
Fork in the Road - Not land ramp, not very impactful, but dumping stuff into the graveyard while colorfixing ain't too bad. Maybe a bit sad to get this one back with Tasigur, the Golden Fang's ability, but that's what delve is for.
Exploration - It's ramp that requires you to have a lot of card draw or things like Crucible of Worlds and Oracle of Mul Daya, but can lead to stupidly fast starts of dumping your hand and recovering with Tasigur, the Golden Fang's ability. Definitely stronger than Burgeoning.
Animate Dead - One of the best reanimation spells in the game by far.
Victimize - Even if you're not focused on reanimation, getting back 2 creatures for only 3 mana and something to sacrifice is very often worth it. The more self-mill you have, the more targets you get.
Regrowth - The original Eternal Witness which is cheaper but less abusable. Very good in conjunction with Tasigur, the Golden Fang since you can force your opponent to choose between the things you want or Regrowth which lets you get what you want.
Seasons Past - Card advantage recursion, very good in general and even better when self-milling to give yourself lots of choices.
Grapple with the Past - Instant speed recursion for 2 that also dumps stuff into your graveyard.
Nyx Weaver - Not an amazing creature, but can be dropped early as a blocker and some slow value self-mill only to be used as recursion in the late game.
Fact or Fiction - Drawing the best 1-4 cards out of your top 5 at instant speed for 4 mana is makes this one of the best cards for one-off card draw, especially when the rest end up in your graveyard for delve/recursion.
Baleful Strix - Only replaces itself in terms of card draw, but a flying deathtouch blocker for 2 mana is a very annoying deterrent.
Windfall - Very good card advantage if your game plan is to dump your hand such as with Burgeoning and Exploration effects and fills up your graveyard with the things you discard, but risky since it can help opponents with draw/recursion/reanimation.
Whispering Madness - Extra copy of Windfall if you want one. Cipher can be good if you have stupid amounts of mana for dumping your hand, but not worth one more mana if you're deciding between this or Windfall.
Necropotence - Not great in 3+ colors where it gets hard to cast and not really necessary when you have blue, but still stupidly good with enough life and mana.
The Gitrog Monster - Very strong draw engine since he triggers off of sacrifice, discard and mill. Also a 6/6 deathtouch for 5.
Pull from Tomorrow/Stroke of Genius/Blue Sun's Zenith - Lots of card draw if you have lots of mana, great when you're ramping hard and dumping your hand. Pull from Tomorrow is the best one for card draw because it digs one deeper, but the other two can mill someone to death with enough mana.
Taigam, Sidisi's Hand - CMC5 and needs a turn to do anything is not great, but the filtering and creature removal is alright if he survives.
Lim-Dl's Vault - Incredibly good card selection. It's card disadvantage in itself but you can easily dig through your library until you get a pile that gives you card advantage plus playable cards.
Sensei's Divining Top - One of the best cards for card selection. Use its first ability before using Tasigur, the Golden Fang's ability to help force certain cards into your hand, then use the first ability again to dig even deeper into your library.
Sylvan Library - Very good card for card selection, becomes stupidly good with lifegain and/or fetches for shuffling.
Satyr Wayfinder - Cheap way to get stuff into your graveyard, sorcery speed but creatures are more abusable than instants/sorceries.
Compulsive Research - Great source of card selection since 1. you get to draw before discarding, 2. you can discard anything from your hand, not just from the three you drew, 3. it can be card advantage if you discard the right thing.
Thirst for Knowledge - Like Compulsive Research except a lot better because it's instant speed, and slightly worse because you'll have more opportunity to discard and recur lands compared to artifacts.
Beast Within - Can target anything, so one of the best pieces of spot removal in the format.
Sultai Charm - Very flexible removal or decent card filtering, one of the best charms available.
Reclamation Sage - Removal on legsthat can chump block, be cloned, reanimated etc.
Krosan Grip - Very strong removal, can't be countered and can stop problem cards like Oblivion Stone and Necropotence.
Murderous Cut - Creature removal for 1 is very good, as long as you have enough stuff to delve away.
Abrupt Decay - Slightly too restrictive in commander unless you play in a combo heavy meta, but still worth considering.
Nature's Claim - Removal for 1 is very very good. It's arguable whether this or Krosan Grip is better if you can only choose one.
Tetzimoc, Primal Death - Not very good, but pretty fun and good value if you have a lot of mana.
Vraska the Unseen - Unconditional removal: good. Sorcery speed for 5 mana: bad. Planeswalker with 2 loyalty left after you removed something: not great, but fun.
Scavenging Ooze - Targeted grave hate for cheap is great.
Toxic Deluge - The best creature board wipe in the format, bar none.
Pernicious Deed - One of the best board wipes in your colors. Can be asymmetrical if you have the most expensive stuff, can kill tokens for 0, can hold the table hostage by waiting with blowing it up.
Decree of Pain - CMC8 makes this not great, but the card draw makes it worth considering. Cycling is also good as an instant speed uncounterable board wipe against early aggro.
Torment of Hailfire - Generic big mana wincon, can still be pretty painful even if you don't cast it for X=lots.
Crop Rotation - Card disadvantage since you sacrifice a land, but being able to fetch any utility land at instant speed for 1 is crazy for potential. Bojuka Bog, Tectonic Edge, Alchemist's Refuge, Cabal Coffers/Urborg, Tomb of Yawgmoth, Thespian's Stage etc. Can compensate for the card disadvantage while colorfixing with Myriad Landscape/Blighted Woodland.
As Foretold - Not a very good card, but it's pretty fun to use if you get the ball rolling, especially since you can spend any extra mana on your commander once you get to freecast spells. Even better with cheap instants.
Propaganda - Generic protection, both against token decks and to avoid becoming the path of least resistance in multiplayer.
Isochron Scepter - Absurd value with stuff like Brainstorm, absurdly annoying with counterspells. It runs a fairly high risk of being a dead card in your hand though, since you won't be running lots of CMC<=2 instants. Very sad to get from Tasigur, the Golden Fang's ability with an empty hand.
Faerie Artisans - Relatively underrated card. You get the ETBs of anything your opponents cast/flicker/reanimate/etc. plus a chump blocker/attacker of varying quality.
Mirage Mirror - Incredibly strong card, even though it may not look like it at first glance. Copy a Cabal Coffers/Zendikar Resurgent for lots of mana, copy creatures like Arcanis the Omnipotent/Etali, Primal Storm and you get to tap/attack immediately as long as the artifact has been in play for a turn, copy creatures like Oracle of Mul Daya/Kess, Dissident Mage and get cheap value, scare off attackers by saying "I can copy the biggest dude on the board and block you", dodge removal/board wipes by copying a land etc. Extra fun if you run Dark Depths.
Avenger of Zendikar - Generic wincon, but still a very good wincon.
Exsanguinate - Generic big mana wincon, can save you from an early aggro death even if you don't cast it for X=lots.
Telepathy - Not a good card, but it's pretty fun for politics and mind games.
Assault Suit - Kind of fun multiplayer card, but not very good since your opponents aren't forced to attack with the equipped creature. Can cause some funny commander damage blowouts if your politics game is strong.
Psychosis Crawler - Generic but slow wincon, decent creature to clone.
Dark Depths - If you're already running support cards for Cabal Coffers, you have most of the stuff for a decent Dark Depths package like land tutors and Thespian's Stage (plus Marit Lage is cool). Throw in a Vampire Hexmage for a potential turn 3 20/20 to really set the pace of the game.
Hinterland Harbor/Woodland Cemetery - Checklands are great and not that expensive, and stay great even as your manabase improves. These two will get reprints in Dominaria, might want to wait for them.
Temple of Malady - The last scryland, you have the other two.
Cephalid Coliseum - Good for card filtering late game, comes in untapped early.
Choked Estuary - Not the best cycle of lands, but at least it's better than lands that always come in tapped. Doesn't exist in your other colors yet.
Golgari Rot Farm/Simic Growth Chamber - These are not that bad budget lands since they give you virtual card advantage at the cost of speed, but having three of them in a three-color can sometimes be too slow and awkward. If you want to keep them, then buy Dimir Aqueduct.
Halimar Depths - I would not use this over a basic land in your deck because you don't have lots of lands to find with your ramp, and the upside is not big enough for a tapped land that only produces one color.
Evolving Wilds/Terramorphic Expanse - These are a bit slow but they're good for colorfixing and they're great for Ramunap Excavator and Splendid Reclamation, as long as you have enough basics in your library.
Lumbering Falls - Manlands are not really worth it in commander unless you're have a lot of equipment, combat damage triggers or creature sacrifice.
Reliquary Tower - This is not a definite cut, but you don't want too many colorless lands in a three-color deck. Reliquary Tower is only necessary if you have lots of card draw and very little graveyard interaction, but since you have plenty of graveyard recursion, you should be fine without it.
Tectonic Edge - It's a good card, but I prefer using Ghost Quarter because you don't need to have any mana ready to be able to use it. Wasteland and Strip Mine are both strictly better, but expensive.
Temple of the False God - Not that great in three-color decks.
Jace, Memory Adept - Milling opponents with this guy is stupid, milling yourself is kind of decent but at 5 mana it's bad.
Kiora, the Crashing Wave - If you want it for the -1 (which is pretty good), just run Explore instead. Using it for the ultimate is stupid since your opponents have 3 turns to handle it and you're not getting any value from the +1.
Tamiyo, the Moon Sage - The -2 is not the worst, but at 5 mana and when you're blue it's not really worth it. Same as with Kiora, the Crashing Wave, you will never reach the ultimate against competent players and the +1 doesn't really give you any value. This one's worth some money, so sell it and buy better cards.
Archfiend of Depravity - The effect is not terrible but in practice it's less impactful than it seems. You can usually play around the ability or remove the creature if it's a huge problem.
Beastcaller Savant/Deathcap Cultivator/Elves of Deep Shadow - This deck has no reason running mana dorks other than Birds of Paradise and Deathrite Shaman, at most. Elves of Deep Shadow is not awful since it's 1 mana and colorfixes, but still not worth it.
Dimir Doppelganger - The main advantage to clones is that you can abuse strong ETBs, which this clone can't. Decent if you're two colors, not really if you're three.
Edric, Spymaster of Trest - This guy will more often enable your opponents than it will help you. Terrible card unless you're spamming tokens.
Forgotten Creation - Dumping cards into the graveyard is not bad, but CMC4, only in upkeep and discarding before drawing is awful.
Kruphix, God of Horizons - You need a lot of big mana dumps or a draw/go playstyle to justify using Kruphix, God of Horizons. Your commander is a mana dump but your limiting factor is going to be colored mana.
Solemn Simulacrum - Not awful, but there are better alternatives for ramp when you're in green. Could be worth keeping if you run a lot of clones for slightly better value compared to something like Wood Elves or Cultivate.
Torrent Elemental - Can blow out an opponent when you have a big board, but is very telegraphed and isn't very impactful on its own. Use Pathbreaker Ibex if you want better blowouts. The exile ability isn't great even if you delve him away, since you're still casting a mediocre creature for 5 mana.
Yahenni, Undying Partisan - Good when your deck is based around sacrifice and reanimation, but very out of place here.
Bounty of the Luxa - Slow ramp or slow card draw, but you can't choose which one you need right now. Better to use proper ramp and proper draw spells instead.
Deadbridge Chant - You can keep this if you like it because it's pretty fun. However, the random aspect and lack of impact until your upkeep is a bit too unreliable for 6 mana.
Perplex - Cards that give the opponent the final choice are generally bad, and this one isn't even good for its mana cost.
Spell Pierce - Good in faster combo-heavy metas, but not quite reliable enough in slower metas.
Unravel the Aether - This card is actually very good since it ignore indestructible, but it's worth considering if you'd rather have Nature's Claim for the mana cost or Krosan Grip for the utility, since I don't think you have room for all three in the deck.
In Garruk's Wake - Good card when you have the mana to use it, but 9 mana is a lot.
Increasing Ambition - I generally recommend against using tutors since games become very samey with them, but even then there are a lot of better tutors out there than this one.
Praetor's Grasp - Not as fun as Gonti, Lord of Luxury since looking at top 4 is more exciting than picking the best card for the situation, not as flexible either since you need the correct colors to cast things.
Dimir Signet/Golgari Signet/Simic Signet - Signets are good since they're cheap, can be used immediately and colorfix you, but in a slower meta they're prone to get board wiped away compared to land ramp, so they're not that great when you're green.
Gilded Lotus - People generally don't use spot removal on mana rocks, but the big and efficent ones like Gilded Lotus and Thran Dynamo sometimes do. You can use the mana immediately, but otherwise it's not much better than an Explosive Vegetation.
6 months ago
hoardofnotions: Personally, I really like Compulsive Research, because I suspect you will not hit Ascend until the late-game, and it digs deeper than Secrets of the Golden City (with less color commitment) for a counter etc when you really need one.
Of the expensive cards you listed, I don't think that Rite of Replication will do enough to justify its inclusion, personally. I might actually swap Panharmonicon in, TBH. Beyond that, I'm unsure on Phyrexian Reclamation here, but that would require playtesting...
Again, great deck! I'd love to hear your thoughts on some of my decks as well if you have a moment :)
6 months ago
Daedalus19876 Thanks for the suggestions and upvote!
With regard to your suggestions about mass removal, Extinguish All Hope is much worse than both your suggestions but it's also like 300% cheaper for a similar effect. I also have a fair amount of spot removal to contain people till Thrax can start edicting them.
Do you think Compulsive Research is better than Secrets of the Golden City? I rarely want to discard lands and hitting a land drop every turn is kinda like grixis's version of mana ramp. I'm still going back and forth about taking out Sign in Blood for secrets.
Right now i have 5 cards in the deck that cost more than $2. Phyrexian Reclamation, Noxious Gearhulk, Sol Ring, Draining Whelk and Rite of Replication. Do you think any of these cards aren't pulling the (dollar) weight?
I really appreciate your thoughts and would be interested in debating some card choices with you!!