|Commander / EDH||Legal|
Printings View all
|Planechase Anthology (PCA)||None|
|Commander 2014 (C14)||Uncommon|
|Planechase 2012 Edition (PC2)||Uncommon|
|Eighth Edition (8ED)||Uncommon|
Combos Browse all
Draw three cards.
Price & Acquistion Set Price Alerts
1 week ago
1 week ago
Some of these nonbasic lands are slowing you down quite a bit. In two colors, you really don't need this much fixing--especially if one of those colors is green. I would replace Simic Guildgate, Holdout Settlement, Shimmering Grotto, Vivid Creek, and Vivid Grove with forests.
After that, I'd take out some of your weaker cards and replace them with ramp spells, because you don't have enough--especially with an average CMC over 3.
As for what to take out, I'd pick Simic Basilisk, Nimbus Swimmer, Aquastrand Spider, Simic Cluestone, Darksteel Ingot, and Forced Adaptation. These cards don't do enough for the mana you're spending on them, or they aren't as good as other cards you have.
If you add these ramp spells, you can also shave a couple of lands off to add some more draw, which you are also lacking. Arcanis the Omnipotent is a good choice if you want to play with Experiment Kraj's activated ability text. Aside from that, even the budget blue sorceries like Concentrate and Tidings do their job just fine.
All that said, I like the deck a lot! I played with Ezuri, Claw of Progress for a while. Simic counters is a powerful archetype.
3 weeks ago
Hey its PJ from Commander Replay. With the goal of keeping the core of your deck intact, here are some changes that I would make to streamline things a bit more. So my general philosophy with the Ur Dragon is, to get all of our non dragon effects lower than 5cc, so that the upper part of the curve is free to slam your dragons. Whether this is the correct philosophy who knows, but it seems to make sense to me, so here we go...
Urabrask the Hidden - it competes with your 6cmc dragons.
Snapcaster Mage great card, but there aren't a ton of spells in this deck, so its not the right home
Dualcaster Mage this thing always gets stuck in my hand. and ramp decks generally try to tap out each turn instead of leaving mana open.
Commander's Sphere theres is better ramp
Traverse the Ulvenwald for the reasons you mentioned. If this was a graveyard focused deck, I would include.
Elemental Bond I think there is better ways to draw cards. Under normal circumstances I wouldn't expect to cast more than 3 or 4 dragons in a game.
Desertion competes with 6 cmc dragons.
Maybe Cards to Cut- I haven't played with these so I am not as sure about them. Pay attention to how they perform, then decide if they should stay in or get cut.
Sarkhan Unbroken solid, but not sure if its the right home.
Nicol Bolas, God-Pharoah powerful but not sure if its the right home.
Soul Manipulationthe raise dead effect is cool, but not sure if we just want counterspell instead.
Dragonlord's Servant I like Herald's horn since it doesn't get lost in a board wipe, plus the card advantage part.
I prefer to run about 39-40 lands in a deck like this. Want to make sure you hit all of your land drops.
Fervor replaces Urabrask at lower CC, and doesn't die to board wipe.
Ramp: Choose 3-4 of the options below
Oracle of Mul Daya its expensive, but such a good card.
Ranger's Path finds your forest dual lands
Frontier Siege i like the utility this provides. sometimes ramp, sometimes removal
Blasphemous Act cheap board wipe.
Phyrexian Arena i like this better than elemental bond
Herald's Horn cost reduction and advantage
Counterspell replaces soul manipulation. allows you to protect your creatures
1 month ago
, I've thought on Treasure Cruise quite a bit. It's hard for me to like a spell that only gets real value when I exile at least 5 cards from my graveyard. Early game I really wouldn't want to draw it, it'd be a dead card in my hand. I don't like having spells that are like that.
I also don't want to exile any instants, sorceries, or artifacts from my graveyard because I can recur all of that. I'll make an exception for Dig Through Time because it's instant speed and gets me preposterously deep into my library with rebound.
Cruise on the other hand just draws cards, it's functionally no better than Concentrate. What with having a few ways to reduce the cost of spells in my deck, I would want to run Concentrate over Cruise, cause the former has no downside.
2 months ago
Awww I love Preordain, Deep Analysis I'm not a fan of. That card is good in decks that can put it in the graveyard and cast it from there.
With six mana you could Opportunity or Dragonlord's Prerogative and hold onto 3 life. Or just some way cheaper draw spell like Impulse or Concentrate. Two casts off one card is cool, but that's about all that card really offers.
3 months ago
In play-testing I often find myself not drawing enough spells. I tend to get mana-flooded a lot. Since your spells are relatively cheap in their CMC, might I suggest 2 or 3 Concentrate? Otherwise, if a 4-drop is too slow, there's Serum Visions which might be good enough.
3 months ago
1) Lower Grapeshot to 1-2x as you don't want it in your opening hand and only want to see it comboing out
2) Simian Spirit Guide is better than Desperate Ritual or Pyretic Ritual as it can be used on turn 1 and still nets 1 mana like the other spells. I understand if the guide is not a budget choice. Its still all about getting double blue to cast dream halls. maybe High Tide might be better....?
3) Not to keen on Saprazzan Skerry or Sandstone Needle, how has your experience been with them?
4) Improve Card Draw - 1st you need draw to find the dream halls, then there's a high chance for stalling as most your card draw doesn't net any card advantage after paying the discard cost. reconsider draw cards that net 1-2 cards after replace itself and discarding to cast: keeping budget in mind because ancestral recall/visions would be good.
5 months ago
Add: Silent Departure, Clutch of Currents, Preordain, Mystical Tutor, Baral's Expertise, Mystic Confluence, Painful Truths, Concentrate, Jace's Ingenuity, Phyrexian Arena, Safe Haven, Diabolic Intent, Blood Crypt, Bojuka Bog, Cabal Coffers, Cascade Bluffs, Desolate Lighthouse, Graven Cairns, Madblind Mountain, Minamo, School at Water's Edge, Phyrexian Tower, Steam Vents, Sunken Ruins, Tolaria West, Watery Grave, Polluted Delta, Bloodstained Mire, Mental Misstep, basic lands
Drop: Deadeye Navigator, Scrivener, Sidisi's Faithful, Solemn Simulacrum, Diviner's Wand, Mirror Gallery, Paradox Engine, Sundial of the Infinite, Remand