|Commander / EDH||Legal|
Printings View all
|Dark Ascension (DKA)||Rare|
Combos Browse all
Counter target spell. You may cast a nonland card in your hand that shares a card type with that spell without paying its mana cost.
4 months ago
So here is my update Gidgetimer. I am adding Drogskol Reaver , and dropping Severed Strands . The cards like Revival / Revenge is mostly for ending the game, and Blood Tribute . Generally my group isnt like, u could say luke super competetive. I like to say we are newbies. I am prob keeping Counterlash . I might change it out later. I thought it might be interesting. Seal Away I also going out. So here is the final.
I don't know about Swords to Plowshares . I am going to make big changes over time. Thx for commenting.
4 months ago
Just noticed you already added Dawn of Hope still 11 cuts because I also forgot to add it to the number.
- Book of Rass - direct swap out for Greed since the latter is a better card.
- Gideon's Reproach - direct swap out for Swords to Plowshares since the latter is a better card.
- Counterlash - One of the four 1-for-1 spells you have that I like the least and I am suggesting 4 cuts to bring you down to 7 because that is what I run in mine and find it to be a good number. Specifically, a lot of mana for a counter and a chance at a free card.
- Disperse - One of the four 1-for-1 spells you have that I like the least and I am suggesting 4 cuts to bring you down to 7 because that is what I run in mine and find it to be a good number. Specifically, not even really permanent removal.
- Wing Shards - One of the four 1-for-1 spells you have that I like the least and I am suggesting 4 cuts to bring you down to 7 because that is what I run in mine and find it to be a good number. Specifically, not all important creatures have to attack.
- Seal Away - One of the four 1-for-1 spells you have that I like the least and I am suggesting 4 cuts to bring you down to 7 because that is what I run in mine and find it to be a good number. Specifically, tapped clause is not great.
- Nevinyrral's Disk - without Darksteel Forge and Mycosynth Lattice it just slows the game down. This may offer you a better chance to win, or you may like long games for the sake of long games. I dislike long games enough that I would cut it.
- Severed Strands - you have 13 creatures and can't afford to sacrifice them, especially at sorcery speed, if we are winning via combat.
- Blood Tribute - halving a single player's life total is either going to make you an enemy or not do much depending on how late it is in the game. Making enemies isn't something you want to do in pillow fort decks since most people could pay the taxes, just why bother when they can attack someone else and not pay unless they have a reason to focus you down.
- Revival / Revenge - Not a fan of low CMC only reanimate, see above for the rationale on the other half.
- Revitalize - I don't like cards that just gain life, cantriping is not enough to get me to like it.
9 months ago
I thing coolest thing to do here is add flash speed spells. Leyline of Anticipation, and Vedalken Orrery. Are both really strong here other spells that fit right in are Aethersnatch,Commandeer, Counterlash, Gather Specimens, Kindred Summons, Mirror Match, Nexus of Fate, AEtherspouts, Desertion, Mystic Confluence, Spell Swindle
I would also look into artifact ramp with unwinding clock to untap them to put more mana in the pool. Cards like Victory Chimes are perfect
1 year ago
I really love this deck. It is super original, and contains a lot of cards I have not seen played in modern before, but it still feels like a good old fashioned control deck. I do have a few suggestions, however. A lot of your threats cost quite a lot of mana. In control decks, it is always better to keep your threats as cheap as possible, especially against other control decks, so that you can keep mana open to counter any spells that would remove your threats. For that reason, I would recommend adding in some more Creeping Tar Pits. They are cheap threats that allow you to keep up mana to protect your plays. They are especially good now Jace, the Mind Sculptor is legal, as they can kill Jace, the Mind Sculptor without worrying about blockers. I would take out Shelldock Isle and Magosi, the Waterveil for this, as Shelldock Isle is far too slow to give any advantage, and Magosi, the Waterveil is a downright terrible card, as control decks never EVER want to skip turns; skipping turns gives your opponent a free turn to resolve their cards, which is exactly what control decks don't want to happen. The same issue shows up with a lot of your counter/disruption cards. Cards like Counterlash and Draining Whelk don't offer a big enough advantage to make them worth running in face of the risk they will just be beaten by cards like Mana Leak and your opponent's threat will be resolved. I definitely understand the desire to add more threats in. When I made my first control list, I added a load of extra wincons in, because I couldn't see how the traditional control decks hoped to win the game. However, many cards in control decks that seem just to be control cards at first glance actually are excellent wincons. A good example of this is Jace, Architect of Thought. This card is brilliant, and is one of my all-time favourites. It's excellent at stalling the game, and it is surprisingly easy to get to the point activate its -8. Once you've done that, you've basically won the game! If you would be willing to completely change this deck up, I would suggest taking out most of your wincon cards, and replacing them with cards that can act as both control and wincon. However, I completely understand if you don't want to. I really think this deck has a lot of potential, and so I've made two lists that are my own versions of this deck. One is an U/B control list that has a lot of the creatures taken out and is more traditional, and one is a list that is much more similar to yours, but has just been tweaked, just in case you don't want to take out the cards that make the deck unique. The more traditional list still has a lot of the uniqueness of the original deck, just some of the suboptimal cards have been removed.
Traditional Control Version:
1 year ago
I'm not sure if you are aware, but:
As far a Firebolt, it is 1. not legal in modern, and 2. no better than a Lightning Bolt, since will be exiled when you cast Worldfire, and it costs 5 mana to flash back anyway, either requiring 14 mana or drawing 5 lands after worldfire.
I would not recommend playing Counterlash because sorcery is probably the least potent card type in modern, and a 6 mana counter is very bad.
Overall, seems interesting with some more work.
2 years ago
In my humble opinion, adding some cards like Counterlash will greatly increase the efficiency of your deck, since Ramos' ability is triggered by the colors in the spell instead of the colors spent to cast it. On a similar note, cards like General Tazri, which have multiple colors without them being in the casting cost, are another solid addition. Finally, the duel color cards from the lorewyn/shadowmore set(ie Fists of the Demigod, Deity of Scars, Ghastlord of Fugue, and Dominus of Fealty come to mind) are another cheap way to add colors.
2 years ago
BIG BIG CHANGES!!! CHECK IT OUT!!!
CARDS TAKEN OUT:
Sea Gate Oracle
Ludevic's Test Subject Flip
Blue Sun's Zenith
Curious Homunculus Flip
CARDS PUT IN:
Magosi, the Waterveil
Patron of the Moon
Tomorrow, Azami's Familiar
Soramaro, First to Dream
Master of Waves
Magus of the Jar
ENJOY!! Let me know what you think. New, more thorough deck description coming soon!
No data for this card yet.