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.
Price & Acquistion Set Price Alerts
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1 month ago
Cards that make me feel like a super-villain when I cast them, that you aren't already running: Mana Drain, Force of Will, Counterlash, Cruel Ultimatum, Treacherous Urge, It That Betrays, Kaervek the Merciless, Time Stop, Time Stretch, Damnation, Bonfire of the Damned, All Is Dust, Omniscience.
Mana Drain, Force of Will, and Counterlash. Mana Drain lets you take whatever chaff the opposition tried to use, and allows you to power something absurd out far sooner than you should. Force of Will is stopping something by sheer power of will, and Counterlash's Flavour-Text is a great quote to use when you cast it.
Cruel Ultimatum and Treacherous Urge. Cruel Ultimatum just sounds evil, and it can take a player out of the game upon casting. At 7 colour dense mana, it's not really an excellent card in 5c, but it oozes with flavour for evil. Treacherous Urge lets you steal... Erm, 'Borrow' someone else's minions for a bit, before it goes away, possibly denying them the ability to ever use it.
It that Betrays and Kaervek, the Merciless. It that Betrays is another card that oozes flavour, though this one is far more likely to actually be castable. The effect he has can be back breaking, especially if people in your playgroup like Fetchlands, though there are plenty of random sac effects in EDH that he just ruins. Kaervek can do a pretty good job ending the game after he lands, and he can also be removal bait for some of your other heavy hitters.
Time Stop and Time Stretch. Giving yourself more time, and taking time away from one of your opponents are very good. Time Stretch tends to either win the game, or come very close to doing so after it resolves, and Time Stop is the ultimate counter, while also stopping combos and denying combat steps to people who'd otherwise kill you.
Damnation, All Is Dust, and Bonfire of the Damned. Wraths are good in EDH, and these all have evil sounding names. Damnation is stronger than Wrath of God because it sounds more evil to cast, and can be a bit unexpected in some play groups. All Is Dust kills all the things, and if you have It that Betrays out, you gain pretty much all the coloured permanents. Bonfire can sometimes outright kill someone, especially if you hit the Miracle cost.
Omniscience is like, your magnum opus. What you as the villain are trying to accomplish, and it's also game winning if it sticks. It goes great with Enter the Infinite, but Enter isn't very good on its own, so I wouldn't include Enter unless you add Omniscience.
Voltaire's When You're Evil This seems fitting
1 month ago
Alright, sorry this took so long! But here are the rest of my suggestions. Some notes: I do not necessarily suggest that you should include every card I list here in your deck - I certainly haven't suggested a corresponding number of cuts. I just present them for you to consider; a lot of them are pretty pricey, as well, which is unfortunately a very real consideration.
So, like Evil_Genius_Zolkar said, Commander is a very different format from Standard or Modern. Multiplayer, increased life totals, and the singleton restriction all combine to create a very particular environment, in which certain cards that are perfectly serviceable in other formats become distinctly suboptimal.
Take Delver of Secrets Flip as an example. Delver is busted when you can flip it on turn 2 and start swinging away at a single opponent, who has 20 life. In Commander, you effectively have to deal 120 damage (assuming a four-person game) to win - so any given aggressive creature is approximately one-sixth as valuable. Obviously that's not really universally true, there are plenty of aggressive creatures that are good in Commander, but the bar is higher. Delver's very on-theme but it's not impactful enough over the long term. Same with Anticipate, Electrickery, Gut Shot, Lightning Bolt, etc.
The rule of thumb is you want cards that are impactful - that meaningfully advance your game plan. Your game plan is, in essence, "get value from Jori En while digging through my deck for one of my win conditions." So you want to be casting at least two spells a turn, and you want to not lose before you combo off, and you want to be able to protect your combos while they're happening.
First off, combos and win conditions. Talrand, Sky Summoner synergizes well with what this deck wants to do. Guttersnipe is absolutely brutal in a multiplayer spellslinger deck, and I would strongly recommend it. By the same token, Sphinx-Bone Wand is a little slower to get going but it gets ridiculous when it's online.
Curiosity is a combo with Niv-Mizzet, and gets sick value off of Guttersnipe - it doesn't require combat damage, just any damage. Tidespout Tyrant can really make it difficult for your opponents to maintain a board state, and if you have any Wheel of Fortune effects in your deck you can make them discard everything you bounced before they can replay it, which is obviously awesome. You can also include Dualcaster Mage to go infinite with Rite of Replication.
Epic Experiment can do some pretty serious work for your storm count, and is amusing to copy with Melek or another spell-copier. Consecrated Sphinx isn't an actual win condition, but it's probably the best blue creature in the format and you want to be running it.
I think you probably want either Ulamog, the Infinite Gyre or Kozilek, Butcher of Truth as an additional way to shuffle your graveyard back into your deck and avoid drawing yourself out - and, well, they're pretty good cards.
While not a win condition by itself, infinite-mana combos let you do a lot of silly things (kill someone with Blue Sun's Zenith? Yes please). The original and supreme infinite-mana combo is Palinchron + Deadeye Navigator. You also want to be running Deadeye anyway because it is busteeeeed. It blanks removal, abuses ETB triggers, and enables all sorts of degenerate shenanigans. I also like Rings of Brighthearth + Basalt Monolith, although that only gives you infinite colorless mana and the combo pieces are less useful on their own (although Rings lets you do all kinds of stupid stuff that's not immediately obvious, like copying the abilities of your fetchlands). Infinite mana also makes Past in Flames, and consequently Grapeshot, a lot more achievable.
Your card-drawing potential should enable you to consistently hit your land drops, but a certain amount of artifact-based ramp can help you smooth out your curve and get to the "cast 2+ decent-sized spells a turn" stage. I would recommend Solemn Simulacrum and Izzet Signet at minimum, and maybe Hedron Archive and Dreamscape Artist. Especially given how low your curve is, it wouldn't hurt to run Evolving Wilds, Terramorphic Expanse, and Myriad Landscape - they will not slow you down that much. I'd also run Izzet Boilerworks before I'd run Shivan Reef. It definitely couldn't hurt to have Temple of the False God also, and you might consider Blighted Cataract. Your Mountain count is high enough that you might look at Valakut, the Molten Pinnacle just as an incidental value engine (and it can get silly with Thespian's Stage and Vesuva, which also enable other shenanigans). I'd also say you should probably go up to 35 lands, but I don't even know what I'd cut out for it.
There's two main components to "don't lose before you combo off" - counterspells and removal (especially board wipes). You've already got Cyclonic Rift and Chaos Warp on the removal front, which are the essentials. Comet Storm is probably just a strict upgrade to Fall of the Titans, especially if you can assemble an infinite-mana combo. Blasphemous Act is the red board wipe, and Volcanic Offering is probably the best of the Offering cycle and guaranteed value. I like Volcanic Vision as a board wipe + spell recursion, and you have a decent number of middling-to-high-CMC cards to get back with it. Reality Shift, Pongify, and Rapid Hybridization are all very solid spot removal cards, although I doubt you want to run all three of them.
For counterspells - you've got Counterspell already which is a good start. Arcane Denial does let your opponent draw cards, but it's a two-mana unconditional counterspell that replaces itself, and in a "who's gonna combo off first" fight, a tempo boost is good enough. Dream Fracture is a weaker (imo) version of the same effect, which I think you're still in the market for. Counterlash is six mana, so it's basically the only thing you're going to be doing the turn cycle you cast it, and sometimes you will just whiff with it, but it's on theme so I present it for your consideration. Cryptic Command is, obviously, a very good card - and if it's out of your price range, Mystic Confluence is also quite reasonable. I am personally a big fan of Deprive but ymmv. Disciple of the Ring is a fun little value engine, although it obviously won't stop a truly game-ending threat. Glen Elendra Archmage is very good, and can be re-used indefinitely with Deadeye Navigator. Draining Whelk is an even more absurd lockout with Deadeye - nobody gets to cast spells ever again! Guile turns all of your counterspells into Jori triggers, which is pretty sweet. Rewind facilitates the cast-two-spells-a-turn thing. Swan Song isn't unconditional but it is very efficient. Forbid, if you're drawing enough cards (which I anticipate you will be) can prevent your opponents from ever casting anything relevant again.
I have some criticisms of your card-draw suite. Cards like Frantic Search and Careful Study are extremely economical for their cost and will admittedly get you closer to combo pieces, but even with Jori out they just trade card advantage for card selection - you're down a card after you cast them. I personally would favor cards that actually gain you net card advantage, or at least maintain parity - Fact or Fiction, maybe Sage's Dousing and Exclude, Deep Analysis and Think Twice, and Treasure Cruise, for example. Whispers of the Muse is very good with infinite-mana combos, although mediocre otherwise.
I would also recommend a card package to allow you to recur and re-use your spells to get more value off of them. Anarchist and Archaeomancer are good starts, and you could also include Izzet Chronarch and Mnemonic Wall, but I'm a little iffy about them, especially if you do include Deadeye and can just blink Archaeomancer as often as you like. Since a lot of your creatures are Wizards anyway, you might consider Azami, Lady of Scrolls to turn them all into repeatable card draw, but idk. As far as spell-copying effects go, I like Reiterate more than Fork or Twincast, because it itself is a recur-able recursion piece. Spelltwine is not great imho, and very context-dependent, but it guarantees you two spells in a single turn and therefore might be worth your time. I'm confused about Pyromancer Ascension, though - how does that work in Commander?
You've already got Temporal Trespass, which is good - no blue Commander deck is complete without extra-turn effects. Even with delve reducing its cost, though, Trespass exiles itself and therefore can't be recurred. Time Warp is the premier extra-turn effect, and I would recommend it with the warning that it is pretty pricey.
Jace, Memory Adept and Ral Zarek are probably just less important to your theme than Jace Beleren and Dack Fayden, which are lean and low-to-the-ground card-draw machines. While she's certainly not lean or low-to-the-ground, I would also propose Chandra, Flamecaller - she stocks your graveyard for delve and Mizzix's Mastery, nets you card advantage, and can even sweep the board of tokens.
Anyway, those are my thoughts. You've got a pretty promising start here, though, with some interesting pieces of tech; good work!
2 months ago
Erm, my Animar deck is my most expensive deck . . . because I can't justify not playing all the eldrazi titans.
If you go Temur, I'd say Riku is a fun deck to play and less expensive. It's pretty easy to go for just value ETB cards (Acidic Slime, Woodfall Primus, Eternal Witness etc.) and ramp. Or else you can build control with extra turns, red sweepers, and fewer win cons. I'm currently building full clones, which has been enjoyable, but is super pod-dependant.
Key cards I'd say the green hate cards I mentioned, Feldon of the Third Path and Soul of the Harvest if you go creature-based, Counterlash I've loved for controlling builds with just a few big win-cons, Green and Blue zeniths are must haves.
On your own ideas, I think the Azorius deck would be the most fun branching out of play-style for you. I've seen hard-lock Augustus decks with Knowledge Pool, Omen Machine, Eidolon of Rhetoric, Curse of Exhaustion, + , etc. that are a pain to play against but really fun to captain.
3 months ago
I'm impressed! This deck looks great! I like the synergy, and Ezuri seems really powerful. I thought you meant the mono-green elf guy when you said you were thinking about running Ezuri. I was gonna tell you that I think mono-green is really weak in commander, but Simic is a different story. Here are a few cards I question the inclusion of: Embodiment of Spring is nice just to have a one drop, but since there's not much recursion here, and you've got the whole +1/+1 counter theme goin' on, may I recommend Fertilid instead. Lambholt Elder Flip is one that I'm not crazy about because you really want evasion on something with that effect. I know it doesn't go with the theme, but I think Cold-Eyed Selkie would work better in your deck, especially with the +1/+1 counters. Sakura-Tribe Scout I'm not sure about. Great if it's in your opening hand or if you're drawing tons of cards, otherwise kind of a dead draw. Consider replacing with Rites of Flourishing, but go with your gut on this one. It's not bad. Skyshroud Ranger I could be wrong, but I don't think it's worth having a redundancy on that effect. Wolfbitten Captive Flip might be pretty good if the ability could be activated many times per turn, given the ramping in this deck, but as it is, I advise you to cut it. Cancel should absolutely be replaced with Dissipate, one of the best counterspells in the format in my opinion. Exiling stuff is huge. Negate is another one that you just run in commander. With this deck you might also consider Stubborn Denial. Counterlash is certainly questionable in its effectiveness. The first draft of Braids almost ran that card but I rejected it for being too expensive and temperamental. I think the argument to be made here is that there's really nothing in this deck that you would have trouble just casting on your own. And in many cases it would be easier to just cast one card normally and then counter with a less expensive card. Both this card and Desertion are pretty questionable, but they're also fun, and if you want to run them for that reason, godspeed. Maybe consider Plasm Capture instead. It's not as big a tempo swing as the others, but it counters any kind of spell without feeling wasteful if you don't have a matching one to put in, and still generates a nice tempo swing.Coastal Piracy is strictly worse than Bident of Thassa, and I've won whole games of commander off that secondary effect. Bramblecrush is just fine, but there could be better options. Consider Terastodon, Beast Within, or Acidic Slime. Your land base is pretty vanilla, but with two colors it should pull its weight. Unfortunately in an enemy color combination there aren't a lot of cheap options besides just more taplands. Hinterland Harbor and Temple of Mystery are possibilities, and there's always Breeding Pool. Some general suggestions for cards that could work that you might have overlooked: Asceticism would be pretty great for making your board state hard to deal with. Of course, with aggro decks, board wipes can put you really behind. Soul of New Phyrexia is a great way to stop that kind of stuff, if you've got mana to burn. You might also consider Inspiring Call to pull double-duty on card draw and board protection.You've got some pretty expensive cards on here, so I don't know what you're budget is. On the higher end, you've got Sylvan Library and Survival of the Fittest, both powerful tools to get the right synergy cards.Oh! And this is a tribal deck, so Obelisk of Urd and Door of Destinies are both strong options, but neither are as strong as Coat of Arms. Actually, that last one should definitely be in your deck.
Anyway, this looks great! Let me know what you think.