Counter target spell.
|Want (7)||Brianne , pksword1 , GabeBurch , pasttom , Magic_Daddy , deathcore_cannon , MrMittensSr|
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|Commander / EDH||Legal|
Latest Decks as Commander
14 hours ago
Good point, was incorrectly marked, now is casual, thanks!
14 hours ago
1 day ago
You're missing some obvious optimization includes in your mana base. Notably, you have 6 more fetchlands to include, 3 green and 3 blue. 36 is also definitely too many lands for a competitive build, and could easily go down to 32 or even 31, freeing up slots for more spells.
There are also a handful of staple mana rocks missing that should be slotted. Mana Crypt and Chrome Mox come to mind, so does Mox Diamond. I'd also recommend Priest of Titania as a must for this deck.
The biggest problem with this build as opposed to the Magical Hack build is that you're forced to run a bunch of sub-optimal cards that don't advance your game plan simply to get Momir Vig triggers. Almost every single Simic creature you run is only slotted to get triggers, and without Momir are dead draws on their own. Now compare to the Magical Hack build. After hacking, the mana dork suite that powers out Momir has now also gained value by being able to start the hack chain and serves a double purpose, freeing up other slots for interaction and problem solvers for cards that shut down the Momir dork chain. The creatures being green only also means that there is blue mana available to throw counterspells as needed to protect the dork chain.
Another problem I can easily identify with this build is having to pass the turn in the middle of the chain. You're giving opponents an opportunity to remove your commander or necessary combo pieces for winning. You're also letting them untap their mana to hold counterspells to stop your game plan. I also think that the combos you are choosing to slow are rather low value too, Palinchron has been abandoned in competitive builds for quite a long time due to needing lots of lands on the field and the high casting cost, as well as opportunity cost from slotting and potentially drawing it during the game. Deadeye Navigator is another card with all those same complaints. The Cloud of Faeries combo requires having one of two specific lands, so I'd recommend a slot for Crop Rotation if you want to rely on that combo at all.
1 week ago
I would just recommend cutting 4 or so lands and replacing them with mana rocks. Sol Ring, Fellwar Stone, more talismans and signets are all good options. You might also benefit from cutting some other things that you aren't as attached to and including some control magic like Counterspell, Swan Song, and Dovin's Veto just to make sure your big stuff actually resolves and to police the board a bit.
Hope this helped. :^)
1 week ago
1 week ago
So I'm not a Kykar pilot, but from what I've seen of them they're a big fan of infinite combos. A few that I know of involve achieving infinite cast triggers to feed Kykar's token generation, coupled with damaging etb effects like Impact Tremors and Purphoros, God of the Forge. Sac damage outlets such as Goblin Bombardment and Barrage of Expendables also do the trick. Dramatic Reversal + Isochron Scepter is a big go to not only for infinite cast triggers, but infinite mana as well when combined with nonland mana producers. Another option would be to combine your Jeskai Ascendancy with a Retraction Helix and any 0-1 mana artifact. Use Helix to return your own artifact to your hand and then cast it. You'll then untap your creatures, make a spirit, sac the spirit for mana, and use Helix again to repeat the cycle. If you can do this with a 0 mana artifact it's also limitless creatures and mana. Good artifacts to use with this would be Everflowing Chalice, Spellbook, Sensei's Divining Top (not budget, I know, but it's a good pick for Kykar if you ever want to add more to it), and Sol Ring. There's also Arcane Adaptation and Bishop of Wings.
For general EDH deck building I think can be of some more use lol. Starting with your lands, I would recommend subbing out a lot of your lands that come in tapped. There are a lot of nice (fairly) budget options for multicolored lands like pain, filter, and check lands. If you can't find multicolored lands within your price range I would suggest just going with basics. Personally, I think that the speed benefit of a basic coming in untapped trumps the versatility that tapped lands will eventually provide.
As for rocks I'd recommend running the aforementioned Sol Ring and Everflowing Chalice. Sol Ring is just one of those cards that slots into just about every commander deck. As a general rule I try to avoid mana rocks at 3 cmc or above, just because that's around the point where they stop generating enough value to be worth running or even casting. You want your ramp to be hard and fast so that you can transition into making plays sooner. You don't want to be ramping on turn 5 when you could be pulling off big combos. In this regard you've already done really well in your selection, but I would suggest cutting Commander's Sphere and Chromatic Lantern. Lantern has its place in certain more color intensive decks, but I don't necessarily think you'll be needing it in a 3 color deck. Other good 2 cost options are Fellwar Stone, Mind Stone, and Prismatic Lens. Wayfarer's Bauble in your maybeboard is a good choice for this deck too.
You could probably use more efficient counters for controlling the board, like Counterspell. Some good commander counters include Swan Song, Flusterstorm, Delay, Negate, Dovin's Veto. Muddle the Mixture is a fantastic pick for flexible control and fetching your combo pieces. It hits both pieces of the Isochron combo, Bishop of Wings, and it can hit other valuable targets like Cyclonic Rift (another big commander card. Almost an auto include in blue decks). You'll also probably want to run more removal like Path to Exile, Swords to Plowshares, and Chaos Warp.
Finally, just as misc recommendations, I'd suggest swapping out Fumigate for Wrath of God. I'd also suggest adding in some mana sinks to win the game off of once you go infinite, like Comet Storm and Kumano, Master Yamabushi.
Overall this is really solid for a first time draft! I like your deck a lot and if you do decide to expand into commander I really hope you enjoy it. Hope this helped. :^)
2 weeks ago
I would add these: Spire Garden, Bountiful Promenade, Sea of Clouds and take out 3 of these: Irrigated Farmland, Scattered Groves, Sheltered Thicket, Krosan Verge. they are faster and better lands. they are only bad late game when 2 of your opponents are dead, but by that time, any land is bad, so, yeah, add them. Later this year, when Commander legends comes out, you can add Rejuvenating Springs and Spectator Seating and take out the last of these "come in tapped" lands (the one you decide to keep) and a basic forest. it will make your deck faster. other than this, the addition that "Commander Replay" suggested is very good. he suggested: Blasphemous Act, which is always useful, as well as Volcanic Offering. these are his suggestions and the cards he cut for them were Counterspell and Thirst for Knowledge. So these are the changes I would make. I love the deck by the way, and with these changes, I think it would be even better. So for now, add Rejuvenating Springs and Spectator Seating to the maybe board and add them later when the set comes out.
2 weeks ago
However, if you're looking for real power, Scheming Symmetry is SO good. In any mill deck it's the best tutor in the game. With some way to draw a card immediately, it makes it really easy to combo off. Also, there's often somebody who's behind... give them the tutor.
Simic Charm is anti-removal and can stop someone from winning. Great 2-use utility.