Target creature you control gains protection from creatures your opponents control until end of turn. Untap it.
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7 months ago
Gotta say I'm kinda jealous of how budget you make your decks... That said! First thing I notice is, no Riptide Laboratory! That needs to go in if you're playing wizards.
Far as making things unblockable goes, I see Archetype of Imagination in the maybeboard, which could help. There's also a number of enchantments and artifacts you could add in favor of some of the random creatures you have that don't fit the wizard theme/don't have as much utility - stuff like Whispersilk Cloak, Aqueous Form, Spirit Mantle, Unquestioned Authority, and Spectra Ward all would make creatures unblockable or pretty much unblockable. Thassa, God of the Sea, of course. Godsend is super effective too, and a generally great card - no one wants to block unless they absolutely have to when that's equipped to a creature (and if that creature has vigilance... mmmmmm). Instant/sorcery wise, Artful Dodge and Crypsis could work. If you feel crazy Sun Quan, Lord of Wu effectively gives everything unblockable too (because really, almost no one except Vela the Night-Clad players are gonna play horsemanship), but he's a bit pricy and horsemanship doesn't really fit the idea... Rogue's Passage is decent-ish.
Last thought I have is since you're playing Derevi it might be a good idea to take advantage of his tappy abilities? Stuff like Winter Orb, Static Orb, Strionic Resonator, Tangle Wire and so on since he can get around those stax cards in various ways.
Helpful, hopefully? Best of luck!
9 months ago
The maybeboard is if you have the money/cards to upgrade the deck. I would switch Mizzium Skin with Gitaxian Probe, and 2x Crypsis and 2x Elusive Spellfist with Gitaxian Probe; also add Young Pyromancer into the sideboard
10 months ago
So there are some lower impact cards in this deck that could be replaced over time. I think I will start by listing the cards that I feel are the lowest impact, and then I will offer some possible additions. So, here are the cards I feel are weak:
Angelsong (low impact)
Annul (a bit on the specific side. Artifacts and enchantments are important in EDH most of the time, but creature, instant, and sorcery are also very important. I tend to prefer the slightly more expensive counterspells that deal with more broad spell types)
Countermand (expensive for a counterspell)
Crippling Chill (doesn't really deal with a threat)
Dispel (same reason as Annul)
Glimpse the Sun God (same as Crippling Chill)
Lost in a Labyrinth (Temporary, and only affects power. Not something I'm super thrilled to run)
Shelter however it is nice to protect your commander sometimes so maybe it can stay
Thirst for Knowledge (not enough artifacts for this to be as good as it can be - I will suggest other card draw below)
Arctic Aven (very small, the life is mediocre, and it has no other effects)
Azorius Herald (that's overpaying for 4 life and a 2/1)
Graceful Adept (only because it is easy to remove creatures and then all of a sudden you have to discard a bunch of things. Nobody wants to discard their cards)
Guardians of Meletis (you don't need to be this defensive)
Mindscour Dragon (mill isn't in your gameplan, so why overpay for a 4/4?)
Student of Ojutai (not enough impact. I get that you want this deck to be about gaining life, but this may not even get value on any given turn)
Vedalken Engineer (not enough artifacts)
Evanescent Intellect (again, mill isn't your game plan)
Infiltrator's Magemark (I think this deck will want to play a lot of flying creatures and auras, thus the unblockable is a lot less relevant, however, it is good enough to keep for now, just worth replacing in the long run)
Acid Rain (it's just so specific. Against some decks it will do actual nothing which will feel really bad when drawn)
Divination (It's weak card draw, but good enough to keep for awhile. Just think about replacing it in the long run)
Hopefully that wasn't too overwhelming. I don't mean for you to feel like I am tearing this thing apart. You have some strong stuff in here, but there is so much potential that you haven't leveraged yet. I know you want the deck to revolve around some lifegain, and I think one really good way to accomplish that may be to load up your commander and other creatures with auras and equipment to gain you life. Also, you seem to want to be the control deck, so there is that aspect there. You will want solid card draw, counterspells, etc. Here are some things I would suggest:
You've already got Steel of the Godhead, so that's good news. I am a huge fan of Basilisk Collar. Also, Celestial Mantle is hilarious. Venser's Journal gets you no maximum hand size and life in the same card, so that's a worthy include. While it is on the pricey side, Wurmcoil Engine is a house. Loxodon Warhammer is pretty sweet too. Eternity Vessel is hilarious. Since we are going to add some card draw, you can change that into life with Words of Worship. Also, use that in conjunction with Well of Lost Dreams. True Conviction will help you gain some life as well. Victory's Herald does a similar effect but is on a beatstick of its own. To make your life total a lethal weapon, play Storm Herd. Since life matters, run Felidar Sovereign and Test of Endurance.
Other valuable cards to consider:
Sun Titan is an EDH staple. Jin-Gitaxias, Core Augur is also amazing for a control-style build. I also love Silverblade Paladin. Rhystic Study is one of my favorite ways to draw cards. Dig Through Time has always been a great way to find cards. Brainstorm is also amazing, especially in combination with miracle cards like Terminus and Entreat the Angels, both of which are very good. Counterspells can be very useful for you too. I suggest Dissolve, Dissipate, Counterspell, and/or Swan Song. If this is going to be slightly more voltron-esque, then Divine Reckoning is very good. On that same note, Swiftfoot Boots/Lightning Greaves are very good, as is Darksteel Plate. I also like Champion's Helm. Finally, I advise artifact ramp. Sol Ring, Gilded Lotus, and Thran Dynamo are all pretty good. Going to wrap it up here, but if I think of more suggestions I will post them here. Sorry that this is super long, but I was told you would be happy with any and all recommendations. I also hope this isn't too intimidating. Let me know if you have any questions, just be sure to place my screen name enclosed in 2 sets of square brackets (like [.[evncrbch].] but without the periods).
1 year ago
The surgeon is spot on with the suggestion of Apostle's Blessing and Lightning Bolt.The bolt acts as another giant growth spell and the blessing serves to both protect your creature and make it unblockable. For room I'd cut Fall of the Hammer and Spell Rupture. This will still leave you with some removal (bolt) and with some answers to your opponent's removal. I'd also substitute Crypsis for Artful Dodge as Dodge can be cast twice in a turn for a double pump, saves mana and if you only need it the once you can flash it back from the graveyard for another shot at the instant win. Finally I'd also drop the Invisible Stalkers from the deck as they stay small and don't get benefits from the suite of spells you are running. If you are looking for threat density I'd suggest Delver of Secrets Flip for this slot as it can come down on turn 1 and most of the deck will flip it into a strong threat. If you are looking for an alternate angle of attack I'd suggest Young Pyromancer as he will turn each of your pump or protection spells into a 1/1 creature to go wide with.