|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Rare|
|Commander 2014 (C14)||Rare|
|Return to Ravnica (RTR)||Rare|
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Return target nonland permanent you don't control to its owner's hand.
Overload (You may cast this spell for its overload cost. If you do, change its text by replacing all instances of "target" with "each.")
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Cyclonic Rift Discussion
7 hours ago
Hey, I suggest cutting a few Slivers, 46 is a lot, for some staple Commander removal and creature tutors that help you to find the important Slivers: Gemhide, Heart, Crystalline and Hivelord before you get Overlord into play.
You could cut 12 or more of the less good Slivers and be fine since Overlord is a Silver tutor then you don't have to focus as much having a huge number of Silvers you can instead play the best Slivers because you can tutor for them.
Consider adding these cards:
- Worldly Tutor
- Eladamri's Call
- Cyclonic Rift
- Anguished Unmaking
- Swords to Plowshares
- Beast Within
- Supreme Verdict
- Distant Melody
- Cryptolith Rite
33 total lands is on the low side for a budget five color manabase. This amount of land would be fine with the Fetch land/Shock land interaction because this gives you plenty of mana fixing, but you're not playing these lands. I suggest 38 total lands, few more Basic lands and replacing the Vivid lands with Tri lands. Tri lands also ETB tapped, but once they untap they can be used for the rest of the game to make one color of three colors to choose from. Vivid lands only give you two turns of any color.
Less good Slivers to consider cutting:
- Belligerent Sliver
- Cautery Sliver
- Constricting Sliver
- Darkheart Sliver
- Hunter Sliver
- Psionic Sliver
- Quilled Sliver
- Sidewinder Sliver
- Spined Sliver
- Opaline Sliver
- Magma Sliver
- Talon Sliver
A couple of Slivers that have good abilities who I don't see here:
Patriarch's Bidding although not low budget is great to get back all Slivers from the graveyard reanimating them, putting them directly into play. Aphetto Dredging is another option to get back multiple Slivers from the graveyard and put them into your hand. Living Death is another strong card to reanimate Silvers.
Good luck with your deck.
10 hours ago
Thanks! Read through that and a lot of great information. You are right, a lot has changed since I played heavily; which is one reason I'm going through this. I have not played a lot of modern decks; as almost all of my currently built decks are not modern legal. Although, I can say, I'm not a huge fan of the creature emphasis; one of my favorite decks all time was a 4th edition burn deck that had no creatures in it; just slinging spells. So I prefer decks with either few or weak creatures, but the difference is made up in spells.
I can see your argument on Rewind and was looking at it from a position of being neutral or in control already (later in the game); not looking at it as being behind. At 4 cmc, it would be a card I hope to draw late; which is why I reduced it down to 2. I don't like not having any "hard" counterspells though, since I already switched out to Mana Leak. So I think Condescend is the way to go. Can be cheap in early game (when opponent taps out, which should happen often against the more aggressive modern decks) and still can be a more costly hard counter late game; or at worst, a way to make them spend more than they would like.
I am considering Spell Queller as well for that slot; simply because at worst, it is another creature on the board.
Didn't know about Moorland Haunt and could see including that in this deck. Will give a bit more land, and can give me some graveyard utility. I like this. Thank you!
Yeah, I think we ended up in the same opinion on walls. The pure defensive nature of them is a downside; I'm going to be removing them, still trying to decide for what.
As for the card advantage; the idea was to keep as close to 1 for 1 early on, then once the Eidolon of Rhetoric is in play, start gaining card advantage through counterspells (I can play a card on my turn, my opponents spell on their turn is countered, so I gain 1 on battlefield/in play, opponent gains 0); ultimately, ending with the combo (I can play 1 per turn, opponent can play 0). I know Card Advantage is normally calculated including cards to hand; but the original concept was gain advantage by removing my opponents ability to effectively get cards from hand into play, essentially removing my opponents hand from the Card Advantage calculation. Maybe this is just too slow to setup in modern; but that is what I'm trying to do. Then, to support that, and protect the pieces required, we'd use battlefield control. Which reminded me of my old Modified Deep Freeze deck; which was similar in concept, counter and control.
Great argument on Ghostly Prison. Still not sure where I'll end up on it. I have it in sideboard now.
Already dropped Azor's Elocutors, because after consideration, agree with you wholeheartedly, unless building specifically for them, including them for the chance I have one in hand and my combo is up and running, seems silly. Replaced them with Cyclonic Rift which still synergizes with the combo well, but also has use for battlefield control if I draw it early.
Thanks again for your advice and thoughts. It is helping more than you can know. Being so out of the loop, this exercise is teaching me a lot. I won't be a Modern expert when done, but definitely putting me in a good place to start playing it and consider how to be better. I really am trying to get this deck to be Modern casual (not super competitive) so I can learn the format more and really get into building more competitive decks. This is just the start; and your (and cdkime's) input is already making me consider things a bit differently then I am used to. Thank you again. I'll keep working on this.
Also, going to check out that spirit deck you provided, because as you suggested, may offer ideas. Also going to look at some more modern U/W control decks.
12 hours ago
Removed 2 Rewinds and the Azor's Elocutors from the deck, replacing with Cyclonic Rift. If the primary combo is in place, Cyclonic Rift will be a back breaker against most decks when cast for overload cost; otherwise, it can provide some great utility until that point controlling the battlefield.
1 day ago
Sorry for the delay in my reply! I haven't had as much time to actually sit down and mull things over as I'd like, although, trust me, I'm very much appreciating your discussion and review of the deck, so thank you for taking the time!
Additionally, I think you're right. The few times I've pulled (and been in the position to play) In Garruk's Wake it's always been very heavily win-more. While Cyclonic Rift is temporary, I believe it's Instant speed and cheaper cost, and niche early-game use, outweigh that and fulfills the role well enough on it's own for now.
I've been getting huge use out of Sire of Stagnation as it either stalls out my opponents, or ends up feeling like an additional Consecrated Sphinx depending on how my opponents play, both of which are ideal for this deck! Whether on-curve or rezzed I've never felt like I've NOT wanted to play it.
Lurking Predators, on the other hand, has been a bit of a let-down. I figured "Hey, if it sticks it guarantees at least one activation", and in general I just love the card as a whole, but it's just never felt worth it's cost or the slot in the deck, and I plan on replacing it soon- the trick is just with what!
Lastly, another edit (that may just straight up be for Muldrotha on release) will be the removal of Jin-Gitaxias, Core Augur. While I loved the idea of having all 3 Praetors in the deck (I started playing Magic during SOM, and therefore have a huge love for all things Phyrexian), good ole Jin is just not pulling his weight- there's plenty of other draw sources in the deck and he's just always felt clunky. I feel like replacing him with Void Winnower for a 9-mana Birthing Pod slot but I haven't pulled the trigger on the replacement yet.
1 day ago
1 day ago
So I like the idea. For a few key improvements I suggest the following:
Lower your CMC on ramp spells. For example replace Explosive Vegetation with Nature's Lore and Kodama's reach with Farseek and maybe add Rampant Growth. As described in the Command Zone primer, you want to get Animar out as soon as possible, so low cost ramp means you get to spend it mostly on turns 2-3.
Replace evacuation with Cyclonic Rift. It is universally better.
Instead of Fires of Yavimaya you can use Temur Ascendancy for the slight chance that you hard cast something without morph, in which case you get to draw cards. But this is really up to you
Icefeather Aven is really good cause you can bounce creatures to re-use them or opponents creatures for protection
Den Protector to get stuff from the grave! So good.
Also I think your land count is too high. I'd drop at least 35 personally, cause even if you're drawing cards later in the game, lands are dead in your hand, especially since Animar psuedo-ramps you.
That is it for now and I hope I have been helpful! If you need more ideas you can also check my list in my page, "Its all natural"
3 days ago
Cards to remove-Cauldron Dance- Your not looking to attack with a control deck
Opportunity- Your paying 6 mana to draw 4 cards. Not a good trade off for your deck.
Memory Plunder- Not a bad card, but why be dependent on your opponent's cards?
Mirror of the Forebears- Not a bad card but ETB effects will not trigger off of it
Clone Legion- Once again your not a attack based deck
Etherium-Horn Sorcerer- His cascade effect won't do you much good.
Galecaster Colossus- CMC is too high for what it does in this deck
Magus of the Mind-If you can lower your CMC this is not a bad card. Otherwise I would cut it
Mairsil, the Pretender-This is a good card. Just not what your looking for in this deck. Also the fewer legendary creatures you have the better (You can not copy legendary with Inalla's trigger)
Shadowmage Infiltrator- Once again your not an aggro deck
Both Planeswalkers- I understand they are probably all you have as you ar growing your collection. But Neither of them are providing much synergy with your deck.
A few things before I give you some ideas of cards to add. Look at lowering your CMC. This will help Inalla alot, as you have to remember when casting a wizard your basically adding 1 colorless mana to it's cost for the copy. Here is a quick breakdown of things to look at for your deck stat wise (This is a general rule of thumb). These numbers are all rough so feel free to tweak em as you see fit.
Card draw- 5-7
Single Target removal- 3-4
Ramp (mana rocks/cads that give you more mana than 1 land per turn)- 6-10
Creatures and lands are dependent on the deck. You could get away with 35-36 lands in this deck with some more ramp. Creature wise is up to you and the balance you want to find with Sorceries/instants. (Control decks run heavier on instants, but wizards will allow you to go either way. Just depends on how you want your deck to run.)
I don't know your budget so I will throw out cards across several price ranges.
Cards to add-
Any lands that come in untapped (Pain,Check, Duals, fetches) Checks and pains will be the cheapest option.
Any tutors in your colors. Good news is that you have access to the best tutors in Grixis colors. Bad news is the best ones are not cheap. Vampiric Tutor Demonic Tutor Mystical Tutor. There are cheaper ones Diabolic Tutor and a few others I can not think of off the top of my head. You can do a Gatherer search for those.
Vedalken Orrery- This will allow you to play your non land spells at instant speed. An EDH staple but especially effective in Inalla.
Leyline of Anticipation- Same as Vedalken but an enchantment and you can play it out of your opening hand for free.
Sundial of the Infinite- A MUST HAVE for Inalla. Basically you move to your end step and in response pay and tap Sundial ending the turn. This "Skips" your end step allowing you to keep any tokens you made with Inalla.
Panharmonicon- This will double your ETB effects. Another MUST HAVEin Inalla if your doing ETB effects. The other two signets Dimir Signet Izzet Signet Signets are also EDH staples so they will help grow your collection and can be thrown into any deck with those colors. These will help you ramp.
Dualcaster Mage-Allows you to copy instant and sorcery spells when it ETB's. An auto include with Inalla
Rite of Replication- Allows you to copy any creature on your board (If you overload you get 5 copies) Also gives you a win con with Dualcaster.
Cyclonic Rift This is a blue auto include. It is not exactly cheap but it is powerful and well worth the investment. Bounce all permanents back to their owners hand.
Reliquary Tower- Gives you unlimited hand size.
Wanderwine Prophets- Allows you to go "infinite" with Inalla's token trigger.
Manic Scribe- This will let you mill your opponents for 6 with Inalla, and then mill them some more if you have 4 or more card types in your graveyard.
Brainstorm- Card draw and scry
Ponder- Card Draw and scry
Hopefully this helps get you on your way. If you have any questions feel free to ask. I have no problems helping new players. Especially with one of my current favorite decks. Feel free to check out my deck for ideas (I am running a different theme, combo out, but there are still some good cards in my list you might want to pick up that are not to expensive.) If Dig Dug Were a Wizard Upvotes and comments always welcomed :)
Also check out this site- It will give you some ideas and is a great tool for research on decks you might want to play and or decks you want to tweak.