|Commander / EDH||Legal|
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|Magic Origins (ORI)||Mythic Rare|
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Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities on the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
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Day's Undoing Discussion
15 hours ago
Yeah....Though they have done it before...usually power nine imitations look more like these... Mox Opal, Chrome Mox, Mox Diamond, Lotus Petal, Lion's Eye Diamond, Ancestral Vision, Visions of Beyond, Time Warp, Day's Undoing, etc...
5 days ago
Hey Megalomania i have some suggestions for ya.
- I noticed that you had Day's Undoing for Timetwister. I dont think thats worth it, days is a pretty bad card and timetwister is near impossible to replace if you dont have one. Id cut it for something else.
- Not a fan of Selesnya Signet in a deck that is so heavy in black and blue. If you need more ramp id suggest Cabal Ritual or another dork such as Llanowar Elves or Priest of Titania (who is a total all star in specific metas)
- The birthing pod line is really cool but feels a bit too cute to me. Id replace it with Survival of the Fittest. If you want to keep the birthing pod line (one of my favorite cards so i cant blame you) I think that Kiora's Follower is a bit excessive. Its utility as a dork is pretty limited at 2 mana in my opinion. Can be tough to cast on t1 or 2 if used as a dork as well.
- I see the purpose of Grand Abolisher but i dont think it sees much play outside of flash hulk because of the double white. You are such a small splash of white that it feels really hard to pull casting him off consistently.
- Not a fan of Reflecting Pool as it really hurts your t1 ramp plan. Id replace it with a Forest.
As far as replacements, if you are running labman, why not just include the doomsday combo? Otherwise I think you can just cut labman and use Reality Shift and Beast Within lines to kill your opponents with infinite mana. Since Im assuming you dont have Timetwister, you can loop your deck via Memory's Journey, which doubles as grave hate.
Ps just saw walking ballista in there. I don't think you need both it and labman. I like aetherflux more than labman as well
1 week ago
dimthewit I see what you've got working for you here and it looks like it works well, with Bloodwater Entity you can cast a burn spell like Lightning Bolt than cast Bloodwater Entity to put it back on top of your library followed by a draw spell so you can than re-cast the burn spell. If you already had a Bloodwater Entity in play you've given it +2/+2 done 6 damage directly with Lightning Bolt and can swing for 4, that's 10 damage total. If you have Gelectrode in play you can add up to 4 more direct damage from his ability. The total CMC for this is particular chain is 6 but that's not unreasonable for a late game play since it only relies on you having 3 cards in your hand and two creatures on the battlefield; and since its 14 damage it will likely be a game winning play.
The way your deck is structured now I would be concerned about burning your hand out to soon, by the time you hit turn 3 and can cast Wee Dragonauts you've already played 3 lands (at best one came from your starting hand) and if you've played nothing else you've now got 6 cards in hand, but no one plays a deck that way. You are more than likely going to be sitting on 3-4 cards in hand before you can play Wee Dragonauts so by the next turn where it can attack you'll be at 3-4 cards again and since you cant cast Gelectrode without tappingout you'll have to play some burn or draw spells further reducing your ability to swing for big numbers when Wee Dragonauts +3/+0 ability triggers and your ability to cast multiple spells each turn. To ready this I would invest in draw spells that let you pull more than one card at a time. Serum Visions is a solid card that lets you plan a few turns in advance but it might just be better to pick a spell that will draw more than 1 card. Personally I like Pull from Tomorrow, it does have a higher casting cost but it has the ability to be played at almost any point to draw a fist full of cards. I would think that Day's Undoing would be a better fit for your deck though as it will let you cycle all of those burn spells you've already cast back into your deck and draw 7 new cards.
its a little long winded I know... I'm sorry.
1 month ago
The list doesn't look bad, but I think there are a few changes that you could make which would drastically increase its performace.
First off, you have a bunch of cards which just feel like wasted slots:
Asceticism - This card draws in a lot of players becuase they want to protect their stuff. But this cards is a trap when trying to make youre deck more competitive. Ultimately it just slows you down as it enforces this concept of making sure your stuff never dies because you want to leave maan open for it etc. Just get used to the fact that your stuff will occasionally die and play faster instead.
Mirari's Wake - You already have enough sliver lords and your deck reounds out at 5 cmc anyway. Earlier game ramps is better so you can get you commander down faster.
Darkheart Sliver - There are better sac outlets and lifegain is again another one of those traps. If you have a card like Deathrite Shaman where some of its utility is life gain, great. But dedicating slots to it is silly. You're the aggro deck. Just win harder.
Ghostflame Sliver - Yes, I see All Is Dust. I would personally say cut both of them. You want a wrath? play Wrath of God. or Toxic Deluge. Wraths should be used when your back is against the wall (or is about to be). Here you're using it as a win more and it's just a waste.
What will make the deck go faster:
Low end ramp. Stuff like Birds of Paradise. Or Farseek/Nature's Lore. Remeber, 3 CMC ramp can only ramp your commander by at most 1 turn. You want to ramp early and you want to ramp hard. And the nyou can windmill slam your commander nice and early and start pumping out win conditions.
Card advantage. You have a few pieces but you need more. Not one for one tutors, actual card advantage. I have been very impressed with Day's Undoing as a budget Timetwister. Phyrexian Arena is good too. Necropotence is amazing, however takes some getting used to. Mystic Confluence is just solid. I'm also partial to Night's Whisper.
1 month ago
And you're playing too many deck reshuffling cards i think, the worst of the bunch is Day's Undoing. You could replace some of the self-mill cards like Shard of Broken Glass to slow things down a bit so you don't have to worry about decking out, and replace them with stronger mill cards that could target both you or your opponent.
1 month ago
I would remove Learn from the Past since you have ulamog you don't have to worry about decking yourself. Also Day's Undoing does not work with your general as the effect to end the turn stops any damage on the stack from Nekusar.
With all the wheel effects, I would try adding more effects that work with discard or from the graveyard: Geistblast, Shattered Perception, Call to the Netherworld, Dark Withering, Megrim, Liliana's Caress, Raiders' Wake
1 month ago
Thank you so much for the +1!!!
This deck is a blast to play with, but the Day's Undoing package does tend to add more bad match ups for the deck post board but I normally cut them in the second and third games for my sideboard options.
I know the price tag on this is high but it is almost completely foiled out so the regular version isn't nearly as expensive.