|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Amonkhet Invocations||Common|
|Duel Decks: Jace vs. Chandra||Common|
Combos Browse all
You may return an Island you control to its owner's hand rather than pay Daze's mana cost.
Counter target spell unless its controller pays .
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2 days ago
2 days ago
Hey all, I basically need everything except for the deathrites, Jaces, swords to plowshares, and brainstorm. I still need 4x Force of Will (non alliance preferred), True-Name Nemesis, Daze, Thoughtseize (eventually wanting these to be invocations) and the Stoneforge Mystics. Hope we can work something out!
4 days ago
GlistenerAgent I appreciate the feedback! I don't mean to come off dismissive, just having a hard time articulating the games I've been running into trouble with. You're definitely right with the second paragraph, those games with resolved DRS are almost always unwinnable (though I run mainboard Collective Brutality which helps).
I'm actually only basing this question on a couple instances of the same play: I can make a probable second Reanimation attempt after my first is foiled, but am now at a low enough life and facing enough creatures that Griselbrand won't save me. I think this situation wasn't quite as common with Miracles in the format thanks to Terminus disincentivizing go-wide.
Since FoW is so taxing on the hand and the tempo-based decks can only run so much permission, it also isn't uncommon for myself and the opponent both to be topdecking in the midgame, once an early Reanimation play was countered by combinations of Daze and FoW. In that case their mana and card-lite threats like Delver and Baleful Strix tax my life even as I struggle to put together a second Reanimate attempt.
The other situation is when I have a resolved Grisel sitting around, facing a Baleful Strix or dead-on-crackback board, and I'm at too low of a life to use his ability. Then the board stalls and the game goes long, and this deck doesn't win long games. This literal situation cost a guy on camera a win at the GP (the U/B version I think). Though Collective Brutality could've been an out that he wasn't mainboarding.
In the above situation I think I'm supposed to reanimate Tidespout Tyrant, but he's much more reasonable to remove (needing only Dismember or a block + bolt, etc) and it often takes the rest of my cards in hand to reanimate a second time, since there's no card advantage. He also ends up stranded in my hand some amount of the time from earlier Grisel-draws without a discard outlet.
I really don't know. Definitely still learning the deck, but voicing an intuition. Most decks nowadays cut Sire for something else, generally Iona, but I've seen a few lists that do bring in Norn or something like ol' Jin Gitaxias. Thanks for the help though.
5 days ago
Swords to Plowshares is the best removal spell in the game though, because the lifegain is irrelevant. You've just turned their big creature into a lifegain spell. They've spent...a 6 mana for a Wurmcoil Engine, and you've made them spend 6 mana for 6 life. They don't get anything else.
Path to Exile isn't played in legacy because giving them a land is generally better. It makes their Brainstorms and Ponders better, it gives them a land which is relevant in a form of Dazes and other stuff.
Remember, you are the beatdown, you will be negating that life gain and then some, just don't give them a land to let them hardcast Terminus.
1 week ago
Thank you ogorek, I appreciate it!
Good question marsthesoos!
Adding the 4th Daze is something I am considering, but I think it is too risky with the low Island count I am running... I gotta test it out though!
1 week ago
haven't checked this deck in awhile. if you still play it, you will know how weak Azorius Charm and Chain Stasis is. add some Daze man. they're cheap! i would try to get 4x in there. very good synergy with Stasis so long as you still have 1 land to untap. lets you keep going for at least an additional turn.
1 week ago
I want Goblin Recruiter unbanned in Legacy. I don't think it's on anyone's radar though to have any changes.
I'm wondering what will happen with Vintage. Last update saw the restriction of Gitaxian Probe and Gush. These haven't done anything to the metagame as Mentor and MUD variants continue to dominate the format. If anything, the format got worse because archetypes outside of those two decks were hit disproportionately. I still think the problem is with Monastery Mentor. Gitaxian Probe and Gush were merely symptoms of a larger problem.
Personally, I don't think Death's Shadow is all that good. The deck is pretty glass cannon. The problem isn't the power the deck, it's that there isn't a strong control deck left in the format.
A lot of the U/R/x control lists have so many issues sideboarding against everything you just have to cut your losses and save the space, hoping you don't need a certain card in your 75. The loss of Splinter Twin and Dig Through Time really hurt the archetype. B/G/x Rock variants haven't been able to keep up much, either.
There's been sprinkles of good control cards here and there (Nahiri, the Harbinger and Fatal Push come to mind). There's just not a whole lot of catch-all answers in the format for control or card advantage engines. Maybe we need something like a Deathrite Shaman unban or Dig Through Time taken off? Artifact lands so Affinity can just race Death's Shadow even faster and keep the deck in check that way? Maybe they should just reprint Force of Will, Misdirection, or Daze in a Standard set so we have something that's a consistent Counterspell and we can eliminate the turn 4 rule?
Honestly, I hope they don't ban anything in Modern and start unbanning cards. I think we've gone in circles with the format. A lot of the No Banlist Modern tournaments have shown things are actually quite diverse. If anything, the banlist is hurting format diversity. The real problematic cards are essentially Treasure Cruise, Skullclamp, Stoneforge Mystic, Green Sun's Zenith, Blazing Shoal, Umezawa's Jitte, Sensei's Divining Top, Jace, the Mind Sculptor, and Hypergenesis. While other cards on the banlist may also be problematic, these are the only ones that really come to mind as being cards that should never come off.
1 week ago
I agree that they should have only been Spells, no creatures or artifacts. Also the lack of green invocations was disturbing. To break it down:
White cards: 7
Blue cards: 11
Black cards: 6
Red cards: 3
Green cards: 1 (The God)
If you count the gold cards, Green gets an additional 1 card, white gets an additional 1, and black gets 2 more.
This brings us a total of 30 cards. I kind of wish they were evenly spread out, each color getting an even amount.
Below is a list of what I would have made the invocations be and this list does include alot of the invocations that were already made. Additionally this list is made to have all the colors get equal representation. Additionally this is just an opinion. Here we go by color:
Blue (This is the only color, for obvious reasons, that I didn't add any cards to, but rather subtracted from):
Black (I almost just subtracted down to 5 like blue, but Mind Twist always felt a bit disappointing for me as an invocation, and was cut [remember this is all just opinions and fun times]):
Green (This one took some work):
Gold (While not totally even, I tried to represent colors fairly):
What do other people think? Hows my list?