|Commander / EDH||Legal|
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|Eternal Masters (EMA)||Common|
|Vintage Masters (VMA)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|Duel Decks: Ajani vs. Nicol Bolas (DDH)||Uncommon|
|Promo Set (000)||Rare|
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Target player draws two cards.
Flashback—, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then exile it.)
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Deep Analysis Discussion
13 hours ago
Deep Analysis is (sadly) not modern legal. Card frame doesnt matter, it wasnt printed in core any set other than torment (otherwise i would be brewing stitchwing.deck right now)
Using 5cmc as a cutoff point for modern playability is foolish.
Between fatal push, lightning bolt & abrupt decay even cards like Falkenrath Marauders became viable - in some skred builds. However if you don't play pure-ish control with the few high cmc card being the only non control element, then your deck will appreciate if you can ramp into your fatties.
Btw.Gatekeeper of Malakir is not suited for the deck.
You can't pay the kicker cost if its played via scarab god.
It also has an unwieldy BBB mana cost
(Its a great card, but not for this deck)
I would strongly recomend taking a look at the crads wih the "surveil" mechanic from guilds of ravnica.
16 hours ago
So first, Welcome to modern buddy :D
So I don't know what your budget is, but I since you have fetch lands and other pricey stuff, it isn't to cheap. If it is though let me know I will get you some cheaper stuff.
So first think i notice is glimmer, there are so so so many better draw spells in modern, for instance, Night's Whisper, Sign in Blood, Serum Visions, Deep Analysis and many others. Those I could just name off the top of my head.
Next up is your grasp of darkness, While I am a huge fan of this card back when ogw was legal in standard, there are certain kill spells that work better. Dismember is better in that if you need it in a 1 mana pinch, 4 life and 1 mana. If you wanted more boardwipe kinda stuff, i find Mutilate rather good. Then there is always the good old Damnation and single targets like Go for the Throat and Cast Down
I would also do Gatekeeper of Malakir for your chupacabra. While you cant target it, you will find in modern lower cmc is probably better. Also, it will get around your hexproof and indestructible creatures.
And I would strongly recommend to dump your scarab gods. I know coming out of standard you probably think he is the best thing since Ancestral Recall. But it is way way to slow for modern. If you want high mana cmc threat, Phyrexian Obliterator will keep your opponent on his toes without proper answers. Desecration Demon is gonna hit hard either on their board or their life total. Gray Merchant of Asphodel. Since you have a good amount of devotion, this will probably hit for 5-6 every time you cast him. and it only becomes more dangerous as the game progresses when you flood the board with creatures. And although it is really high mana and you probably wont cast it effectively, Sheoldred, Whispering One is practically game ending if you use her right. Although good luck casting a 7 cmc creature without tron lands
While I could give you 100 suggestions of cards, it all relies on you and what you decide. Modern is a very diverse format and has plenty of cards in it to suit anyones needs and wants towards the perfect deck they want. So all i can really say is just experiment with cards. Use different versions, test new themes, all the good stuff. Just remember to always have fun :3
3 days ago
Links for the cards 1xDismiss1xWizard's Retort1xDissipate1xArcane Denial1xBrainstorm1xFact or Fiction 1xDeep Analysis1xTreasure Cruise1xVapor Snag1xControl Magic1xAEther Adept1xArchaeomancer1xMulldrifter1xNinja of the Deep Hours1xTandem Lookout1xTetsuko Umezawa, FugitiveTrinket Mage1xWing Splicer1xSlinn Voda, the Rising Deep1xCold-Water Snapper1xStriped Riverwinder1xInvisible Stalker
1 week ago
I'll put in a submission for the "discuss a custom card" article.
Ronin Rebel Leader Show
Creature - Human Samurai
Bushido 2, dethrone
At the beginning of your end step, if Ronin Rebel Leader's power is 7 or higher, sacrifice it and create X 1/1 red Warrior tokens, where X is its power.
No new mechanics, and an original card that I believe is worthy of some Deep Analysis.
1 week ago
In terms of card draw spells in decks that aren't meant to play control, I run these usual suspects: Ponder, Preordain, Serum Visions, Opt, Sleight of Hand, Impulse, Anticipate, Treasure Cruise, Dig Through Time, & Deep Analysis. That's 10 cards, or 10% of your deck. The chances of having any in your hand at any one time is pretty good, especially when you accompany those with the Curiosity you already play, your deck really starts to flow. I can't stress to you how important cantrips are; they are basically free cards - especially the 1-mana ones. If you play 10 1-mana cantrips, your deck is effectively 90 cards, which helps you get to the things you want to do quicker.
I understand your want to be able to cast cards off of Daxos' ability, but running more lands doesn't inherently insure that, since you're only able to play one per turn (in most cases). I think what you want are more mana rocks, since you can play multiple per turn and they usually net you extra mana, any coloured mana, card draw, or any combination of the 3. Easy cheap options are Thran Dynamo, Commander's Sphere, and Fellwar Stone.
Lastly, a personal preference of mine is to make sure that the types of spells I'm playing (card draw, counters, ramp, game enders, etc) are being played in meaningful numbers. For card draw in a deck that isn't synergistic with card draw (think your deck vs The Locust God), it's 8-12. For counters in the same scenario (your deck vs Talrand, Sky Summoner), it's 7-10. These numbers, in my experience, ensure that you are getting card draw spells when you need them, and holding at least one counterspell in the first few turns. Obviously statistics isn't the same as chance, but having cards that are more-or-less the same reduces the effective chance that you draw something you don't need. I mention this because if you decide you want to keep any amount of counterspells in your deck, you don't need to cut any that you currently run, considering you're at (what I would consider) bare minimum for relevancy.
Of course, we all play magic differently, but I hope you at least keep these things in mind when you are playing next. Good luck, +1 because I think the deck still looks super sweet.
2 weeks ago
I've played quite a bit of Angler Delver, and have to say that 4x Daze has never worked out well for me. I think either 2 or 3 is the sweet spot, depending on the deck, but I'm not sold on the card as a whole.
I personally would go with Terramorphic Expanse over Ash Barrens for a couple of reasons. One; turn 1, one you can still daze with a tapped island that you fetch. Two; it doesn't require use of mana, which can be relevant if you only have an Island but need to use blue mana on turn 2. If you have an island in play, you're forced to barrens for another, and then lose black mana; conversely, having the fetch would allow you to use the existing blue mana and fetch a swamp for later. Whichever fetches you decide to go with, I'd also recommend going up to 8 total to maximize your use of Brainstorm, Ponder and Delver triggers.
I understand why Spell Pierce is there, but it usually feels like a worse Daze. Even Duress typically does the same job, but isn't conditional on leaving up the mana and waiting for your opponent to cast the spell.
1 month ago
Thanks for bringing up Devourer/Nooze.
That one is both one of my favorites and least favorites, and I'll explain exactly as to why I don't think it is all that great, to start, many reanimator decks only have an average cmc of around 1.8, and that means around 180 damage, which would be fine if many of those weren't the Devourer and Triskelion. I honestly couldn't say that considering you have dug through your deck at this point, even around a 4th of your deck (possibly more considering the use of cantrips and tutors only fetching non-lands) I'd estimate the average win to be almost exactly 120 damage. This will win, but if the game doesn't go exactly average, if it goes a little off, it won't win, unless you stack your deck with high-cmc spells, which will slow it down.
Another issue is if you need to effectively exile your deck to win, many spells like a good Deep Analysis or large enough Stroke of Genius will kill you, unlike the Kiki-Combo. Also, hexproof-like effects shut off Triskelion as a win-con but not Kiki-Combo. These issues aren't game-breaking individually, but together I can't say they are nearly as powerful as a Sedris deck.
Also, I never meant to say that the Scarab God is a great stax commander, only better at stax than combo. I can make nearly any commander decent at stax. I can make a 99 card colorless stax deck that doesn't need a commander and toss any commander on top and it will be semi-decent, so I don't think that makes it deserve a better tier.
RivenVII honestly I think a Scarab God stax varient deserves tier 3 to 2.5, I can write up a list later and post it here if you want, but I don't think it used the commander enough to be put here sadly.
1 month ago
I have a Sludge Strider PDH deck as well and I fell for the same cards first. But I really think Drafna's Restoration and Frantic Salvage are traps. They're not really card advantage and they obstruct your draws, you don't get anything new for a few turns. It might be ok_-ish_ if you can follow it up directly with a draw spell, but again: card advantage is something different.
So I'd instantly switch those without any hesitation for real card advantage like Foresee, Treasure Cruise, Deep Analysis, or Read the Bones. Or, to stick with the theme of the deck, Tezzeret's Ambition and Artificer's Epiphany instead.