|Commander / EDH||Legal|
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|Khans of Tarkir||Rare|
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The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.
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Deflecting Palm Discussion
1 week ago
Beebles, thanks for taking a serious look at the deck. I appreciate the feedback, since this is a work in progress, as evidenced by the huge comment thread and the various updates.
Sphere of Safety - Enchantments are one of the things that just seem to stick around more than other permanents. There are only 8, but I end up collecting them, and three of my most tutored for cards are enchantments, so they often come out. There once was a few more enchantments, and I am not sure of my threshold below which I would get rid of it, but you are right, I haven't really considered removing it. I was just recently thinking that I would put more Ghostly Prison type cards in if I could, and Sphere of Safety is just an overcosted and typically weak version of Ghostly Prison. Academy Rector would potentially fit the bill, in that I would be able to search for that Ghostly Prison, but Aurification may be counter to my strategy. Unlike No Mercy, Aurification leaves them with defense, and I dont want other players to have defense, if possible. I have considered Lightmine Field, but that is only worthwhile against swarm attacks. I will keep in mind that replacing Sphere of Safety with Academy Rector may actually work out nicely, and would lower my curve ever so slightly, and would even be another creature for my recently added Worship. I appreciate the suggestion.
Boros Fury-Shield - This was a card that I did consider early, and have not returned to it since, for no really great reason. I excluded it early for a few simple reasons. It is a fog that only affects the damage done by a single attacking or blocking creature. This seriously limits its ability as a fog. Every other fog I added could stop all damage aside from Deflecting Palm, and the ability to redirect any damage source makes it far superior. The ability to redirect damage is essentially shared by every other fog in my list aside from Dawn Charm, and the other modes of Dawn Charm make up for this. It sort of behaves like a highly conditional Backlash or Delirium, and maybe I should think of it that way. In that case, it actually could fill a role in the deck. Thank you for the reminder. I may consider trialling it as another conditional copy of Backlash or Delirium.
Lotus Vale and Scorched Ruins - These cards are there for much more than as a way to mitigate the damage from Price of Progress. They work somewhat subtly in the deck, and the real reason has to do with another synergy that you did not mention as well as a psychological reason. The risk has been mitigated in my meta by an overaggressive (others said abuse) of targeted land destruction by myself. After a fun bout with a Life from the Loam deck that abused Strip Mine and its various friends, when I tried playing Strip Mine in a few other decks, including this one, and there were enough complaints that we agreed that land destruction is not fun, and we basically all agreed to take it out of our decks. No one enjoys non-basic hate or color specific hate, either, so no one plays them. I understand that this is a very specific meta that I play in, but this mitigates the risk, and there is little risk in playing these lands at this point. The value of these cards has to do with keeping my land count low. This helps with Acidic Soil and Price of Progress, but also makes Tithe, Gift of Estates, and Weathered Wayfarer stay active. These three cards draw me a ton of cards, which I can pitch to Key to the City or Solitary Confinement. These three cards are a decent amount of my non-Monarch card draw. Solitary Confinement is my most tutored card, and extra cards in hand are really valuable. Trimming my lands with Lotus Vale and Scorched Ruins, as well as the Ravnica Karoos and Gemstone Mine all lead to lower land counts, and ensures these synergies with both my offense and my card draw, while leaving me with the same potential mana as everyone else at the table. This is where it gets subtle and tricky. When people look around the table for threats, number of permanents plays into threat assessment. Appearing to have fewer lands makes me appear as less of a threat. It is super easy to overlook the fact that I can often get 7+ mana from 4 lands. Scorched Ruins is actually Ramp, and is a little like a Sol Ring in disguise. When people actually count, they are not fooled, but it is surprising how often people just glance at your lands, unless they are looking for responses to their plays. Not playing Blue means I get less scrutiny than some, and this lowers my threat level. Altogether, the cards in the deck have many synergies as well as subtle psychological effects that the whole package together is much more powerful than the basics that could replace them.
As far as reactivity goes, I would break it down into two categories: Instants, and interactive permanents. While instants make up the bulk of the deck, interactive permanents are super interesting. I have 22 instants, 17 of which are tutorable with Sunforger. You dont need that many, even as a Sunforger package. As a toolbox, Sunforger packages are usually 10+ cards. Less than that is probably underpowering it. Aside from that, I have never had a goal in mind for reactivity. I thought about how I could lose, and set about trying to overcome those conditions, hopefully in a way that wins me the game. I also thought about what sorts of game states are common, and went about trying to punish those game states. Finally, I thought about how to create exciting game state swings in ways that would not make me a global target. Some of this lead to some Mardu goodstuff, but many of these cards are somewhat uncommon. What evolved from this thought process is the deck you see. It now has 22 instants, 18 of which are truly interactive and reactive, as well as a couple of interactive lands, a couple of interactive artifacts, a couple of interactive creatures, and an interesting interactive enchantment. In essence, I have no threshold, and would not consider the underlying philosophy of deck construction used for this deck to be particularly interested in thresholds.
I like the idea of Electropotence, and agree that the synergy with Lifelink and Deathtouch would be great, especially for Assassin and Snake tokens. I think that Warstorm Surge, Baneslayer Angel, and Exalted Angel are too mana intensive for my tastes. Thanks for the suggestion of Electropotence, I may trial it, and it may prompt me to add more Deathtouch creatures again. Ogre Slumlord with Electropotence is a wrath and token bomb all at once. Interesting.
Thank you for the suggestions, and the discussion. It always helps. You have given me a few cards to consider, or even just reconsider, as the case many be. These kinds of discussions have been what has lead to this decks long evolution to what it is now, and will continue to evolve it. Thanks.
1 week ago
hello i really like this deck, thanks for sharing. i think Deflecting Palm would fit right in with your theme
1 week ago
You have a lot targeted creature removal so I would suggest keeping the best ones (Path to Exile, Swords to Plowshares) and removing some of the "prevent/redirect damage" effects like Comeuppance and Deflecting Palm since you'll usually be keeping mana open and waiting for the right time to use them when I feel like you will be focused more on just attacking not being defensive in this deck. I also would only keep Return to Dust, Vandalblast and maybe one other non-creature removal cause those are the best and I think you need more ramp/card draw. And you also need a lot of cuts.
For creatures, I would cut:
Basandra, Battle Seraph - I've considered her before cause her abilities do seem fun, but she's always seemed cutable (although I've never playtested her)
Sunblast Angel - I think a non-creature wrath is better since this only works if your opponents' creatures are actually tapped
*and I agree with the other creatures Eric said to cut
*also I would check the price of some of the angels you added, they are pricy and I'm not sure if you wanna invest in them.
2 weeks ago
I like playing Jeskai. The red cards appeal to me. You could try a version similar to Ryoichi Tamada's deck, which maxes out on the burn spells and includes Spell Queller to try and beat the big mana decks by killing them quickly. Alternatively, you could try Jonathan Sukenik's version, which has a stronger controlling element and more late-game spells. His has very few red cards. Both versions have their own merits. Don't play Deflecting Palm, that card is pretty bad.
I don't think Esper is very good, as the black cards you gain are not worth the manabase issues. Brutality and Push are strong cards, but I think there's a better complement of cards for them than a UW control deck.
UW is probably the best version, Spreading Seas is awesome. If you are interested in winning against the best decks primarily, then this deck has a strong suite of interaction for all of the most popular decks. You can play a version with Gideon of the Trials (this has been the most successful recently), or one with a few more instants. Both are good.
Regardless of what you play, try to have Elspeth, Sun's Champion in your deck. That card is great.
2 weeks ago
I'm currently running a simple UW control deck but I'm realizing that playing three colors in modern is really easy, so why not add a third color to the blue and white?
My decisions are between black, red, or no color!
Red gives me all the burn cards like Lightning Bolt, Lightning Helix, and Electrolyze. If I added red, I'd want to use Keranos, God of Storms, as well, for extra interaction. Another thing that has me leaning towards red is Deflecting Palm. This could be a really strong sideboard card if it's in the right meta. The thing I like about red is the fact that with snapcasters, I can turn the burn onto my opponent to help close the game out. It should be noted that I do not want to run a playset of all the burn cards. I'd prefer to run 6-7 burn cards + Keranos.
For black, I basically only want Esper Charm, but I also get to add Fatal Push, and Countersquall in the main. I REALLY like esper charm because all of its modes are relevant. The problem is that esper seems to keep the same game clock as azorious control does or sometimes extending it. With regular blue white, I feel like I have trouble closing the games out.
My only concern with running three colors is that I might not have the room for a playset of Spreading Seas and a few Ghost Quarters in my mainboard. It seems that seas is the main reason why the control list with blue even produces wins. It should also be noted that I don't like to run many creatures in my deck because it makes board wiping difficult.
Do you guys have any input on this dilemma? Could you give me some strengths and weaknesses of esper and jeskai? Thanks!
P.S. Sorry if this thread was posted twice. I made one on my phone and I can't find it on the thread so I rewrote it on my laptop.
3 weeks ago
I would take out 2 of Redirect, Odds, Redirect, Deflecting Palm, Boros Charm.I'm not sure the copying angle is really the best. If this were my deck, I would honestly take all those out. Replace them with things like Serum Visions, Lightning Bolt, Mana Leak, Remand. You could also use Walking Ballista as your win condition. It's a good card by itself and can win the game immediately with infinite mana.
Good luck! :)
Oh and Grand Architect makes infinite mana with pili-pala. You could consider him as well.
4 weeks ago
The legendary lands from Champions of Kamigawa are interesting, but the manabase is very tight, and I am not sure I want to change it.
1 month ago
Question. When you scored 5-0 at your LGS how did you steal Emrakul, the Aeons Torn with Kari Zev's Expertise? Doesn't Emrakul, the Aeons Torn have protection from colored spells? The only colored spell able to overcome the protection is Deflecting Palm which doesn't target.