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|Future Sight (FUT)||Uncommon|
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Counter target spell. If the spell is countered this way, remove it from the game with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, remove a counter from that card. When the last is removed, the player plays it without paying its mana cost. If it's a creature, it has haste.)
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1 day ago
Hey Aaerys, I used to run a Sen Triplets EDH deck also back in the day. Here is some insight which I hope you will find hopeful.
A couple questions, what is the budget are you working with? What is your main goal when you play with this deck? (Is it to control the game, deny resources, or stall until you combo?) What is the your playgroup level like?
Based on what you said your issues were while playing the deck, off the top of my head is to run more tutors, i.e. Demonic Tutor, Beseech the Queen, Vampiric Tutor (As you listed in your side board), Imperial Seal. You are in Esper colors which allows for optimal control of the boardstate.
To also answer your question you posted in your deck description, I would agree in turning it to a more control piece shell with more interaction. Cut out all unnecessary dead cards and add in cards such as Path to Exile, Delay, Mana Drain, Flusterstorm, Silence, Pact of Negation, Force of Will, Chain of Vapor, Mental Misstep, Swan Song. Ramp package is also quite vital for a control Sen Triplet shell, you should run almost all efficient 2 cmc and less rocks.
Some cards for ramp, Dimir Signet, Orzhov Signet, Azorius Signet, Mana Vault, Mana Crypt, Lotus Petal, Fellwar Stone, Mind Stone, Talisman of Dominance, Talisman of Progress, if you have the budget Mox Diamond, Mox Opal, or Grim Monolith.
If you have any other questions to help refining deck, I'll be happy to help!
3 days ago
Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.
First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).
Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.
Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!
Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.
Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/
It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!
5 days ago
In my personal opinion, Arcane Denial, Capsize, Stroke of Genius, Unsubstantiate, and Day's Undoing are all cuttable. Denial is a pretty mediocre counterspell compared to something like Delay, Capsize is slow and mana intensive and inefficent without Engine + rocks in play, Stroke is redundant with Blue Suns and Pull in the deck already, Unsubstantiate is also redundant with Chain of Vapor and Cyclonic Rift + it doesn't loot with Baral, and I just don't like how much worse Day's Undoing is compared to Timetwister (though that one is super spendy), Time Spiral, and Windfall.
1 week ago
Purge from Reality
Exile target colored permanent face up and put three time counters on it. if it doesn't already have suspend, it gains suspend.
sort of a mix between Delay and his -X ability, referencing his plan to "trap" the eldrazi rather than outright kill them. a stalling mechenism.
make a card based on a pun, or a pun based on a card
3 weeks ago
Logics: Thanks for the thorough comment! Here are my thoughts.
Lands: The landbase has been working out pretty well so far, but I cut a second Sulfur Falls for a 3rd Field of Ruin, and after a bunch of real playtesting last night (the first non-goldfish testing of the deck). I think that was a mistake. The Fields have been working out well as they are also effectively my 7th and 8th fetches as well. The more I cut them though, the stronger Blood Moon gets instead.
As for the number of lands, at 20 lands I was flooding pretty regularly, so I tried 18 and it was much more consistent. 19 is definitely a good place to settle to, as it would improve the mulligans. Also, I went from no cards above 2 CMC, to four cards at 4 for last night's playtesting, so it was a pretty big swing. I think that should be at most two of them, or take that down to cards that are 3 CMC.
Bounce: Boomerang is really strong, especially when used on a land during the opponent's upkeep step. If it is imprinted, they are locked at that number of lands for the rest of the game, unless they can remove the scepter. That being said, I used to run 4x and it was way too many, and I constantly had multiples left in my hand and nothing constructive to use them on, so I cut them back to 2x. I added Vapor Snag to help with creatures, but effectively caused the 4x Boomerang problem again. I think I will at the very least sideboard the Snags, if not cut them altogether. Those slots would be better served by harder control, like you said, Remand or something similar.
Delay: Delay has been working really well on the scepter, and is awesome against counterspells because all of them except Cryptic Command fizzle when they get recast. I think Delay would be even better alongside a stronger counterspell package, not cut to make room for it. That would help the only real negative I see with Delay being creatures you counter having haste when they get re-cast.
Opt/Visions: I agree with you completely, I think my lack of digging is the biggest issue at the moment. The Izzet Charm and Mission Briefing being my only cards is definitely not enough. Between Opt and Visions I would lean more towards Opt, but I am also looking at Faithless Looting, which would let me pitch extra combo pieces that I don't want in hand.
Muddle: I think that is a fair statement, and although I don't want to cut it entirely, I think going down to a 1-of would be better. That way I still get a tutor if I need it, but I make room for a more versatile spell, and I never end up with 2 in my hand, which has really sucked when it happens. The statement about being good without scepter is spot on, and what I am hoping to accomplish with the deck. It needs to be a value engine, but not an integral part.
Coating: This is something I noticed a few times during my playtesting, so you are on the right track. Often enough I had a March of the Machines or a Liquimetal Coating out, but no removal in hand to use. I think a MB Shattering Spree is a great idea.
Again, thanks for the detailed comment. It really helps to get outside perspectives on this.
Let me know what you think of the newest revision!
3 weeks ago
I feel like your mana base is super greedy. First off, I don't think 18 lands is enough to reliably be able to cast 4 drops, especially because you don't have any way to dig deeper for the lands you need outside of Izzet Charm. I also think that 3 Field of Ruin in your deck with 8 cards that require only colored mana is going to cause a lot of cards to be stuck in your hand throughout games.
All the bounce all doesn't seem that great to me. I feel like putting Opt or Serum Visions in those slots would help smooth out your draws, and find you better removal. Remand is also probably better than Delay, and also helps you find lands.
Overall, I would probably cut the Field of Ruins for better lands, go up to probably 19 lands, and trade some of the bounce for cantrips, as those are way better at digging you to control pieces, and are much more synergistic with Young Pyromancer and Thing in the Ice Flip. I'm also not crazy about Muddle the Mixture. I understand that it's pretty nice as a utility, and can sometimes counter things, but modern is a format where the most important things happening are happening on turn 3. Taking your turn 3 to tutor leaves your defenses down and likely puts you way too far behind. I get that a lot of these cards are for the Isochron Scepter, but I think for modern you need cards that will be good without it, because if you don't draw it you're stuck with a lot of bad cards in your hand.
You also seem to have a very small set of cards where Liquimetal Coating is actually any good. The 4 Abrade and 2 March of the Machines are your only payoff, and unless you draw March drawing more that 1 copy of Coating is likely useless. March also makes your Coatings very easy to kill. I don't know what to suggest, maybe a mainboard Shattering Spree or something similar.
At the end of the day, it's your deck so take anything I say and do whatever you want with it. Good luck with the deckbuilding and hope even a little bit of this helped.
1 month ago
I really like the concept of the deck, however I think that you have a lot of cards which don't add much value to the strategy.
For cards you could easily cut:
Iona, Shield of Emeria, Cloudshift, Essence Flux, Graceful Adept, Sen Triplets, Greed, Leyline of Anticipation, Near-Death Experience, Paradox Haze, Bond of Agony, Enduring Ideal, Sanguimancy, Temporal Extortion, Conjurer's Closet, Phyrexian Processor, Spellbook, Vedalken Orrery and Carrion Howler. You also have too many lands, you could easily go down to 36 and be fine.
As for cards I would add to the deck:
Unspeakable Symbol is an amazing card, it provides the deck with instant speed life loss, but also provides you a win condition in the form of commander damage from Zur. On top of this it can be tutored by him.
Spirit Mantle lets Zur connect, allowing you those sweet tutors.
Soul Channeling is another effect that lets you pay life that is tutorable by Zur. It's not great but it's still ebtter than some of the life loss effect you're running.
Counterspells! the best way to protect your stuff (since you have to go a round once you've tutored your combo), you need much more in the way of counterspells to protect your pieces. Counterspell, Swan Song, Mana Drain (if it's in your price range), Delay, Negate, Arcane Denial, Pact of Negation, these are all good examples of counterspells you should be running. On top of this you should run removal, especially stuff like Swords to Plowshares, Anguished Unmaking, Disenchant, etc. as well as Grasp of Fate and Detention Sphere. There's also Seal of Cleansing and Aura of Silence.
Ramp! You don't have very much in the way of ramp/fixing. I would recommend finding space for Dimir Signet, Talisman of Dominance, Azorius Signet, Talisman of Progress, Orzhov Signet, and depending on your budget, Mana Crypt and Mox Diamond. Dark Ritual is another good burst of mana as well.
Savor the Moment is a card you could use to get to your next turn (to jumpstart your combo) if you wanted to.
And if you're concerned about discarding to handsize, Reliquary Tower and Library of Leng between the two should be enough. But for the most part you don't really card, just sculpt your best 7 and go from there.
Hopefully this'll help streamline the deck.
1 month ago
I like playing my Maelstrom Wanderer deck. It has a bit of a chaos element and you don't care too much if it dies because you could just cast it again for more shenanigans. You could also add stuff like Remand, Delay, or even Plasm Capture. This way, if you run into one of those, you could just cast your commander again for more chaotic fun.