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 week ago
If you add cards like these you could take out like 3-4 lands that come in tapped. Vivid Creek, Crumbling Vestige, Simic Growth Chamber and Simic Guildgate from what I see should go and you wont need more than 33 land if you have the proper mana ramp. You should get cheaper counterspells for your blue apells as well. Cryptic Command does everything but for double what every other spell is. Run things like Chain of Vapor, Delay, Spell Pierce, Mental Misstep
2 weeks ago
I would say you are off to a good start, but I see some things to think about.
I would lower your mana curve a lot. Like actually cut almost every card that costs over 4 for cheaper options. Also I would try and decide whether or not you really want to focus on milling out people or not. Its not a strategy you can go half in on, its just not gonna work. Personally I would cut the strategy from the deck. You don't need too many cards devoted to "winning", if you have some good theft and copy cards in addition to the commander.
Your commander is very mana hungry to take advantage of, and needs protection. If you focus on supporting the commander more I think you will be in better shape. Things like cheap countermagic that can be cast the same turn as the commander, and especially mana rocks that can tap for any color so you can cast the cards from your opponent's hands easier. Just more mana rocks in general, can't have too many.
Thran Dynamo, Gilded Lotus, Coalition Relic, Fellwar Stone, ...just about any 5-color tapping mana rock. Then once you have enough of them in play Paradox Engine gets crazy good, it would allow you to untap during other people's turns. Turn Aside, Memory Lapse, Remand, Delay, Hindering Light, Echoing Truth, Displacement Wave, Cyclonic Rift, Vindicate, Anguished Unmaking are good counterspells, removal, and bounce that come to mind quickly. Vizier of Many Faces has been impressive lately as a great clone.
Lots of changes, good luck! I'm interested to see what comes out!
3 weeks ago
@Winterblast spot removal is a necessary evil, I agree. I tend to play a bunch in my decks - mostly staples like Swords, Beast Within and Vindicate/Anguished Unmaking. The best spot removal is the one that covers the most card types.
All your points are completely valid and that brings me to another thing - that countermagic is often essentially just that, spot removal that happens to deny ETB triggers. For this reason, unless your deck expressly rewards stuffing itself full of countermagic, I don't think one should run counterspells.dec. In my Jenara's Bant Enchantress deck I run 2 counterspells and around 4 pieces of spot removal. Less so in my Teysa deck (http://tappedout.net/mtg-decks/little-teysas-value-town-1/), but that is justified by the commander who has built-in removal.
With that being said, proactively controlling the game by stealing opponents' stuff and stax is a better strategy for Sen Triplets than reactive counter-based gameplan, although they obviously won't hurt. If I was building a deck such as this I would include 6-8 of the following:
Muddle the Mixture mostly for transmute
As for spot removal, Esper is one of the best colours for it giving access to:
And for board control:
3 weeks ago
I'd not say Ravnica karoos are bad - if you're a control player on a low-medium budget they are perfectly decent as long as you don't overdo it. The issue of land destruction that targets non-gamebreaking stuff will come up only in competitive metas. What you, Dim, should do overall, is reduce the amount of taplands in general. Look for shocklands, battlelands and painlands, as well as on-colour checklands. Cyclelands are decent, you may want to look at the Amonkhet cycles. Don't forget your alara triland if you haven't included it already.
Regarding some other stuff in your deck:
- I am not a big fan of Daze, but it's one of those cards that gets better in EDH the more competitive your meta is - same as lightning bolt. In multiplayer, same goes for FoW and Pact - they are good put not having them is not back-breaking. If you do want free counters, Foil and Misdirection are good budget alternatives.
Regarding counter unless you pay X-spells - I also found them lacking in my games. Lategame they are often useless, with the amount of mana edh decks run.
I do however agree with Winterblast about trying to avoid 3+ mana counterspells - exceptions being Disallow and maybe Dissolve against graveyard-heavy meta. Delay is good. Deprive is usable. Arcane Denial is more questionable in your deck but also possible - especially since it's not mana intenvise and replaces itself. My general philosophy about counters is that in multiplayer EDH you can't - and shouldn't - play "permission" by countering everything. You only need to counter the thing that kills you.
3 weeks ago
I totaally agree Rzepkanut! I'm sliding in Empyrial Plate and Harvest Season for Delay and Mana Leak. What'dya think on this change dude? Because, as you can see, it's difficult to swap out cards in this decck, due to the overwhelming op-ness found in it. Thanx for the feedback btw. Love your decks as well man! Real bad-ass!
1 month ago
Sidisi works really well with Brain Freeze, Mulch, Buried Alive, Corpse Connoisseur and Fact or Fiction. More mass reanimation like Patriarch's Bidding, Zombie Apocalypse and Balthor the Defiled would be fantastic, as well as cheap ones like Reanimate, Animate Dead, Unearth or Endless Obedience.
Since your deck is very proactive and therefore often needs a lot of mana on its own turn, 3cmc counters with small upsides like Dissolve and Scatter to the Winds seem weak here. Cheaper ones like Swan Song, Stubborn Denial, Arcane Denial, Delay or Counterspell are much better, since you can more easily keep the mana open to cast them once it matters.
Naturalize is a solid card, but with all the tokens you generate, Sundering Vitae should usually be the same effect for 0-1 mana.
1 month ago
You have a lot of lands. Since you have green and Kaseto's CMC is pretty low, maybe you should cut 4 to 7 of them. I'm also not sure if Archetype of Imagination and Archetype of Endurance are worth their mana costs.
Adaptive Automaton is another anthem for your snakes. Triumph of the Hordes is an excellent finisher. You also might have some luck with Blighted Agent or Blight Mamba. Also, Krosan Grip is excellent removal, and Swan Song, Arcane Denial, and Delay are good counterspells. Heroic Intervention is nice protection.
1 month ago
I really like Teferi, Mage of Zhalfir. Limiting your opponents to sorcery speed is very powerful -- not only do you not have to worry about other players' spells on your turn, but you can also counter other players' spells without interference. Flash is also really nice -- so much so that I recommend Leyline of Anticipation or Vedalken Orrery. Another great wizard is Glen Elendra Archmage. It's great for preventing your opponents from stopping your win, and just for slowing them down.
I don't like Deranged Assistant because there is a chance you'll mill Laboratory Maniac. Realmwright, Sage of Epityr, and Dakra Mystic seem pretty ineffective. How well does Psychosis Crawler work as a win condition?
I also have an Azami deck: Amazing Azami.