As an additional cost to cast Deprive, return a land you control to its owner's hand.
Counter target spell.
|Want (2)||Kezoqu , brownwaterboys|
Printings View all
|Rise of the Eldrazi (ROE)||Common|
Combos Browse all
|Commander / EDH||Legal|
Deprive occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.01%
1 week ago
Hmmm... Ok deck I guess I think it could use a few more counterspells. You may want to add: Abjure , Admiral's Order , Aethersnatch , Annul , Arcane Denial , Commandeer , Commit , Confirm Suspicions , Counterlash , Counterspell , Cryptic Command , Daze , Delay , Deprive , Desertion , Disallow , Dismiss , Disrupt , Dream Fracture , Ertai's Meddling , Evasive Action , Exclude , Faerie Trickery , Familiar's Ruse , Flusterstorm , Foil , Force of Will , Force Spike , Hinder , Insidious Will , Last Word , Logic Knot , Mana Drain , Mana Leak , Memory Lapse , Mindbreak Trap , Muddle the Mixture , Mystic Confluence , Negate , Out of Bounds , Overwhelming Denial , Overwhelming Intellect , Pact of Negation , Remand , Sinister Sabotage , Spell Crumple , Spell Pierce , Spell Shrivel , Spell Swindle , Spelljack , Stubborn Denial , Summary Dismissal , Swan Song , Thwart , Unsubstantiate , Venser, Shaper Savant , Void Shatter , Illumination , Lapse of Certainty , Mana Tithe , Failure , Dovin's Veto Just to name a few.
2 weeks ago
Barbarian_Sun_Pope Thanks for the ideas! I like Deprive as a hard counter but if I'm going for a CMC 2 counter, I need to be able to continue putting land down normally. The main point of control in this deck is to keep opponents in check until T4+ when I can start playing board power.
Vivien, Champion of the Wilds doesn't work for me because of the three mana at sorcery speed, that equates to leaving myself completely open for a turn early game. Ulvenwald Tracker could be a good sideboard to face more aggro decks, I'll tag that to the maybeboard for now.
2 weeks ago
Have you considered Vivien, Champion of the Wilds ? She might slow you down a bit, but she works really well with Nightpack Ambusher and can leave your mana open for counters. Speaking of counters Deprive seems like it fits as another hard counter. Also I think you can use Ulvenwald Tracker as another potential answer to any creatures that stick on their side of the field. Hope this helps.
3 weeks ago
1 month ago
GankSquad: Thanks for the suggestions!
So the question of hand disruption in the delver type of decks is a very interesting debate. Traditionally one does not play Thoughtseize and the like in delver decks, since it is the antithesis of a tempo card. Hand disruption is used in midrange decks to either handle a problematic card or "clear the way" for your turn 2/3 drops. But at best it's a 1 for 1 that does not gain you tempo. Tempo (and some control decks) want to negate their opponents' mana investment, either by countering spells, killing creatures, bouncing their permanents or sometimes even using tax effects. We want to make the opponent invest their mana into something and hence loose an entire turn, a hand disruption spell deals with a nasty problem, but does not necessarily buy us a turn.
The case for hand disruption has been strengthened with the arrival of Dreadhorde Arcanist , but ultimately I would personally much rather use it to recast wither removal or cantrips, especially Thought Scour due to its synergy with Drown in the Loch and the delve mechanic.
In contrast to midrange decks that drop their several threats turn 2-4,the delver typo of tempo deck drop their one or two threats at turn one or two. The rest of the game becomes something of a "protect the queen" type of play, where you defend your delver/arcanist/gurmag with counters and removal. Drown and Force of Negation are ideal for this, even if one needs to show respect for the cats disadvantage that Force represents. The good old Remand still makes the cut due to the cantripping and versatility. Han disruption does not really fill a role here, as it does in midrange decks that do not typically have anything else to do at turn one. We can do plenty.
I really like the idea of The Royal Scions and have been considering adding 2x either to the maindeck or sideboard. It seems like a really strong card, giving both card selection and being able to buff both the Arcanists and the delvers.
I believe that the inclusion of Deprive + Mystic Sanctuary would be devastating to the deck. This deck very rarely plays four lands, and most often they are not all islands, meaning that the interaction would not be possible unless one makes drastic changes to the mana base (which might be possible in a UR Delver deck). To have Sanctuary enter tapped early in the game would basically mean a game loss, this deck really needs to have early plays.
I'm general I feel like the deck has gotten a huge upgrade the last few sets with Dreadhorde Arcanist , Drown in the Loch and Force of Negation . Its fun to play and depending on yypr local meta you can out up good results. I came to quarter finals at a local modern tournaments, ultimately losing to a Living End deck that I stomped in the swiss, which is supposed to be a matchup that's impossible to lose, but I messed up with my mulligans. I can highly recommend playing it!
1 month ago
Thoughts on the deck now? With arcanists, it might be a good idea to try more proactive spells to recast like Thoughtseize or Inquisition of Kozilek . If you play The Royal Scions , you can recast spells like Kolaghan's Command , Dreadbore , Drown in the Loch , etc. Do you think Mystic Sanctuary is too slow? You can loop it with Deprive to counter your opponent out of the game. Just a thought :)
1 month ago
I used to have a pretty competitive Tatyova. when building her you really want to focus on her ability, she is a Landfall goddess.
LANDS: 38 More Lands are needed, Terramorphic Expanse is another Evolving Wilds and triggers Tatyova twice. and what i believe is a great land card and if not a staple for this deck Alchemist's Refuge . this card with Seedborn Muse will give you practically another turn on someone else's turn.
Since you going to be bring in lands allot, your going to want other creatures that play off the "Landfall" trigger.
Rampaging Baloths creating a 4/4 beast with every land can make you quite scary. Roil Elemental Stealing your opponents creatures when a land enters will give you huge advantage. Psychosis Crawler your going to be drawing lots of cards, might as well deal some damage with it. Hedron Crab and then we have a bit of mill... actually this is scary. you can play this card fast and let the hurt begin.
INSTANTS: Krosan Grip A K-grip is always a good card to have in a deck. Crop Rotation It brings in a land. and you can find Reliquary Tower . another land card that is a must have in a deck that will have you drawing so many cards. Deprive Returning cards to your hand is a great way to play lands again. this is a cheap spell with an EXPLOSIVE result.
ENCHANTMENT: a great card for "landfall" is Burgeoning if you can get this out early is crazy ramp. if you can get it out mid to even late game is SUPER good with all the "Landfall" triggers you might have out on the table. Courser of Kruphix here is a way to play lands from the top of your library in case you don't have any in your hand. plus some extra life gain. Exploration lets you play more land per your turn. Zendikar's Roil and some more tokens per land entering the battlefield.
ARTIFACTS: once this deck starts to really take off Aetherflux Reservoir will end games fast. Alhammarret's Archive even more life and even more card draw. Storm Cauldron is a nasty card. it will stop other plays in their tracks, while giving you all the advantage.
COMBOS: There are a few combos that are optional.
Amulet of Vigor , Perilous Forays and any token generator Rampaging Baloths , Zendikar's Roil ... you can even use your opponents creatures as sac fodder if you have Roil Elemental . HOW THIS WORKS: with Perilous Forays pay sac a creature, find a land and put it on the battlefield. triggering Zendikar's Roil creating another creature. with Amulet of Vigor that land comes in untapped, allowing you to repeat this until you have all your basic land and all the triggers you could possibly want.
this is an infinite combo Retreat to Coralhelm , Walking Atlas and Simic Growth Chamber this allows you to repeatedly bounce Simic Growth Chamber to your hand and on the battlefield as many times as you want.
So here is my suggestions. just ways to energize with Tatyova. Hope this helps.
1 month ago
Exit777, yes i agree with the both basic fetcher and i thought about it too. I don't know if they're worth it yet, i'll see after some games. so far i want to ramp hard with the big rocks as it's seen so i have the mana for other synergies or the carddraws, so i hope to get to a hand full of lands anyway. we'll see...
Overburden is in many Patron decklists and i even thought i had one, but obviously thats wrong and i think i will include soon :D
Mana Breach is a nice option in this deck and i saw it before too - i agree it's a very strong card for the deck strategies and i will think about including it!! Deprive is also nice, i have to think about that too.