|Commander / EDH||Legal|
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|Rise of the Eldrazi (ROE)||Common|
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As an additional cost to cast Deprive, return a land you control to its owner's hand.
Counter target spell.
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1 week ago
2 weeks ago
If you want to play things like walkers and big spells in the Esper Colors, you should probably go for a control shell.
The cards you should be looking into obtaining if that's the case (That aren't overly expensive moneywise), are:
Path to Exile is the best Removal spell in your colors, followed closely by Fatal Push. If you don't find them too expensive, play them (5-8 in a combination of the twon is my recomendation.) Besides those, Go for the Throat is good, but don't play more than 2. Blessed Alliance is a very flexible removal option. Condemn is also playable. It's really good against Death's Shadow, but otherwise mostly just a replacement for Path to Exile if you can't get enough of those.
As for counterspells. You've got a lot of decent options. 1-3 Mana Leak, 1-2 Negate (or Countersquall if you feel your manabase is consistant enough). 0-2 Remand and 0-1 Spell Snare. Other than those there is Deprive, which I don't particularly like, and Logic Knot which really takes Fetch-lands (like Flooded Strand and Polluted Delta) to be worthwhile.
Lingering Souls is a super consistant both as a block outlet, and a damage rack. I would run between 2-4 in almost every slow modenr deck that has black and white. But it's potential increases and decreases with how likely you are to get it into your graveyard by your own card effects. ( It gets better in decks with Collective Brutality and Liliana of the Veil). If you do decite to play Lingering Souls, Sorin, Solemn Visitor can be a great planeswalker.
Esper Charm is flexible card advantage. It's great.
As for what to cut from your current list, I feel like your very worst cards currently consist of:
Gideon, Champion of Justice, Sorin, Grim Nemesis, Tezzeret, Master of Metal, Diabolic Tutor, Quietus Spike, Icefall Regent, Angel of Condemnation, Aegis Angel, Followed Footsteps, Authority of the Consuls, and Dictate of Heliod.
2 weeks ago
Okay, all the following can go as they are either too expensive or not instants or sorceries. You need to focus on Niv's strengths if you are going to win even casual games ;)
3 weeks ago
Maaagic - Vexing Devil, Goblin Guide, and Eidolon of the Great Revel are great and awesome, but at $140 for a full play set of them, I am just trying to make an awesome deck that is basically an equal to my The Glorious Slim Line deck in speed (to destroy the opponent) and cost (to purchase the deck)
But thinking about it the Guide isn't that great unless you are running RU with counters (Void Shatter, Dissipate, Deprive, etc.) because if you run the Guide in Mono-Red and they are playing Green, well, they could have Tooth and Nail on top ready to entwine, or have Joraga Warcaller on top where they have Immaculate Magistrate out and ready with 8-9 other elves to beef up their field and prevent you from doing burn on creatures, or have Emrakul, the Aeons Torn, or many other options. I just don't like Goblin Guide in a Mono-Red because A) the cost and B) it just isn't useful unless the deck is RU with counters or playing 2-Headed Giant and teamed up with a Counter deck.
1 month ago
I think the best budget blue deck you can make in Modern is either Delver or Tron.
Tron is trying to assemble the three tron lands Urza's Power Plant, Urza's Tower, and Urza's Mine (they are about a 1$ a piece). With these three lands on the battlefield you can play big creatures like Kozilek, the Great Distortion and Desolation Twin and Bane of Bala Ged and Cyclonic Rift. In the early game you play counters and tempo cards like Condescend, Repeal, and Expedition Map to find tron lands.
Delver is much more spell centric with Delver of Secrets being the all star which flips into Insectile Aberration Flip. The other creatures are small evasive creatures with Ninja of the Deep Hours, Spellstutter Sprite, Faerie Miscreant, etc... the non creature spells are all tempo related like Vapor Snag, Deprive, Remand, Serum Visions, Opt.
I believe both of these versions can be built for 30$ and be budget competitive with room to grow and acquire more expensive pieces.
2 months ago
2 months ago
Concerning Mesmeric Orb, your spells are mill archetype and at minimal cost, therefore you will always mill your opponent faster.
Personally, I too was against using these for some time, but after some consideration and playtesting, they have become unquestionably valuable indeed. With so many repeating mill spells in this deck, milling your own library is no problem, considering the offensive benefits. It gives less incentive for your opponent to be throwing out a boardstate just for the sake of having a boardstate, or even attacking with said boardstate. It stresses your opponent as they simply cant be tapping for unnecessary jank. And I LOVE the psychological part of this game.
I've even seen several lists, along with a previous version of my own competitive Mill deck, running Snapcaster Mages alongside Orb to turn the GY into a toolbox. These are pricey and fit well.. but not necessary, IMO.
Fraying Sanity has a little more value with Orb in the deck, but I would never run more than 2 of a 3-cost enchantment.
Come turn 4, you should be close to cleaning up the game, you only need to buy the necessary 1-2 turns to finish. I suggest Sideboarding Damnation, for decks that go wide (lots of small creatures), but run something cheap to Fog the board, like Darkness so you can still be cranking out a mill spell the beforehand, because you only have to save one instead of 4, to buy a whole turn. When coupled with Crypt Incursion, multiple Darknesseses in the deck can be amusingly frustrating for your opponent to get around. And with Orb, it makes them pay for every creature they swung with (great for hyper-aggressive players).
Any 2 cost counter would really do fine for this deck. I suggested Remand as it's indescriminate, replaces itself, and is good any point in the game. Deprive is often used as it feeds Hedron Crab, but is mana specific. And there's the ever popular Mana Leak, good for turns 1-4 which is about this deck's speed, but fails against Tron and ramp decks come turn 2-3. Pay attention to your group meta, and find what works best.
Crabs are your only creature, exploit the reason you put them in here, a set of Deltas is pretty good for what you have going on, mana wise. But I don't like Shelldock Isle. First, it's slow; you need speed in this deck, you don't need a free spell on turn 6, when you'll win that turn anyway. Second, your only real option to use it with is Archive Trap. Everything else is either sorcery speed, a walker, or extremely affordable to save mana for. Throw in another Swamp. 4x Watery Grave in place of Drowned Catacomb and Sunken Hollow, as they can be tutored with Delta.
2 months ago
I would go more all-in on the landfall-style plan. Check out 3 colour charms from Alara block and 2 colour charms from Ravnica blocks for more multi-purpose cards. I'd use all of your Maybeboard cards except Kefnet the Mindful too.
Ideas: Vinelasher Kudzu, Dreamscape Artist, Pilgrim's Eye, Path to Exile (Over Swords to Plowshares), Deprive, Knight of the Reliquary, Oracle of Mul Daya, Thaumatog, Lithatog, Scapeshift, Aggressive Mining, Dryad Arbor, Riftstone Portal, Solemn Simulacrum, maybe Awaken cards from new Zendikar?