|Commander / EDH||Legal|
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|Duel Decks: Mind vs. Might (DDS)||Uncommon|
|Modern Masters (MMA)||Uncommon|
|Champions of Kamigawa (CHK)||Common|
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Instant — Arcane
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Splice onto Arcane (As you cast an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Desperate Ritual Discussion
2 days ago
Turn 4 is of course a lot more realistic.
Turn 1 Mountain
Turn 3 Land
5 days ago
I disagree with Dark Ritual being a defining card in Black. It is an iconic piece of Magic's history, but no longer falls within Black's portion of the colour pie. Now, the idea of "pay mana, get more mana" is firmly a Red mechanic, with cards like Desperate Ritual. There is a neat little article on the subject.
Some key elements of Black include:
Blue is a colour defined in terms of Order and control. Key blue elements are:
Hindering opponent resources, either through post facto annoyances, while giving the opponent an option to merely repeat the offending action, delaying an opponent's ability to act, or interrupting an action.
I'll try to get to the other colours when I have a bit more time.
5 days ago
Potential adds for Isochron:
6 days ago
Its always good to see new players.
Decks tend to fall into three categories- aggro, midrange and control. Most combo decks also fall into these categories too.
Aggro looks to play lots of small threats and win asap, midrange looks to trade even then play efficient medium sized threats, then control looks to stop the opponent doing anything while it gets small advantages and eventually win (think 4 Pristine Angel and a bunch of Mana Leak).
Most angels form a midrange strategy. You try to stall until you have enough mana, then play hard to kill three and four drops which fly over the opposing board. You get that you're trying to do this, and having trouble.
This is because a lot of your creatures form part of an aggro strategy- they are 1 and 2 drops that want to attack lots, but by attacking they mostly aren't helping you survive. If you want to carry on attacking with the small creatures, I reccomend more Bishop's Soldier, with some backup creatures like Hopeful Eidolon Mesa Unicorn, Sacred Cat etc to help you live an extra couple of turns and gain enough life to challenge aggro.
Alternatively, you can pick up powerful blockers and disruption spells- your Nyx-Fleece Ram, your Authority of the Consuls etc, but that Silverblade Paladin/Precinct Captain interaction will go to waste.
In all of these, Archangel of Thune is an all star, but I can understand wanting a variety of angels- I still dust off my 'all the dragons' deck once in a while. You can back this up with accesss to R/W's amazing budget removal suite. Chained to the Rocks, Oblivion Ring, Oust and many others all help stop your opponent doing what they want to be doing, and don't break the bank.
If you like the format in modern, there are a set of staple cards (Path to Exile, Lightning Bolt, Fatal Push, Mana Leak, meta manadorks) that you will want, but its best not to commit too soon, as you can still put up a respectable winrate even in competitive environments without them, and pick up exactly what you need for a deck you like playing.
If you are having trouble figuring out land percentage and land drops (we were all there once), there are a couple of simple rules of thumb. For decks with all 1 drops, you can drop to 18 lands, but you will lose some mulligans. For decks that consistantly want 4 drops 25-26 land equivalents are the call, with manadorks, cheap land search and ramp counting as half a land. There are more detailed guides if you look at a specific strategy.
Playing six mana angels is a lot of fun, and I completely get it. If you want to focus on this, then dedicated ramp and a focus on angels with haste or similar immediate effects is a must. You can use things like Pentad Prism to play an angel a couple of turns early, and pray that it is enough. Cards like Desperate Ritual or Pyretic Ritual can also help, as can things like Grinning Ignus. Just remember that the more you rely on any one card, the more your opponent gets when they kill it- this is why everyone loves cards that do stuff right away when they enter the battelfield, you care (somewhat) less when you opponent kills it, and why having a hand with one important spell and mostly things to let you cast it can be a problem.
6 days ago
3 weeks ago
I think your deck needs some form of ramp, since Panoptic Mirror costs 5 and Chandra, Flamecaller costs 6. For the Mirror you can leverage Vedalken Engineer or Renowned Weaponsmith since it is an artifact. More generally Desperate Ritual, Pyretic Ritual or Simian Spirit Guide can speed up your plays. Without the ramp you really won't do much until turn 5 and that isn't a good place to be in Modern.
Hope this comment is of help, good luck brewing your deck.
3 weeks ago
Still that's like 3 card slots for a very costly board wipe. Personally I'm surprised I don't see things like Kederekt Parasite, Tainted Strike, Barbed Shocker, Paradox Engine, Capsize, on your list, as they all synergize quite well. I would also recommend, tossing some of the Talismans & Signets despite being cheap for other more reliable mana ramping such as Darksteel Ingot Dimir Cluestone, Rakdos Cluestone, Izzet Cluestone (as they can all be sacrificed for a draw, and their Keyrune counterparts, as they can be turned into a chump blocker in a pinch if needed.
Isochron Scepter imprinting either Dark Ritual, Cabal Ritual, Desperate Ritual, Pyretic Ritual with a Paradox Engine on deck = Infinite Mana, for redundancy even with mana rocks out, Paradox Engine + Mana rocks, makes buyback spells VERY useful, as once you've got enough ramp Capsize = Infinite bounce, and there a few others that become arguably equally useful, such as Fanning the Flames, Lab Rats, Mind Games, Mind Peel, Reiterate, Whispers of the Muse, just to give you a few ideas. Evincar's Justice can be viable here too, although with Evincar's Justice you need to be mindful that it damages you and your creatures too.
Brush with Death essentially works like Tendrils of Agony if you take the Infinite Black mana route, naturally if it's countered you can't buy it back, BUT if you're wanting some redundancies for a storm / life steal win condition, it's there.
Leyline of the Void is a must add for any competitive Nekusar, the Mindrazer deck. With the wheel package you're essentially exiling everything your opponents are forced to discard. Toss in a Helm of Obedience = Player targeted, Instant kill activation.
Also, I would definitely recommend keeping Ulamog, the Infinite Gyre, specifically to prevent the self-mill, AND Leyline of Anticipation, and adding Vedalken Orrery for redundancy. You can easily create a soft lock & turn it into a complete hard lock with Teferi, Mage of Zhalfir and Knowledge Pool, and why more people aren't running Day's Undoing is a bit surprising, given the redundancy to prevent mill, especially if you've acquired the means to drop it at instant speed, even on your own turn, to kill a stack & end the turn.
Also, with proper ramping, Barbed Shocker is pretty amazing, especially since it doesn't need to deal combat damage to force the wheel, (any damage it deals will trigger it), just saying. Rogue's Passage is a pretty standard commander staple too.
Liliana's Caress, Megrim, Raiders' Wake are also all must haves. Especially since, Raiders' Wake, Barbed Shocker, Shocker, (unblocked) or a Robber Fly (if you can force them to block it), & a Rogue's Passage can win the game by themselves, if your Commander or an Underworld Dreams, Kederekt Parasite is out.
1 month ago
Very competitive without being broken. I like it a lot. There's plenty of ways to play around your commander not sticking to the board and late game you can build up experience quickly to win that way anyway.
I was surprised not to see Gush on your list. Quick draw and that 4th counter as well as a way to draw out without using mana for your Enter the Infinite+Laboratory Maniac. Also, is there a reason you like Desperate Ritual over Seething Song? It seems to me that the Song gets you moving faster as 2 counters means your first reiterate costs 3 (going to 3 experience counters after Song is cast) still netting the one. Even with only One experience, you're looking at CMC 2 for Song and and 4 for Reiterate (wholy less than ideal, but still possible where as Ritual would get stuck here).
Finally, A lot of your win cons are 3 CMC. Have you considered Drift of Phantasms? It seems like an innocuous card, but as a nearly uncounterable tutor for Reiterate or Blue Sun's Zenith, it has done great work for me in my Oona, Queen of the Fae combo deck.
Keep up the great work! +1