|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Avacyn Restored (AVR)||Rare|
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Return all nonland permanents to their owners' hands.
Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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Devastation Tide Discussion
1 month ago
Arbor Elf serves a specific purpose - uptapping lands. The other elves... not so much. In U/G you have better ways, like Coiling Oracle and Sakura-Tribe Elder. One more mana, and you could get Courser of Kruphix - just a single copy, as more than one are useless. Both Sakura-Tribe Elder and Courser of Kruphix are better against aggro than a horde of mana dorks, elder because it can chump block once (you just sac it after declaring blockers), and courser has 4 toughness and lifegain for you.
Not really sure I'm seeing the point of Prophet of Kruphix in this particular deck. As a ramp element, it costs 5 mana - and it doesn't give you more mana, as such. You just have it available more often.
Majestic Myriarch is a bit of a win-more card, since you need to already have a bunch of creatures for it to be worth anything. But if you want to play that one, it should have an Avenger of Zendikar to hold hands with. However, normally the threats played by a ramp deck a dangerous on their own - your strategy really is to forego any meaningful early game, in order to get to a late-game very fast, where you slam one huge threat on the table after another, in the hope that one of them goes unanswered. And myriarch will occasionally be a 5 mana 2/2 vanilla creature (not much SLAM! when that hits the table).
If you are afraid of aggro, then you went with the wrong planeswalker. Garruk Wildspeaker can make 3/3 tokens, which seems like what you'd want to try and gum up the table. Also, his ult isn't stupid if you have a few low-cost creatures that you've accidentally top-decked into during late-game.
For defense, you could try something like Cyclonic Rift and/or Devastation Tide. Or you could use Oblivion Stone if you really want to spend money on this deck. But this is the weak part of your color-combination - you lack the sweeping cards white and red offer.
1 month ago
I'm not entirely sure what theme you are going for, but I think some of your categoriesneed to be more focused towards a set of win-cons, and about half of each be able to functionwithout Jhoira explicitly.
I'm fairly certain Matt had said that the Chance Encounter with Frenetic Efreet doesn't work, but I'm not sure about that. Even if that's not the case, why this particular combo? I feel as if there are stronger ones to go in Jhoira
Usually people use Firemind's Foresight to search up specific win conditions, or powerful X cost cards. I'm not seeing a whole lot for you to search for in this matter.
On that note, I think you should be really careful about your optimism with suspending things with your commander. Average Case Scenario you will play her with five mana up, suspend one thing in response to someone immediately trying to kill her, or she won't hit at all due to counterspells. A lot of your spells take for granted the fact that she will always be on the field like an enchantment you start with (see your draw category). Our meta usually consists of heavy boardWipes and consistent counterspells you can thank your boyfriend and Luke for that.
|Cards that must be cut|These are cards that are bad enough they shouldn't be in the deck at all or they have an equivalent card that is also on theme. - For example, there are a wide array of counterspells that are infinitely better/cheaper than Cancel, but Delay is one mana less and lets you control the board in your favor while being incredibly on theme (Delay a Board Wipe and remove the suspend counters, or add more as you need, etc other uses). In any case there are a wide variety of cards that should replace Cancel. Eg., 'strictly better Dissolve, Dissipate, Disallow, Izzet Charm etc.
- Thirst- Izzet Cluestone- Reduce to Dreams- Divination- Nevinyrral's Disk - I've sort of brought my grade for this card down a little bit in recent times, the fact that it can't save you on a draw really hurts the card and the purpose of boardWipes. Still a great card, but not as powerful in decks that aren't focused on recurring artifacts.
You have Mana Geyser listed under Ramp, when really this effect is called a 'Ritual', named for the card Dark Ritual. Besides semantics, it's a great card, but shouldn't be considered when determining how much Ramp you have in the deck. Without it, 8-9 should be more than enough anyways. As a side note, consider Reiterate, it can go infinite with Mana Geyser.
You have several components to Mill Combos, which is a set of great of powerful effects, but to devote to the strategy itself of mill would require a subset of 15-30 cards in that nature. Unless that is your desire, it would be best to remove non-combo pieces such as Fraying Sanity.
Sphinx of the Final Word is not a counterspell, but is under the category of 'counters'.
I think you should work on removala little more, maybe combine removal and counters for a total of (12x) and split it six and six. Certainly need more than two in removal.
Like I mentioned earlier, I think you should consider messing with your draw to not be totally dependent on having Jhoira out on the field, maybe make it half and half. Also, I think Aeon Chronicler is too good and on theme not to have in here for draw.
If your deck is red/blue/suspend/control 'goodstuff' with a couple of combos, here are some cards I think you should consider:
- Illusionist's Bracers
- Kozilek, the Great Distortion
- Jin-Gitaxias, Core Augur
- Stormtide Leviathan
- Kederekt Leviathan
- Reality Shift
- Rapid Hybridization
- Devastation Tide
- Part the Waterveil
- Reality Strobe This card is sweet!
- Time Reversal
- Possibility Storm Only you can predict what card you will play
- Beacon of Tomorrows
- Melek, Izzet Paragon
- Goblin Electromancer
Savor the Moment This seems particularly good for just upkeep triggers
1 month ago
The $12 Add list
Halimar Tidecaller- Doesnt currently get anything back, but giving your creatures flying can help a lot due to the evasion they gain.
Darksteel Garrison- This protects a land, sort of like Darksteel Plate, but just for a land. It can also buff itself, which is fun! But the important part is that it gives one of your lands indestructible.
Dig Through Time- By far the most expensive card on this list, this card is a very good spell for finding exactly the cards you need for the current situation. You need a boardwipe? Grab one with ol Dig. This card is generally very good.
Fuel for the Cause, Steady Progress, and Tezzeret's Gambit- All provide the ability proliferate. Originally intended for Infect, this lets you put a +1/+1 counter on all of your lands, a strong ability. All along another effect. And the fact that you get creatures with Noyan Dar, Roil Shaper too Lots of power! The cast trigger the spells being cast will resolve after Noyan Dar, Roil Shaper creates an elemental. So you can cast the spell, get an elemental, and buff that elemental with a +1/+1 counter.
Mirrorweave- If you target one of your lands with this, because the base power and toughness is 0/0, all other creatures will have 0/0 power and toughness, killing them. If they have +1/+1 counters or another buff, they will not die. But Mirrorweave should be able to kill most threats.
Teferi's Response- They try to Path to Exile your land, you cast this. They read the card What the heck, this exists?! Unfair! point to the part that says land. This card ONLY helps you, in almost any other deck, it sucks. There is no use in any other deck, but in yours it is excellent. It draws two cards for 2 too. Keep in mind that this stops things like planeswaker abilities too. And it would destroy that planeswalker. Or anything that targets your lands. This is a good card for the deck.
To Arms! and Unity of Purpose- These not only let you untap if you are attacked, they also let you gain mana by tapping all of your lands for mana. Say you had 3 Islands and 4 plains as creatures, if you tapped them all then casted To Arms!, you would get 5 mana out of it. This is a cantrip and mana generator. And one draws you cards How can you resist that?
Planar Birth- Recurs all of your dead lands back into play. Only works on basics though. Very helpful after a wrath.
Terra Eternal- This card is the gravy train. It makes your lands indestructible for three mana. That simple. This card will put in work, so long as it isnt destroyed itself.
I hope this was helpful. I think that with just a little tweaking, the deck can be very good. Hope you have fun with it!
2 months ago
Hi! Let me start by saying I have been loving the deck ever since I picked it up, getting to play draw go in multiplayer is immensely satisfying. I don't play in a strictly cEDH environment, its more of a 75% meta. For instance, there are no storm decks, and as such, autoincludes like Flusterstorm and Spell Pierce make little sense in my case (I'm on the fence regarding Mindbreak Trap). I wanted to ask your thoughts on a few cards I've been running/thinking about:
Invoke Prejudice. While this is probably too slow for cEDH, it slows down most midrange decks down to a halt. It has shined for me in other mono U decks, but so far I've only pitched it to Chrome Mox.
Devastation Tide how is this when compared to Coastal Breach?
Have you considered Disdainful Stroke? It has a highly non-trivial number of targets.
I've also been extremely happy with both Elixir of Immortality and Alhammarret's Archive, even though the later is, again, a tad slow. That being said, its absurd with Baral on the table, and I've liked being able to tutor an artifact which actually generates card advantage.
Kozilek vs. Ulamog?
I've also toyed with the idea of including Scrying Sheets, although that's probably too cute.
I look forward to your response!
2 months ago
wauw... this deck is really all over the place. What was you wanted to do again?!? Ramp AND control? Eh... that's a lot. How about one of them? Ramp is pretty good. 4 Search for Tomorrow, 4 Coiling Oracle, Avenger of Zendikar, Primeval Titan, Courser of Kruphix, Scourge of Fleets, Nissa, Vastwood Seer Flip... mmmm... and Tooth and Nail and Artisan of Kozilek just to ensure that it all keeps rolling. You could use Devastation Tide for a sweeper, or maybe Cyclonic Rift.
Control and ramp doesn't live very well together, as you want cards in a control deck to interact with your opponents cards (counter, destroy, remove, exile, bounce - anything, really), and cards in a control deck to make your own position better (more mana, more cards, and especially biggestere creatures). And when you want a tablesweeper or a counterspell, you dont even want to have a risk of drawing a Rampant Growth instead.
3 months ago
With all this scrying, you might benefit from abusing the miracle mechanic.
R/U Cards like:
3 months ago
More forced draw/damage you can run are Dictate of Kruphix, Seizan, Perverter of Truth, Fevered Visions, Ebony Owl Netsuke, Howling Mine, Font of Mythos, Well of Ideas, Otherworld Atlas, Underworld Dreams, Fate Unraveler, Kami of the Crescent Moon, Iron Maiden, etc.
I personally do not see how Notion Thief synergizes at all with Nekusar, he may just be control, or I may just be completely stupid.
3 months ago
Hey, that makes a lot of sense you want creatures to use as blockers in the early game before Drakes. Another thing to consider is more mass bounce board wipes. Slivers rely on having an assortment of different Slivers in play each Sliver then gains a lot of different abilities. Bouncing the entire board of creatures breaks this interaction and slows your Sliver opponent down. This gives you more time to get Talrand into play without being pressured.
Bouncing the board of all creatures does hurt the game plan of Drakes because they're tokens, but you can recover from this. There's a few budget four and five drop bounce board wipes:
These bounce board wipes don't care if your opponents' creatures are attacking like AEtherize does. Engulf seems good vs Slivers because Slivers in the early game have 1 or 2 toughness and since you're playing a lot of Islands Engulf can bounce all Slivers at instant speed for four mana. Wash can bounce a bunch of permanents and not hurt you, just don't name blue.
Ramping into a fast Talrand is a good strategy. There's a few budget mana rocks that can help with this:
I always prefer two drop mana rocks over three drops. Playing a two drop rock turn two here gives you a good shot at playing Tarland turn three which is fast. Other than Sol Ring there's no budget 0 or one drop mana rocks they're all expensive Magic cards.
Sapphire Medallion is a powerful artifact with Talrand and it's the effect you're looking for. I consider it budget, but $5 is a still a lot. Baral, Chief of Compliance is also a very good creature with blue control. He doesn't help ramp for Talrand, but all spells that make a Drake are then reduced by one colorless mana. Getting to draw after countering something with a counterspell is also good.
Runechanter's Pike is another card to consider it gives you an alternative win condition needing only one Drake or even just Talrand. Give the Drake huge power and swing for a lot in the air or give Talrand huge power and swing for a lot of first strike Commander damage.