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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
2 weeks 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!
3 weeks 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 weeks ago
With all this scrying, you might benefit from abusing the miracle mechanic.
R/U Cards like:
1 month 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.
1 month 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.
1 month ago
Hey there! This looks like a pretty sweet Ezuri build! While I can't be certain, I would guess that you generally find yourself with just a few cards in hand, and that you usually play all of your creatures and then have a hard time recovering from a board wipe, right?
While that guess could be way off, it looks like a lot of your deck is very strong when you're ahead, but rather weak when you're behind. First of all, you appear to be a little low on ways to interact with your opponents. With Ezuri, you want a lot of creature-based interaction. Reclamation Sage, Acidic Slime, and the like can be very strong. AEther Adept, Mist Raven, Man-o'-War, Venser, Shaper Savant, and Voidmage Husher are all options to deal with your opponents' creatures, albeit temporarily.
However, not everything can be creature-based. I see that you already run Krosan Grip, which is absolutely a strong card, but I would also add in some of my favorite removal spells: Nature's Claim, Natural State, Pongify, and Reality Shift are all great ways to deal with annoying things on the cheap. Beast Within is also great.
You also want some number of board wipes. With Ezuri, bounce-based board wipes are great, as they allow you to re-trigger Ezuri's ability. Evacuation, Devastation Tide, and Curse of the Swine are all great for this.
In addition, you have ways to draw cards, but they either draw you a ton of cards (such as Fathom Mage), or don't draw you any cards. I would recommend adding in a couple of cards that just draw you cards, no matter what else you have on you board. Fact or Fiction is a great card for this, as is Opportunity.
Now, Ezuri presents a little bit of a problem with this, because Ezuri specifically cares about creatures, and your deck doesn't have a lot of ways to function if you can't play a lot of creatures. I would recommend staying away from cutting creatures as much as possible (other than the duplicate Bane of Progress), and instead start by cutting cards like Simic Charm, Journey of Discovery, Verdant Confluence, probably a land or two (I find 37 is a comfortable number for a Blue/Green deck), etc.
Finally, some general suggestions. Some of these are already on your maybeboard, but these are ones that I would highly recommend adding:
- Sakura-Tribe Elder is an amazing ramp card that also triggers Ezuri
- Coiling Oracle replaces itself or ramps you, and likewise triggers Ezuri
- Same with Solemn Simulacrum
- Mulldrifter is just amazing
- Hornet Queen triggers Ezuri five times, and also makes you annoying to attack
- Master Biomancer gives counters to everybody
- I don't think I need to explain Hardened Scales
- Finally, Sage of Hours gets you infinite turns with Ezuri out (and five experience counters), so if you want a combo finish, it doesn't get any easier than this.
In any case, I really hope this helps. If you want my help again in the future (or have any questions about what I said above), feel free to leave another comment on my profile. Enjoy!
1 month ago
Some tweaking, was playtesting 1v1 (will do multiplay tomorrow) and while the deck certainly performs close to how it was expected, it still takes too long to kill the opponent with Teferi, Mage of Zhalfir as the biggest creature in the deck.
Cut Eternal Dominion for Bribery. Without any copy effects Epic is too much of a drawback to be worth attempting and adding copy effects would require changing the nature of the deck so its out for a card with basically the same effect at half the mana.
Thran Dynamo out Leyline of Anticipation in. Cutting down to 3, 6+ mana cards (one of them which would destroy the Dynamo) makes dynamo relatively useless when taking the rest of the ramp into consideration. Leyline is just solid utility in any control style deck.
Mold Adder out Draining Whelk in. While its a huge increase in mana spent, this is basically adding another win condition to the deck. Mold Adder isn't bad but without evasion its not all that great either.
Plagiarize out Treachery in. While Plagiarize is potentially very powerful there are many situations especially if you end up in top-deck mode where it is '4 mand draw a card', there are few situations where Treachery simply isn't the best control magic spell.
Clone out Phyrexian Metamorph in. Better card. Devastation Tide out Cyclonic Rift in. Better effect. I'll probably try to fit tide back in in the future but for now I'll settle for swapping it for a better version.
Addendum: I'm toying around with adding Empress Galina but so far it seems like she'd be too slow compared to relying on clone/control magic effects.
1 month ago
Happy to see you're still working on this deck. I've made a few significant edits from your list (mainly embracing Red a bit more) and I have a few card suggestions for you.
Anathemancer is a pick I made for my meta, and it hasn't ever been bad for me. Usually if I can reanimate him multiple times and Eminence him, his Unearth is great for finishing off the game.
Diabolic Servitude is a bit "out there", but it has been awesome for me. Its a great way to grab back tech creatures for more usage. Just make sure you don't grab back any majorly important creatures. It replaced a Beacon of Unrest for me, and I've liked it a lot better.
Herald’s Horn gives you practically free Eminence Triggers. It's not a mana rock, so it does nonbo with that Paradox Engine I put in to replace Intruder Alarm, but the draw chance and discount I find to be very worth it.
Devastation Tide over Evacuation because my mana rocks and enchantments are pretty cheap and I don't mind replaying them if I can bounce my opponents as well. I've gotten the Miracle once, and it pretty much won me the game on the spot.
Pulse of the Grid is a really underrated card, IMO. At worst it lets you bury a card and gives you a net zero, but if you're looking to rebuild your hand, this card quickly becomes a force.
And finally, even though I know you're building budget, nothing better than reanimating Jin-Gitaxias, Core Augur, AKA the reason my friends hate this deck. Drawing 7 is no joke.
Here's a link to my decklist if you want to see the direction I took with it. Thanks again for giving me the foundation to what has become one of my favorite decks!