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
Sorry all for the late reply. I hadn't noticed all the comments.
I actually came to this deck to make notify of some changes, for those curious.
Out: Trinket Mage, Coralhelm Commander, Deadeye Navigator, Dissolve, Aeon Chronicler, Aether Gale, Trailblazer's Boots, Soramaro, First to Dream, Mnemonic Wall
In: Forbid, Recall, Dissipation Field, Time Stop, Amnesia, Long-Term Plans, Mirror-Mad Phantasm, Ivory Tower, Kefnet the Mindful
To Leumas, yeah, Coralhelm Commander didn't do a whole lot in this deck, and has been cut. I never found myself wanting to bother with leveling it up. My initial thought was it would make for a nice flier with spare mana. Not worth it though. Chasm Skulker was in this deck before Kami was the commander, and it was fun, but with the return to hand effects I have in this deck, I either lose the counters on it, or if it's been destroyed, I lose the tokens. It's good, but not so much for this build. Ebony Owl Netsuke I do like as well, but I am specifically trying to stay away from effects like that. It's just personal preference. Quest for Ula's Temple is great too, but I don't want anyone knowing anything have in my hand, and it also suffers from my own return to hand spells like Devastation Tide. I could see Sphinx's Tutelage being in here at some point though. I will keep it in the maybeboard. Thanks!
To Love-in-Theory, you'll see I just added Kefnet the Mindful. It seems really broken for this deck, and I'm excited to see it hit the field. I like Levitation, but my deck usually doesn't swing unless I can get a little hit in, or when there is one opponent left, in which case this deck can easily defeat that last opponent after I've crafted my hand the whole game. Soramaro, First to Dream wasn't bad, but it wasn't doing a whole lot for me either. It's been cut for now. Patron of the Moon has come up minimally since I've added it, but I haven't been upset to see it, and it feels nice to be able to jettison land from my hand. Magus of the Jar I haven't really had come up too much so I can't really say one way or the other how well it's going to really work. That draw sphinx I don't really need. I could see getting it some day, but for now I'm gonna hold off.
To Trtl, I could never get rid of Thought Vessel. It's too good in this deck. The vessel is great for this deck not just because of bit of ramp but because of the no max hand size attribute. I've been suggested Library of Leng before, and I'm not sure how I feel about it. My playgroup doesn't do much in the way of wheel effects, though one of my friends was talking about making a deck with that new Locust god, and how good it would be with a bunch of wheels, so perhaps that will be a much needed inclusion in the future. I will add it to the Maybeboard. Forbid I DID just add, so that suggestion was spot on!
1 month ago
1 month ago
Don't bother with Reef Worm. I know from experience that you'll never really get much value from it. Unless your meta has a ton of wrath. Your own return effects like Devastation Tide will end up vaporizing your tokens. It's just not that good consistently. I would fill that slot with Tomorrow, Azami's Familiar (which is less than a dollar for some reason). The digging power is insane. I run it in my deck, That MASTERLESS Little Kami, which has a ton of draw in it, but even if you only draw 1, being able to pick from 3 is like scry on steroids. I would also recommend Illusionist's Gambit for a neat combat trick. When you're opponents start realizing you're getting out of control, and swing at you, that will not only prevent you from taking the damage, but also force them to swing at another player. I don't necessarily know what you'd swap it for, but I've never been sad to see a gambit in my hand.
1 month ago
Interesting deck! Only thing I'd say is that your deck has few ways of interacting with the board, as while it seems it can protect itself nicely it can't stop it's opponents from accomplishing their strategies. It seems your deck is half Pillow Fort and half Voltron (judging by the equipment package) and I would personally focus moreso on protecting yourself by removing threats. Luckily, Blue/Black has access to great counter spells and creature removal so adding a mix of those spells could help protect you more. Also, boardwipes dude. You can't play EDH without them and Damnation, Evacuation, Devastation Tide and Languish among others things are crucial to evening the playing field when you're behind. Good luck!
1 month ago
cuts being weighed for lower cost cards maybe not even with similar effects just trying to shrink the overall cmc down.- Diabolic Revelation- Beseech the Queen- Increasing Ambition- Devastation Tide- Archaeomancer- Venser, Shaper Savant- Insidious Dreams- Paradoxical Outcome- Diabolic Tutor- Hedron Archive
2 months ago
Hello again, xyr0s
I just test Devastation Tide against WB Tokens and it was freaking awesome. But against Low-creatures based deck it was a total flop unfortunately.
Talking about creatures, I have a full set of Mantis Rider. Do you like them ?? 3 Toughness seems a bit low for me, but playing Mantis turn 3 ( Assuming perfect mana curves ) looks pretty good IMO.
Thanks again !!
2 months ago
As for the creatures, I'd dump all but the 4 lightning angels. It's easy to picture a meta where they do really well, and then there's no reason to dump them. The do a couple of blocks and get in for 3 or 6 damage, before they are removed (by your own Terminus? Sure, fine, did its job.
Can't really decide on Devastation Tide and Temporal Mastery... you'll have to test and see if they work. It's pretty obvious that the more permanents you play, the worse Devastation Tide will be, but other than that... you can easily make games go long enough that you can hardcast Temporal Mastery, I guess, so it's not completely dead.
2 months ago
I would have taken out Thing in the Ice Flip. It's a good creature, but since it takes time to set up, you really should avoid sweeping it. Anything with an ETB trigger would be good instead (for reuse with Devastation Tide)... something like Kitchen Finks (much funnier when its your etb-trigger-creatures). Then you still have piles of sweepers, and go for a gameplan of making the game run long, and end it with a pile of angels, for preference played in your opponents end step... you know, a jeskai-control strategy :).
Don't know the right number of Think Twice, but I think 3 might be right, since you only need them for the turns where you have no other possibility for drawing cards in your opponents turn.
The reasons for suggesting green was first the Courser of Kruphix lets you see the top card all the time, giving you some control over when to draw cards in your opponents turn, and when to save a draw-spell for later, and because the ramp from that one can get pretty good when it goes along with scrying. Second, two of your miracles have an x in their casting cost, and to maximize those, ramping is one way to go.