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|Khans of Tarkir||Rare|
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Dig Through Time
Delve (Each card you exile from your graveyard while casting this spell pays for .)
Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.
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Dig Through Time Discussion
4 hours ago
For cards to remove I would think:
Acidic Slime can be removed. You have a bunch of other removal available.
Dig Through Time is a great card and I love it I'm just not sure it is what you want in this deck.
Grim Flayer I'm not sure about its ability to connect without additional support.
You are running a ton of instants and sorceries. I would look to reduce the number of these. Creatures can serve double duty and there can be sac effects to help you reuse them. I'm not sure which ones I would remove out of these.
A question about some cards I would have added. You may have already considered a bunch of these but I figured I would throw them out here.
2 days ago
I think this was the most appropriate move and one that everyone who plays legacy including myself(Sultai BUG, Manaless Dredge) seen coming. Although I would have been fine with taking out Counterbalance for the fact that top is great card that alot of decks (budding controls deck especially)could benefit from. Just taking CB or even terminus would have made the deck mostly even with match-ups, possibly worse. Now the deck is basically very much lopsided and potentially gone without top which is never want to see and actually sad to see go.
Maybe they will take time to see if miracles can still function and potentially give them Dig Through Time to see. One can hope.
1 week ago
did a gatherer search of cards with cmc 8 or more for my own amusement
what about Dig Through Time with fetchlands? potentially giving you something to do before you have 8 mana, maybe helping find blasphemous act or something
you could suspend Greater Gargadon and eat your lands in response to your jokulhaups to maybe have a faster clock post-wipe? If you have to kill 3 opponents, this could actually significantly cut down the number of turns they have to rebuild before they die. Maelstrom alone takes 9 swings to kill 3 opponents at say, 30-35 life apiece. Even if you have to wait like 2 turns for the rest of gargadon's counters to come off, it can still cut down that turn count by 2 turns or more.
If you drew gargadon a couple turns before, While maelstrom is swinging 3 times at player 1 and then moves on to player 2, greater gargadon has swung at player 3 four times and killed them.
2 weeks ago
The problem with Summoning Trap is that it requires a very specific set of conditions to be useful. You have to cast a creature, have it countered, basically hit Palinchron with it and have the other half of the combo in hand.
While it's cute to use it as a contingency if Damia gets countered, a) the deck already runs a bunch of zero and one CMC counter spells to protect her, b) the deck runs Cavern of Souls to stop her from getting countered and c) you'd be better off just running a wheel like Timetwister to give you more momentum. Or Dig Through Time which potentially costs 2 mana to hit any two cards.
3 weeks ago
Here's an image and description of the card.
If Approach of the Second Sun was cast from your hand and you cast another spell named Approach of the Second Sun this game, you win the game. If not, you gain 7 life and put Approach of the Second Sun back into your library as the 7th card from the top.
3 weeks ago
I used your deck to playtest against for the last hour or so and I have a few suggestions (I'll put some playtest notes at the bottom if you're interested). Overall, I think your cards could be more impactful, and I think you need more artifact ramp. You should also add a bit of graveyard hate. I notice that the deck cost is fairly low, so I'll keep my suggestions relatively budget friendly.
Ramp: Dimir Signet, Azorius Signet, Druidic Satchel, Darksteel Ingot, Sol Ring, Mind Stone, Hedron Archive, Wayfarer's Bauble, Dreamscape Artist. I would consider adding all of these cards, they will make your deck MUCH faster.
Final dump that I'm too lazy to organize: Phyrexian Reclamation, Drogskol Reaver, Tainted Sigil, Phyrexian Arena, Sphinx of the Steel Wind, Wall of Reverence, Defiant Bloodlord, Cliffhaven Vampire, Crypt Ghast, Ashen Rider, Beacon of Immortality, Dig Through Time, Fumigate, Chalice of Life Flip, Sun Droplet
Archangel of Tithes - Too much white, and your mana base isn't great.
Augury Adept - Too easy to block. Far too often this card does nothing.
Bloodbond Vampire - It gets big. Eventually. This is too slow.
Exalted Angel - This is 6 mana for a 4/4 flying lifelink. That is just bad.
Indulgent Tormentor - In EDH, paying the life is too easy.
Mourning Thrull - Uh...yeah. Doesn't really do anything. Change to ramp.
Resolute Archangel - High Cost, and if you're losing, this is not going to make you win except in VERY particular circumstances.
Seraph of Dawn - This is bad.
Tithe Drinker - There are better extort cards, and it's otherwise underwhelming.
Underworld Coinsmith - Slow and low impact.
Ruinous Path - Sorcery Speed.
Entreat the Angels - If this wins you the game, it's be a miracle (hehe). For real though, there are WAY better end game cards. check out
Moonsilver Spear - This is OK. It's slow, it makes tokens. I want every card in a deck to make me smile when I draw it, and this card just makes me go, "Ah, I see."
Steel of the Godhead - This is just kinda OK. Only creature to put it on is Oloro.
Sunbond - Slow and opens you up to being 2 for 1ed.
Sunspring Expedition - If you are going to play a card that only gains you life, it needs to gain you a lot of life. 8 is not a lot of life.
Pulse of the Fields - If an opponent has more life, you're doing something wrong.
Riot Control - Unless this card is great in your meta, it just doesn't belong is most decks. You should be controlling the field enough that this card doesn't do anything.
Samite Ministration - See above.
To the Slaughter - Yes, it can kill a planeswalker. But other than that, most people have a little shit creature they don't care about that they can sacrifice, and this costs 3 mana.
Anyway, I hope deckbuilding goes well! It looks like your building a fun deck. Cheers!
Playtest notes: I playtested against Reaper King stars in MTG: The Clone Wars. Obviously, mine is a MUCH more expensive and tuned deck, so it should win. I chose your deck despite the obvious mismatch because I'm getting some buddies into EDH and I wanted to make a deck that was powerful but didn't overwhelm them. Your deck seemed to roughly match the budget of what they'll be building. Overall, Reaper King lost one game and won three. The loss involved you getting an Elspeth and enough removal to protect her. The wins were mostly because of a lack of graveyard hate, not enough removal, threats that weren't very threatening, and mana issues. I think the mana issues deal was largely a luck thing, as you play enough lands, but some ramp would really smooth that out.
3 weeks ago
Unsubstantiate and Brutal Expulsion seem really good with Fevered Visions, especially with your low number of ways to deal with resolved creatures. I would definetly cut coppter for Torrential Gearhulk and how can you build a spells deck without Dig Through Time
You do not have enough lands
Hope this helps
3 weeks ago
Man, I wish I could remember what I played years ago, keep going!
You could improve a bit without alot of money. Simply add some key cards:
- The Chain Veil: your commander goes infinite with this card, unlimited mana and draw
- bigger artifact ramp like Gilded Lotus and Thran Dynamo make his -1 ability stronger
- Dig Through Time and Treasure Cruise are not banned in multiplayer commander - powerhouses!
Edh essentialy was a casual format, money should not make the difference. +1