|Commander / EDH||Legal|
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|Aether Revolt (AER)||Rare|
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Counter target spell, activated ability, or triggered ability. (Mana abilities can't be targeted.)
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2 days ago
Cthu1uS4uru5R3x thanks for the kind words.
I do spend a lot of time putting my Descriptions together. It's nice to see someone who appreciates that.
It's also great to meet a fellow Tezzeret fan. I feel that he is very underrated, especially in Standard.
His artwork is amazing.
4 days ago
As such, s/he knows which cards are most beneficial.
4 days ago
I recently took a similar list to this (it was originally going to be this but I made some last minute changes) to state championships and made top 8. I should have made it further except for some REALLY bad luck (and it was bad luck, not just me complaining). Anyway, I thought I'd update you and let you know my changes.
First off, my changes were:
First I'll go over my changes. Mostly they were to shore up my bad matchups, but some were also becuase I didn't like cards.
Harsh scrutiny was consistently underperforming, so that went. Disintegration went simply because I wanted cheaper removal. Perilous voyage was, much as I hate to admit it, never good for me.
I added disallow because I didn't feel like I had enough hard counters, and it payed off. I still lost the quaterfinals because I couldn't find it, though. Glimmer came in because I wanted more card advantage, and it also performed very well. Gearhulk was critical in winning one of my matches, as it was the last threat in my deck. Magma spray was against mono-red, as I liked it better main deck than aetherborn in that matchup.
My sideboard was less good, I almost never wanted the second Reckoning, so I will be taking that out. Lost legacy was critical, it won me several games. Duress was also very good, although I didn't play many games against control. I'd still play the pair though. I didn't play against RDW, so I don't know about defeat, I might swap them out.
My only loss in the swiss was to the player who came second, and if I'd played better third game and not run in to Coup I would have won probably.
All in all I think it is a solid deck, I really liked most of the changes I made, which were against a broad meta as I didn't know what was being played, and there were not as many carnage tyrants as I thought.
5 days ago
Hi felow EDH player, I noticed you are low on ramp fro a deck you need to go to late game, i would suggest you to play more mana rocks, counting the simulcrum as ram, you should have at least 8-10 source that can help you reach turn 4 wrath of god consistently., also i would suggest to have 6 wrath efects, and very notably, Terminus as you can force a miracle with your tutors and there is nothing but Teferi's Protection that can save you from that. Also i suggest Sphinx's Revelation can be veeeery helpfull to use taht extra mana. also Remove that Cancel from the list, and ad any other 3 mana counter with an extra efect Dissolve, Dissipate,Disallow even Negate is better, obviously if you can get Force of Will or Mana Drain, that would be the best escenario. As for the lands try to keep them simplier, there will be a day you meet Blood Moon and things will be horrible, brush of lands like Riptide Laboratory and High Market wich are to specific and wont provide consistent use. Thats all for now, i hope this is usefull to you, see ya :D
5 days ago
Ok so i played this deck for 4 rounds on fnm overall 2/2. It got trashed by ranumap red due to the slowness. It went fairly ok against black blue control 1/2 again the slowness was a problem. I the shuffld around the deckReplaced the deeproot waters for Disallows and a negate. Got rid of a kopala and a herald for a 2 kumena's speakers and then removed 2 jade guardians for 2 Revolutionary Rebuff s
After this change the deck ran alot smoother going 2/0 against pirates and 2/0 against energy.
Overall the deck is nice but needs some faster cards to apply early pressure or bait removal. One card that i found largely irrelevant was deeproot waters.
6 days ago
6 days ago
This is a really nice deck, but I would suggest adding a few creatures. They do stil get to play things and some things will manage to slip through your fingers, so you may need to add a bit more removal and or counter spells, like Disallow simple creatures with high toughness would be perfect just to give you some protection, like Monastery Flock, or even better to go with the theme, Wall of Frost
6 days ago
There are also still lots of ways to deal with Blue White Approach [Competitive].
Particularly because a lot of their cards are setup to deal with Creature heavy decks.
Here are the options:
Harsh Scrutiny to keep checking what they are holding