|Commander / EDH||Legal|
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|Magic Origins (ORI)||Mythic Rare|
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Disciple of the Ring
Creature — Human Wizard
, Exile an instant or sorcery card from your graveyard: Choose one —
- Counter target noncreature spell unless its controller pays
- Disciple of the Ring gets +1/+1 until end of turn.
- Tap target creature.
- Untap target creature.
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Disciple of the Ring Discussion
3 days ago
Disciple of the Ring is a good one to use cause you can tap them to gain control of there Creature
1 month ago
I know this is an old deck but have you consider either
1 month ago
Your usage of off-color fetches to such an extreme extent is giving you significantly diminishing returns at the cost of making you quite open to nonbasic hate. Less than 1/4 of your already somewhat worrying land count can survive a Blood Moon, and the various Mox you're running demand that you jump through hoops that I'm not sure you can consistently afford to. You may want to consider the damage that a discard spell such as Unnerve could do to you during the early game - you may never recover. This is made even more awkward by the fact that two of those Mox require you to discard either a blue source or blue card, in which many of your flicker pieces and all of your necessary countermagic reside. I can quite feasibly see you getting into situations where you either lack the answers to stop the table from breaking your early lock attempts, or you have no way to win once your lock is established, giving more time than you'd like for the table to break free. Unwind, Spell Pierce and even Disciple of the Ring may prove handy for overcoming these various issues, shutting down early artifact wipes from opponents who are also trying to ramp and providing a way to re-use countermagic once the heat is focused squarely on you.
I'm also noticing a strong lack of hard wipes, despite your noncreature commander and available colors, as well as few ways to stop their graveyards from fueling them. You may wish to take a look at Bontu's Last Reckoning and Rest in Peace for cheap ways to deal with this(your mileage may vary according to meta).
7 months ago
This deck looks sweet, and I really like some of the cards you've got in here (especially Lunar Mystic, never knew an effect like that existed), but I feel the deck is somewhat lacking in direction. You've got some sweet stax pieces (Rising Waters and Ward of Bones), some awesome instant/sorcery support (Lunar Mystic and Disciple of the Ring), along with tons of other cool cards. Overall I think you need to pick a theme and stick to it. There are some cool cards in here that don't really have synergy with the deck (Grozoth, Riddlekeeper and small mill package, and the Donate + Illusions of Grandeur combo).
I don't have that much in the way of suggestions, since I don't know which of your themes you want to focus on. However, here are some things that synergize nicely with your commander. Forcing creatures to block is very powerful with Tromokratis, since it forces them to block with their entire team if possible. In addition, preventing their creatures from blocking or tapping them down basically makes him unblockable, giving you a fairly quick kill. Courtly Provocateur can either make utility creatures attack and die or force creatures to block, making your commander's swing into a pseudo-board wipe. Grappling Hook is a repeatable form of this effect that also grants double strike, turning your commander into an incredibly powerful beater.
Now, on to ways to stop creatures from blocking to make Tromokratis unblockable. Tamiyo, the Moon Sage is a great source of card draw that can also tap down troublesome permanents. Frost Titan, while probably the worst of the titan cycle, is still a troublesome card to deal with, and can lock down permanents. If you're willing to commit to running numerous colorless sources (and you've already got a bunch of colorless rocks), Endbringer can prevent big things from attacking, basically give Tromokratis unblockable, and even give you card draw. Fatestitcher is a great card in mono-blue, since not only does it serve as ramp, it can also tap down problematic stuff at instant speed.
Finally, some general blue good stuff. Cyclonic Rift is one of the best removal spells in the format. Whelming Wave can occasionally serve as a one-sided board wipe. I'm not sure if you have a reason for excluding Sol Ring, but otherwise it definitely should be making the cut.
I think you might want to cut back on some of the non-basic lands you've got in here, even if just to slightly improve the odds on Scrying Sheets. Some of the stuff you've got in here (Magosi, the Waterveil) just seems like a worse island in the vast majority of situations.
Sorry if this comment was overly general, let me know what kind of direction you want to take with the deck and I'll try to give you some more specific suggestions.
8 months ago
Voidmage Husher, Artful Dodge, Slip Through Space, Taigam’s Strike, Swiftfoot Boots, Search for Azcanta Flip, Disciple of the Ring, Mystic Remora, Ojutai Exemplars, Acquire, Baral's Expertise, Fractured Identity, Mystic Confluence, Blatant Thievery, Clone Legion
1 year ago
Other cool Modern legal wizards-
Other cool Mono U stuff
1 year ago
Love the deck description.
It may be worth running a few more wizards so that you can really go nuts with Azami. A few possible adds:
- Archmage Ascension might be a little slow, but it's basically guaranteed to get counters
- Brine Seer in many cases will tax spells by 4-5 mana.
- Disciple of the Ring gives back-end value off of your counters and can counter stuff
- Elite Arcanist can put a counter on a stick. If you don't need it that turn, tap to draw.
- Ertai, Wizard Adept -is- a counter on a stick
- Fatespinner cans low down the game while you fill your hand with counters and set up
- Sower of Temptation is just a good wizard
- Talrand, Sky Summoner from your sideboard might be a good win con here