|Commander / EDH||Legal|
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Destroy target artifact or enchantment.
|Have (4)||orzhov_is_relatively_okay819 , Vasbear1 , TheAnnihilator ,|
|Want (5)||linuk , pinheadenator , metalriders , SkylordAleksander , JimDale|
2 weeks ago
Okay, I think I'll start by asking: what is this deck meant for? Is this a deck you're building in paper/online or is it just a decklist you're working on? And if you're building it, what are your budget restrictions?
After that, I highly recommend fetchlands. With 8 plains you'll draw too many white sources of mana. And without fetchlands, Brainstorm becomes pretty bad.
Only 2 copies of Delver is pretty crappy. Either play the card (4 copies with some support, such as Daze ) or don't play it at all. If you want this to be a control deck, then I'd advocate for not playing Delver.
The sideboard in legacy is tricky. You can't go wrong with 2 Disenchant and 1 Pithing Needle . You should have some form of graveyard hate. Surgical Extraction is probably the best. Teferi, Time Raveler , Gideon, Ally of Zendikar , and more Narset are options for the mirror and other grindy decks. I've always liked having 2 counterspells in the sideboard, Flusterstorm being the default choice. Supreme Verdict can be great against creature decks, even if a little hard to cast.
3 weeks ago
Noyan Dar is one of my new pet projects of mine (I rarely have expendable cash, and an LGS just opened up near me which is sweet since I don't drive!), and I think your list is awesome!
With To Arms being as massively powerful as it is in this deck, Unity of Purpose should be included for more redundancy.
I find that with Azorius Spellslingers' lack of ramp capabilities, consistent card draw and selection is necessary. Mystic Speculation can be a one-stop shop for that, especially since it repeatedly lets Noyan Dar make tokens. The buyback makes up for the fact that it doesn't cantrip itself, and makes sure that you always have some way of animating / buffing your land creatures.
And although they're 7 mana do-nothing cards, Eye of the Storm and Sphinx-Bone Wand can spiral out of control if not removed (or played off-curve). I personally run the wand as the only artifact in the deck, alongside Shape Anew and artifact token creators so I have a way of cheating the wand into play.
Eye of the Storm can be especially backbreaking if you can cadt your To Arms! / Unity of Purpose, you'd get to repeatedly cast it, animate a land, and float mana for your Tezzeret's Gambit or what have you. You have to be mindful of the spells you cast into EotS, since if you Disenchant all other legal targets and don't have a counterspell in the eye to counter it, you have to destroy the enchantment. It enchantment also lets your opponents use spells you put into it, so be careful. Silly, but careful!
Awesome brew bud, I look forward to see how this deck evolves!
3 weeks ago
A few artifacts perhaps worth considering: Mainboard: Metallic Mimic . Sideboard: Pithing Needle , Ratchet Bomb , Elixir of Immortality . Non-artifacts worth considering: Mainboard: Inventors' Fair , Scavenger Grounds , Buried Ruin , Field of Ruin , Ghost Quarter .
If you decide to splash a color, I'd suggest white for Dispatch . With white, you also get an array of decent broad disruption spells for the sideboard IE: Oblivion Ring , Path to Exile , Journey to Nowhere , Faith's Shield / Gods Willing / Apostle's Blessing , Disenchant , Revoke Existence , Sanctimony , Teyo, the Shieldmage , Leyline of Sanctity , Shalai, Voice of Plenty , Aegis of the Gods , etc, etc, etc.
3 weeks ago
3 weeks ago
Looks very close to my deck "Sand Flies." A few spells I run in that I recommend here:
Always Watching . I've found a full set of AW along with a full set of Favorable Winds drastically improves the consistency of pumps hitting the battlefield.
Signal Pest - The big problem with this creature is that Favorable Winds doesn't apply. I think it makes up for that by essentially being another pump, and for only 1CMC! In mine, 2x SP, 4xAW, & 4xFW means there are 10 pump spells to make all my little 1/1 flying creatures often become 3/3's and bigger.
If you include Always Watching, then Segovian Angel isn't needed. Also, I completely disagree with DefectiveDwarf regarding it over Healer's Hawk . While a 1/1 HH might not be all that meaningful, a 3/3 HH is a menace. And it's not that uncommon to get 2 or even 3x HH down in a single game - 3x 3/3 flying, lifelink is good enough that you can let your opponent hit you.
I really like Squadron Hawks in my deck, mainly because I see it as pseudo draw-card. It's just a really solid way to keep creatures hitting the battlefield turn after turn. I've playtested my deck quite a bit and the Hawks have been better than I'd hoped.
Even if you don't add Signal Pest, I'd still suggest adding 1x Buried Ruin . Just playing it can make opponents second guess the wisdom of removing an artifact you control. Other lands I'd suggest considering: Temple of Enlightenment - shifting a scry ability into the mana-base means more room for other utility effects. Scavenger Grounds - it's pretty useful to be able to exile some people's graveyards.
I think Immortal Servitude is better than Vesperlark and worth the extra casting cost. It tends to hit right at the point opponents think they've got you licked, which also tends to be devastating for them.
Over the years, I come to realize that no matter how low a deck's AVG CMC is, 20 is really the lowest number of lands a deck can scrape by on. Of course, there are sure to be exceptions to such a rule of thumb, but generally speaking, 20 is the bottom number. Good decks can get going with 3-4 spells and 2-4 lands in an opening hand. A lot of decks try to do too much or over-kill opponents when it typically takes a lot less to win. If we consider 4 spells and 3 lands a good opening hand, that means statistically, about 57% of a deck is spells (34-35) and 42% lands (25-26). Now I've always been a bit rebellious and for years have tried to build decks with 16 lands, but I'm sad to report it doesn't yield great results. I'm typically trying to include as much as 25 lands in most the new brews I work on, but it usually ends up being more like 22. I think 20 is enough here. Another way to put all this would be to say I think you need to cut a couple creatures or other spells.
Spells I'd suggest dropping: Vesperlark (too narrow), Spell Queller (too high CMC), Curious Obsession (too narrow), Smuggler's Copter (not a creature, resource demanding, not great to discard).
As crazy as it sounds I'm actually considering dropping Pride of the Clouds . It's a major target that almost always get removed. It seems like I've had better games when all my creatures were close to the same power/toughness. It's hard for opponents to deal with decks that don't have singular wincons.
Other spells to consider: Dovin, Grand Arbiter - it's really fun to +2 him and add another 2-4 loyalty counters. It's actually pretty easy to ultimate and that ultimate is pretty good. Serra the Benevolent - another pump for fliers and a Worship ultimate is not bad at all. Sideboard/utilities: Generous Gift , Faith's Shield , Blessed Alliance , Negate , Oblivion Ring , Celestial Purge , Disenchant , Revoke Existence , Nevermore , Ratchet Bomb , Elixir of Immortality , Pithing Needle , Teyo, the Shieldmage , Witchbane Orb , Sanctimony , Shalai, Voice of Plenty , Leyline of Sanctity , Tormod's Crypt .
3 weeks ago
3 weeks ago
The new Kaalia is very nice; she costs 1 less mana, has vigilance, and has higher power and toughness over her previous incarnation, but, in exchange, her ability is not quite as powerful, but it still shall be very nice in EDH decks with her previous incarnation as the general.
Golos is also very nice, and I do appreciate seeing a creature that allows for five-colored decks in EDH that are not tribal, but I hope that WotC does not overdo those creatures, so that they shall still feel special and unique.
I usually do not play standard, but I am very happy to see protection back in that format; clearly, WotC has realized that that mechanic is not too powerful if used sparingly. Also, it is nice that Disenchant is now finally legal in modern; considering that WotC has not reprinted Holy Day in many sets, instead favoring Fog , it is only fair that white receive something in return.
Field of the dead is too strict to be very powerful; perhaps, if it required only five or six lands with different names, then it would be better.
Leyline of combustion is very nice, but the fact that its ability triggers only once per source of damage, rather than for each permanent that is targeted, severely limits its usefulness (compared to Flameblade Angel , whose ability triggers for each permanent that is targeted). Also, the reprint of Leyline of Anticipation is nice, but it does have me hoping that WotC shall reprint Vedalken Orrery , again, since that card is too expensive at this moment.
4 weeks ago
King_Kaliban No problem! Another suggestion I just thought of while looking through your list again since you want to keep your creature count low. It looks like you want some artifact recursion since you are playing Daring Archaeologist and Trusty Packbeast . Instead of running both I think you may be better off running Trading Post as an ultimate utility card since it can do it all and it will open open up another card slot. With the open card slot you could then try Coalhauler Swine since I think that fits the theme of your deck really well. And I would personally take out Bounty Hunter for Vandalblast or Disenchant (or some other artifact/enchantment removal that has you gain life or deal damage). Another card that just came to mind to is red's best way of dealing with artifacts: Aura Barbs . It's unfortunate you can't gain life off of that with F&S but you'd sling some damage.
Obviously, all of that is my personal opinion, and I still think your deck is awesome regardless! Let me know what you think!
Disenchant occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
All decks: 0.0%
All decks: 0.03%