|Commander / EDH||Legal|
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|Conspiracy: Take the Crown||Uncommon|
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Counter target spell.
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2 days ago
WItC & abby315: Thank you both so much for your input. I had a feeling something just wasn't right. I'm getting the feeling that maybe throwing in something janky like The Unspeakable and the cards that go with it might not be the best thing to draw further interest in the control style. Going forward, let's assume I ditch that set of cards as well as Delver of Secrets
Flip. Instead I will put in 2 copies of AEtherling, which I already own, as the win-con. This frees up 14 card slots.
abby315: You make a great point about playing Brainstorm without fetches. I hadn't really thought of that. I don't have Ponder, but I have a playset of Serum Visions. Do you think that would be a decent enough alternative to Brainstorm?
WItC: I have a set of Engulf the Shore. Do you think that would be best as a 3 of or 4 or?
As far as better draw, I know I have at least 1 Blue Sun's Zenith that I can put in here. I also have some Think Twice, but don't know if 3 or 4 would be best. I can also definitely add some Dissolve which I know I have at least 3 of, as well as one or two Dismiss.
How many counterspells do you all think is a good number total? Any new suggestions, now that there's some free slots?
2 days ago
A draw-go deck is certainly a good archetype. Fun try to run The Unspeakable. A few thoughts...
I wonder if there is enough card advantage. You do a good job filtering your hand, but need to stay ahead of the card race. Vapor Snag is a good card, but leaves you behind in that race. Dismiss is a counter spell alternative that gives you card advantage after the trade. If art quality is a concern, then Whispers of the Muse is eventual card advantage engine that can fit in this style of deck. A draw X spell like Blue Sun's Zenith or Mind Spring could be considered.
Finding room for these considerations is tricky. The set that builds into The Unspeakable takes up a lot of room. The delvers are great cards, but might not be necessary and are a little expensive. Remand is pretty expensive for a beginners deck (if cost is a concern), and could be taken out, but I'd be weary of decreasing the counter spell count any further.
So maybe dismiss instead of remand and squeeze in a few of the other ones mentioned?
Just my thoughts. Playtesting would reveal if you have the right balance of draw and counters. YMMV.
4 days ago
2 weeks ago
I like the idea, so +1. Here are my suggestions.
Glimmer of Genius seems like a great options since it's instant speed.
I know you might not like this one, but I'd honestly suggest that you switch to UW control at some point, as the deck embraces all the control aspects of blue with white based removal and finishers. I only say this because Jace, the Mind Sculptor is banned so that mono-blue isn't a real deck in the format.If you want any help on that movement to UW (on a budget of course) let me know!
1 month ago
Adds I would recommend: More lands 35 is pretty risky and generally you would prefer mana flood to mana screw. I would aim for 38 myself. Utility lands Yeah, this list runs Back to Basics but you will not always draw it and a couple dead lands with it out still is not so bad. You exclude a lot of useful effects like Reliquary Tower, Myriad Landscape, Riptide Laboratory (for protecting talrand), Faerie Conclave/Dread Statuary (for emergency blocks) etc. by not running nonbasics and mono-colour decks with no duals have the most space for those. More mana acceleration Most edh decks need ramp and this deck is no exception. With more mana, you can counter more spells per turn cycle. Sol Ring and other mana rocks are staples. I would aim for ten total. More card draw Same deal as ramp. Most of your counters trade 1 for 1 with your opponent's spells so you will need hand refills or you will run out of cards trying to trade 1 for 1 with 1 with 3 or 4 opponents. Pretty basic multiplayer card advantage. This deck prefers instants so it can keep mana up for counters. Blue Sun's Zenith, Stroke of Genius, and Pull from Tomorrow have a big impact. Perilous Research costs little and you can just sacrifice the drake it makes. Board wipes Some games you will fall behind your opponents so you need more reset buttons. Evacuation, Inundate, Crush of Tentacles, and Engulf the Shore all get you out of sticky situations and simulate a blue Wrath of God. Oblivion Stone permanently destroys. Other Curse of the Swine, Pongify, and Rapid Hybridization are all instant or sorcery spot removal. Rise from the Tides gets you a LOT of tokens. Dismiss replaces itself. Propaganda protects you. Brainstorm, Telling Time, Think Twice, Opt and other cantrips do not really give you net card draw since you use up a spell to cast them, but give you card quality instead.Cuts I would recommend: Kraken's Eye is probably bad because cards that only gain you life typically are. Elixir of Immortality is the same unless you are regularly near decking yourself. Backfire, Creature Bond, Feedback, Power Taint, Psychic Venom and other cards that only damage players are typically too low impact in edh. Disperse and Flash Counter are strictly worse than Into the Roil and Dispel. Cancel is strictly worse than s many other options; here is an entire article detailing them: http://articles.edhrec.com/in-the-margins-cancel/ Disappearing Act seems worse than Cancel unless you particularly want to replay your permanents.
1 month ago
I would like to STRONGLY suggest Mystic Confluence. it has saved my ass multiple times. The versatility is insane, it is never a dead draw, at worst it's a Jace's Ingenuity, but it can be so much more. It can be a better Into the Roil or a better Dismiss.
I also recommend Whir of Invention that card is pretty amazing as well.
I don't know your budget, but Umezawa's Jitte is $30.00 for a reason, it really is just that good, it allows you to control combat without spending mana, people will always be second guessing themselves when you have 4 or more counters on the jitte.
Finally, I think you should add a Dark Petition, you will always have the spell mastery by the time you have 5 mana, and it is basically a Demonic Tutor then (I assume you have no DT because of budget or for the sake of being fair to your playgroup).
1 month ago
Some of the cards seem pretty underwhelming, particularly the creatures. Ambassador Laquatus is pretty bad unless you're generating infinite mana, Ixidron is pretty bad when you're trying to play big monsters, and Sphinx of Jwar Isle is more or less just a Future Sight that doesnt give you any card advantage. Those could all come out for other interaction or threats. Coral Atoll is an awful land, and should realistically just be an island. As for other stuff in the deck, Cultural Exchange feels awkward, all of your creatures are things that you want to hold onto, this card is better in a deck where the creatures are disposable, like tokens. You dont have a ton of stuff to put under Isochron Scepter, so that could be cut. I think that almost all of the cards listed in your 'sideboard' are cards that could be in the main, and some of them should definitely be in the main; Call to Mind, Dismiss, Exclude, Into the Roil, Pongify, Remote Isle, and possibly Sea Gate Oracle. Hopefully this helps.
2 months ago
First off, welcome to Magic! :)
You have chosen a good color my friend. Instead of telling you what is right and what is wrong with your deck, I want to instead tell you about evaluating a card's power level.
Firstly, as a blue player, it is your job to keep the game under control. In EDH, that job isn't always easy, and requires you to have a both a lot of resources, and a lot cards in your hand to play with. If you run out of cards in your hand, you have lost control of the game. When a blue player loses control of the game, things get very bad. So when you look at a card and try to determine how good it is for your deck, think about whether or not it helps you keep the game under control and/or keeps your hand stocked with cards.
One of the cards in your deck is a fantastic example: Azami, Lady of Scrolls. She is beautiful. Every turn, she adds another card to your hand. She keeps your hand stocked up, and that makes her good. Your commander also keeps your hand stocked, since it also draws cards.
Check out these cards that have both ends of the spectrum (control and card-draw):
- Dismiss: Counters a spell and draws a card. It's exactly what you're looking for.
- Repulse: Disrupt your opponent's gameplan, and restock your hand with yet another card to play with. Awesome.
- Repeal: Same concept. Great interruption and draws a card.
- Mystic Confluence: Ouch! This costs like $8... but hey. It's always nice to have a goal and to be introduced to higher power-level cards. It gives you some perspective.
- Cryptic Command: Ooooo gurl this card is expensive, but look how strong and magical it is. :D
Something that might take a while to figure out is a very important fact. Drawing cards isn't the only way to gain card advantage. You see, as a blue player, it's okay to go down on the number of cards you're playing with, as long as someone else goes down harder. For example, Curse of the Swine is a very good card. For only one card from you, you get to mop the floor with lots of your opponents' creatures. This is considered card advantage because now you're way ahead of them on sheer number of cards. In commander, the 2/2 pigs are pretty much worthless. Your life total is high enough to make that not matter. If they're really bothering you, you can just use Wash Out, naming green. Wash Out is another example of a really good card that can take control of a game. Cards like those that return a large number of creatures back to their owners' hands can be life savers when the board is starting to look hairy. If you don't want them to assemble their creature again very quickly, you could play a card like Arcane Laboratory. You're a slow deck anyway. It shouldn't bother you too much. However, it really slows down your opponents.
You should also know that when you play cards like Frost Lynx or Chant of the Skifsang, you're only delaying the inevitable. You haven't taken control of the game as we would say. In fact, you're likely still backed into a corner. Wouldn't it be nice to just do something like Rapid Hybridization, Pongify, or Reality Shift? Cards that actually take care of your problems are the ones that will save you from dying.
Another strong type a card is one that continues to do things as time in the game goes on, and the longer they're in play, the more they become worth their mana investment. A fantastic example of this is Talrand, Sky Summoner. While he's not too threatening the turn he comes into play, he can possible take over the game completely after being in play for a while. Another really good example is Crystal Shard. It can return your creatures to your hand that have good "enters the battlefield" effects, and your opponents won't want to tap out completely or else you'll bounce their crap. Rhystic Study is a bit expensive, but very strong. It's exactly the king of card that offers longevity and late-game power because it draws cards over time and keeps your hand full of options. Same with Staff of Nin and Mystic Remora.
In conclusion, think about longevity. Think about drawing cards. Think about cards that hit the battlefield with impact, and cards that give you advantage over time. Be patient. You'll get there.