|Commander / EDH||Legal|
Printings View all
|Battle for Zendikar (BFZ)||Common|
|Return to Ravnica (RTR)||Common|
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Counter target instant spell.
Price & Acquistion Set Price Alerts
2 days ago
a great example is how I sideboard against UW Control:
Planeswalkers are simply not allowed to resolve, ever. hence no bolt needed. All removal spells out, Fulminator Mage is enough to keep Celestial Colonnade in check. Snappy's body is irrelevant for them.
We are left with 1cmc and 2cmc threats that are heavily protected by a whopping 11 counterspells.
To see if this works, consult the spread sheet :)
What this ammounts to: our G1 against UW Control is a tempo game, and already favourable. But while they have to keep their removal in post board for our higher threat density, we can just let go of all removal and postboard my deck often almost comically crushes UW Control.
Bxbx on Izzet Snipe
3 days ago
Hi, thanks for commenting on my deck!
Your deck looks solid! The only idea I have for your mainboard is adding 2 copies of Mission Briefing, though its UU casting cost might be a problem. Mission Briefing represents a copy of every instant or sorcery in your graveyard which makes it a great, versatile card. It also generates two instances of casting a spell, which is good for Guttersnipe and Niv-Mizzet, Parun.
The composition of the sideboard will depend on the GRN metagame. It will obviously contain some more specific counters like Dispel, Disdainful Stroke, Negate and Essence Scatter. Maybe even Syncopate against graveyard-decks. If graveyard-decks with jump-start cards or with creatures become relevant, you might also consider Silent Gravestone. Sorcerous Spyglass against planeswalkers like Teferi, Hero of Dominaria.
That's all for now. Have fun!
4 days ago
You play green, man!
Leave all this silly fixing with lands to colors that don't know how to ramp and color fix.
If you are willing to spend a bit and don't mind to play creature ramp:
Counterspells are bad in maelstrom. You never want to see them from cascade, its the worst. Or at least play counterspells with some alternative upside. Also, 4 mana counters mostly suck.
Also, some cards are mostly useless
Zo-Zu the Punisher (good card, wrong deck)
5 days ago
2 weeks ago
A few thoughts ...
- It's a meta call of course, but I generally prefer Ceremonious Rejection over Hurkyl's Recall ... partly because it's better vs. KCI but also because it has game vs. Tron and Eldrazi decks.
- With apologies to veeonix, I'm not a big fan of Metallic Mimic in Tribal decks. It's great in an opening hand, but gets progressively worse as the game goes on, so I think it's best as a four-of ... and that has always seemed to be more slots than I wanted to dedicate to the effect.
- I'm not sure, but looking at the Dispel, I'm wondering if Judge's Familiar might be better.
- I'm not sure on Opt vs. Anticipate, but whenever I'm trying to decide between cards like that I just run a split for a while and keep careful track of whenever I draw one but wish it was the other. And I think either would be better than Serum Visions here, just because it seems this deck wants to run at Instant speed as much as possible.
Also, Shapesharer may be too cute, but could be worth a look ... seems like it could enable some powerful shenanigans.
Good luck (and good skill) with the deck!
3 weeks ago
So, I see a lot of changes for general power level upgrades. I can't give anything specific to this deck, as I can't tell what the deck is attempting to accomplish at a quick look through the list, but these should be in every cEDH list that can run them.
First of all, remember cEDH is a turn 3 format, so you need all your lands to enter untapped unconditionally. I see several that have more difficult to reach requirements, only 5 fetches when you should run 9 (missing Windswept Heath, Misty Rainforest, and Scalding Tarn), no true duals (Tundra, Underground Sea, and Scrubland), which I understand due to price, and no City of Brass or Exotic Orchard. I also don't see an Enlightened Tutor, Timetwister (Once again, I recognize it's expensive, though), Imperial Seal, Chrome Mox, Flusterstorm, Dispel, or any way to get those expensive creatures into the graveyard to Reanimate, or any reanimation spells. That curve is incredibly high. Average CMC without a lot of reanimation should be About 1.8, and your's is at 3.27.
3 weeks ago
My current idea is that Grixis has a lot of powerful cards available - Search for Azcanta Flip, Young Pyromancer, Snapcaster Mage, Serum Visions, Kolaghan's Command, Tasigur, the Golden Fang - it's these power cards that I want to capitalize on. Delver of Secrets Flip has won me plenty of games, but it's done nothing in plenty too. Mana Leak and Spell Snare are very polarized for when they're good - but so is Search for Azcanta Flip, to some extent. Cryptic Command is a very good card, but it's not what I want to play. 4-drops get punished too much in my opinion. Especially if I want to go under the opposing Cryptic decks, which also have Teferi. Inquisition of Kozilek and Thoughtseize are pretty good right now. Especially going turn 1 Inquisition into turn 2 Pyromancer. Mardu Pyromancer appreciates the power of such a line of play, but they can't follow it up with multiple cantrips on turn 3.
Right now I play Delver of Secrets Flip because the shell that supports it is really good. But I can't play a true Delver deck without another playable turn 1 creature. Legacy RUG and Grixis delver decks function because they can (or could) play Nimble Mongoose or Deathrite Shaman alongside Delver, which made the turn 1 tempo creature plan a lot more viable. Modern Big Zoo, D&T in Modern and Legacy, and Legacy Delver decks all know that you need a minimum of 8 or 9 turn 1 plays to reliably have one to curve out with and support an aggressive game plan. 9 is optimal which is why Zoo decks used to play 1 Birds of Paradise alongside their 4 Noble Hierarch and 4 Wild Nacatl. D&T in modern frequently plays 1 Weathered Wayfarer as the 9th turn 1 play. But when the other 1-drop options aren't viable enough, only 8 1-drops is fine, as seen in Legacy's D&T and Delver decks. But in modern I still haven't found a playable turn 1 aggressive card to pair with Delver of Secrets. Serum Visions and Thoughtseize don't count - the card needs to advance my board state.
I compensate for my lack of another creature by playing control with 4 hamfisted Delvers and a few things to support them, but when the deck needs aggression against Tron it doesn't find it enough, and when this deck without delvers could be blanking removal spells in the Mardu Pyromancer opponent's hand, I simply cast my Delvers into certain doom when I have the mana to spare.
There are some times, like vs Affinity or a Primeval Titan deck, that Delver of Secrets is really good even when cast after turn 1. Unfortunately there are relatively few decks where this is consistently the case.
I want to make a good Delver of Secrets deck, but after a summer of playing the card I'm unconvinced that I'm doing it correctly. Especially because of how good the card is in Legacy. Part of the difference is that I can cast Delver turn 1 in Legacy and most of the time I'll be able to attack with it at least a few times before it dies, if the opponent is playing removal spells at all. And if it does die, well, at least I can stay in the game with Stoneforge Mystic and because I have quality counters, I'm not getting locked out of the game by overwhelming board state disadvantage. But this is modern, not legacy.
Even though I now have Search for Azcanta Flip, I'm not convinced I want to play Delver of Secrets Flip alongside them. In this meta Young Pyromancer is an insane card. He dies hard to things like Terminus, which I have seen a lot of copies of recently. But if I need a few turns to get my grind engine on, then Pyromancer can do it. He can make chump blockers for that Gurmag Angler crashing in on me.
I think there are several powerful lines of play that opponents have that Grixis needs to be able to handle. I've seen Bloodbraid Elf cascade into Anger of the Gods in Ponza a few times - this is scary because discard spells aren't reliable to beat it. And control decks have Terminus, and discard spells can't stop it if it's Miracled. Counterspells are the only way to tempo out of such scenarios. The other option is to go over with bigger finishers, but this won't work against opposing Control decks.
My point is that both counterspells and discard spells have their merits and I feel naked when I play one but not the other. I want to find a way to play lands and cantrips and creatures and counterspells and discard spells and kill spells all in the same grixis deck. And I want more than just 2 Inquisition or 2 Thoughtseize - I want Rise // Fall. The card is insane. When it starts winning me games like crazy I'll come back and say I told you so.
Identifying the counterspells worth playing is no easy task. I really want original and powerful Counterspell. Nothing else feels adequate. Mana Leak can't counter Path to Exile when it matters the most. Dispel can't counter Anger of the Gods or Scapeshift. Spell Pierce is bad after turn 3. Logic Knot competes with Tasigur and Snapcaster for the graveyard. I think Mana Leak is still the best for what I'm trying to do, but it feels a little bad that I can't play Young Pyromancer with protection up. Playing Pyro with a Thought Scour or immediate Serum Visions is good enough for the silver medal.
Such a deck definitely needs 20-22 lands. No more, no less. I want enough discard spells that I can reliably play turn 1 discard into turn 2 pyro. At least 6 1-drops, and I probably won't have room for more. And 1 or 2 Rise // Fall to round it out. I want enough countermagic that the opponent has to respect it, but just 4 Mana Leak is probably enough for the mainboard. For creatures, 4 Snapcaster Mage is obvious. I think I want 4 Young Pyromancer until I get any indication that I shouldn't. Tasigur and Gurmag Angler have won so many games for me. I don't think I can play with less than 4 in combination of the 2. The obvious 8 cantrips. Finally, 2 Search for Azcanta Flip. The removal package will have to be treated separately and will depend on space, but Terminate is a card I have missed since I started playing less than 4 copies. I'm going back up to 4 Terminate and 0 Fatal Push.
The biggest challenge will be fitting all of the cards into the deck. There are a lot of things it is trying to do. I think I listed a 70 card deck. But I think such a deck has potential. Thoughts?