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|Battle for Zendikar (BFZ)||Common|
|Return to Ravnica (RTR)||Common|
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Counter target instant spell.
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1 day ago
Condescend is much better in big mana decks like Tron, as APPLE01DOJ suggested. In order for Condescend to counter something for , you have to pay , versus the of Mana Leak. That lower cost is what buys time until you can cast something like Cryptic Command or Venser, Shaper Savant.
The other thing is that you will also get into counter wars frequently as the control player. Oftentimes, your opponent will do something like Might of Old Krosa on their Glistener Elf. You respond with Dispel, they respond with Apostle's Blessing, and so on. Eventually, it gets to the point where Mana Leak comes in when they have and you counter their threat anyway.
In such situations, you're trying to have as much mana as possible to avoid tapping out. If you Condescend for the Might of Old Krosa right away, you walk right into their Apostle's Blessing. Having lower CMC spells in multiples helps you more in these situations.
2 days ago
You're already playing what's basically a Delver deck. You only need to make a few changes to have a pretty solid list. I'd change the following:
We need to cut some lands to improve the speed of the deck and lower the curve. Temple of Epiphany always comes into play tapped, so it's the most obvious candidate.
These just cost too much mana in comparison to some more efficient cards you could be using.
These don't help you fast enough and get nuked by every removal spell in the format, not to mention their mana cost.
These are good cards, but not necessarily stuff you want in excess. Mana Leak falls off after turn 3 or 4. Magma Spray is useful for dealing with Kitchen Finks, but 2 maindeck gets clunky when facing off midrange and control. As a side note, you may want to swap out Magma Spray completely for Pillar of Flame. You lose the ability to play it as an instant, but it means you can shoot planeswalkers or just burn people to death.
So what do we add?
You'll want multiple copies of each of these every game, so we should bump the number of each to 4.
+3x Young Pyromancer
This helps with the game plan of building up incremental value vs. your opponent's spells. Counter something? Get a 1/1. Draw a card? Get a 1/1. Unfortunately, Gitaxian Probe got banned, so this isn't a 4-of anymore like it was. Still, a really solid card.
This is probably stronger than Delver of Secrets as far as turn 1 plays go.
+4x Vapor Snag
Gets rid of big threats so you can counter them back on the way down. Alternatively, can be used to save one of your creatures from getting bamboozeled.
Really powerful to have in the main, whether it's protecting your creatures or stopping your opponent from killing you via Lightning Bolt. We don't want too many, however, because some decks it can be really clunky against.
As for your sideboard, I'd switch it around to look more like:
Hope this helps!
5 days ago
I second the suggestion of the talismans and Fellwar Stone, since ramping out a t3 Zur is always nice. I'm not a huge fan of Stern Mentor as a tap outlet, since it doesn't get around summoning sickness like most of the others, and is very slow. In addition, it feels like you may be overcommiting to the Stonybrook Schoolmaster combos. I would consider adding some more free sac outlets, since they not only enable your recursion combos, but also work with the infinite tokens you create with your other combos. Altar of Dementia is a great way to kill with infinite tokens, while Martyr's Cause and Fanatical Devotion are decent protection pieces that are tutorable by Zur. I would also definitely recommend including some counterspells to protect your combos. Maybe cutting back a bit on token producers, especially the worse ones like Drana's Chosen and adding some great cheap counterspells like Swan Song, Dispel, and Arcane Denial would be good to shift you away from being all in on your combo. In that case, you could tutor up Necropotence first as a draw engine, and be more resilient against disruption. Rule of Law is a decent piece of disruption, that doesn't affect you greatly, since all of your combos focus on activated abilities.
1 week ago
I think I would rather have Hinterland Harbor over Unclaimed Territory. Allows you to use colored mana on all spells, rather than just creatures. Also, if you feel like ~$10 for a land isn't too much, Mutavault is great in Merfolk.
As for sideboarding, counters like Negate, Dispel, and Unified Will are always nice to have. Maybe Dismember against big creature decks like Eldrazi. Speaking of Eldrazi, Ceremonious Rejection is a must-have in any blue deck with this meta. Green gives you enchantment and artifact hate like Naturalize and Natural State. And as any modern deck goes, graveyard hate needs to be in your sideboard. I would go with Relic of Progenitus.
If you have any questions, feel free to ask!
1 week ago
Some changes I'd do and try out how they fare:
- Sol Ring (Illegal in our playgroup) run a dork instead
- Simic Keyrune - Play mana Dorks instead
- Vision Skeins - Play better draw spells for only you
- Flash Counter - Play better version of this
- Siren Stormtamer - Play better version of this
- Chasm Skulker - we don't synergize with this
- Tempt with Discovery - there's better ramp that's just for us
- Solemn Simulacrum - we are in green
- Creeping Mold - too expensive
- Pathrazer of Ulamog - Doesn't have a cast trigger, but we cast eldrazi
- Baloth Woodcrasher - We are not in limited or in landfall
- Scaled Behemoth - We are not in limited
- Gauntlet of Power - We are in 2 Colors
- Lightning Greaves - our commander is frequently not a creature
- Swiftfoot Boots - our commander is frequently not a creature
- Imprisoned in the Moon - the green one is better
- Song of the Dryads - Better than imprison in the moon. Binds everything until removed
- Doubling Cube - Should be very awesome with kruphix
- Nature's Claim - cheap instant speed removal
- Paradox Engine - we run counters and can keep our nonland mana so this should yield a lot of mana
- Vedalken Orrery - I think we like a lot of flash in this deck
- Teferi, Mage of Zhalfir - Flash for us and slowmo for the others? Yes please!
- Dispel - cheaper than flash counter. Maybe play Swan Song instead of it.
- Everflowing Chalice - bestest manarock to dump mana in
- Brainstorm - best draw spell ever
- Staff of Nin - draw a card a turn and kill some mana dorks
- Fyndhorn Elves - mana dork
- Heroic Intervention - Protect's kurphix and therefore our accumulated mana
- Simic Charm - same as interverntion
- Turn Aside - see above. might be one too many but hey. if it's too much protection run more dorks.
- Freyalise, Llanowar's Fury - she spits dorks. could be very awesome
- Jace, the Mind Sculptor - Brainstorm every turn and an alternate wincon in a lockdown situation. Best walker ever.
1 week ago
I'd cut each the following:
-1x Tablet of the Guilds (lifegain on its own is generally terrible)
-3x Prison Term (there's a lot of better options))
-1x Wall of Denial (again, better options are out there)
-1x Angel of Invention (doesn't dodge Lightning Bolt and you're not playing a lot of creatures. It's mana cost is too high to justify playing a creature without flash)
-1x Niblis of Frost (It dodges Fatal Push and Abrupt Decay, but not Lightning Bolt)
-3x Render Silent (there are cheaper Counterspells. 3 mana is a lot)
-1x AEtherling (you don't need a lot of win conditions)
-1x Azorius Guildmage (we need some room)
-2x Negate (again, need more room for some other stuff)
+1x Opt (you want 4 copies)
+2x Detention Sphere (general purpose removeal)
+2x Mana Leak (low mana Counterspell)
+1x Dispel (this is fills a role similar to Negate, except it costs less mana)
+1x Elspeth, Sun's Champion (this is the type of win condition you're probably looking for)
+1x Condemn (Death's Shadow really doesn't like this card)
+1x Logic Knot (it's a hard counter that's excellent to have later in the game)
+4x Spreading Seas (some decks simply won't be able to cast spells at all if you play this, especially Tron)
+1x Venser, Shaper Savant (this should just be in your main)
For your sideboard, I'd do:
1x Blessed Alliance (good catch-all card to handle a variety of decks)
1x Supreme Verdict (against Aggro, you'll want more sweepers)
2x Blind Obedience (this is a good choice against burn and you're already playing them)
2x Disenchant (you need instant speed artifact/enchantment removal)
2x Relic of Progenitus (graveyard hate)
1x Essence Scatter (good choice)
2x Negate (these are the ones that were main but get moved to the side. You bring them in against combo and control)
1x Dispel (against some decks you'll want 2, namely control decks)
1x Celestial Purge (beats Zoo, Burn, and Rock strategies)
2x Ceremonious Rejection (helps against Tron and Affinity)
After that, the main things you'll want are Cryptic Command, Snapcaster Mage, Celestial Colonnade, and Jace, Vryn's Prodigy Flip (which you know). On the cheaper end of things, look to getting 3x more Serum Visions, Search for Azcanta Flip, Jace, Architect of Thought, Stony Silence, Rest in Peace, Mindbreak Trap, and Wall of Omens.
You'll also want to improve your mana base, as that's probably the most important part of a control deck. Once you have 4x Flooded Strands, 4x Hallowed Fountain, and 4x Glacial Fortress, you can add in more utility lands, such as Field of Ruin and Ghost Quarter. Seachrome Coast is another great option.
I'd cut Evolving Wilds from your deck right away and add in 3x Plains and 1x Island. Port Town and Temple of Enlightenment are okay to have, but look to replace those with Glacial Fortress or the other lands I mentioned. You really don't want lands that always come into play tapped that aren't manlands. Otherwise, you'll die when you can't cast Supreme Verdict on turn 4 or Dispel + Negate on turn 3 when you're going second against burn.
1 week ago
List of things that could be better.
1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.
2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.
3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.
4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.
5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.
6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.
c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.
Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.
Cast these rocks and generate 3 colorless 2 blue and 1 green mana.
Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.
You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.
Winning the Game with inifinite mana
d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.
f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.
The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.
Hope this helps out.
1 week ago
Just in general though you want to have a couple more mana rocks because they are just good in general. I don't know what your budget is like but here is a link to all the mana rocks for EDH
The token based wincon and the dragonstorm isn't really the best "wincon" so to say. Of course it is up to you and if you find this to be really entertaining. A more competitive deck would use something like Aetherflux Reservoir and cast their entire deck but oh well.
Here are some cards you need that are also relatively cheap and very good.
basically you have a lot of cards in your deck that are like second tier cards I am not sure if you are going for flavor victory.
What is generally the case is that winning through combat is bad in EDH because you often need to setup for an extra turn and you might get completely wiped. In EDH if is pretty hard to win without using an infinite combo to kill everyone at the same time. You will also be viewed as a threat if you have a bunch of shit on the board. You have a lot of very expensive creatures in your deck that don't immediately win you the game. When you cast something that is like 8 mana the hope is that you win with that card.
You should look at some other people's mizzix decks it will give you an idea of how people play commander. I don't know if many will be that great on this site but oh well.