Exile up to two target creatures you control, then return those cards to the battlefield under their owner's control.
|Want (3)||Etinifni , captainninjakid , gwumbelbehr|
Printings View all
|Eldritch Moon (EMN)||Common|
Combos Browse all
|Commander / EDH||Legal|
Displace occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
2 weeks ago
Oracle is not gonna make the list. It's too hard to consistently draw exactly your entire deck. We don't have tainted pact or consult to create an A+B combo and most of the time when we win its by drawing 30 cards from a 15 size library.
Tales End is another potential piece of interaction. It's fine. I'm not thrilled about it in a blind meta but if your meta is very dependent on expensive commanders it seems reasonable.
LabMan is an alternative to copy artifact. I ran into having Jace exiled a few too many times and decided the deck needed a backup. So the backup is copy artifact on scepter kills. And outside of the combo copy artifact is just another 2 mana rock most of the time which is better than gray ogre.
The instant speed clone spells are fine, but worse than Displace which already doesn't make the cut given its mana cost. As far as storm turns go its more important that your draw effects are cheap and colored mana light. PI is also just a fine rate as a value creature- bob is a good card, and copying someone else's bob is good too.
Cyc Rift is good. I'm on submerge in my personal list rn as a single target removal. The deck is generally just good at going over the top anyway so its not very important to have access to its overload.
Gateway seems like a good effect, but feels too expensive.
Extract is a meme. If you start playing it people will start playing labman and blanking the spell.
Perilous Research seems fine. I don't like it over careful study, but it seems like a fine addition if you're trying to play more at instant speed.
Overburden is fine if your meta is good for it. It doesn't effect this deck, but the concern is that it also doesn't effect the standard 4c midrange pile enough. Hulk only needs 1U to win.
Mopal makes storm better. It's not amazing, but it is important.
Dispute is a auto include if you have gilded drakes in your meta. Countering gilded drake for 1 mana is huge. Very little else does that. To the point where I have seriously considered Spell Snare.
Free countermagic is nice. Misdirection is probably making the list in the next update. I understand pact can be frustrating, but it is really nice to have for proactive lines.
3 weeks ago
Hey there, here is an interesting infinite you can pull out, even without the commander and would help a lot with ETB effects. You only need a Peregrine Drake, a Displace and a return instant/sorcery from grave like Archaeomancer. You initially exile and return (aka, blink) these two guys and generate infinite mana on your pool, and with all this mana, you may cast Displace on any ETB creature and the Archaeomancer, this way you always renew the Displace and infinite the ETB effect from a creature.
2 months ago
Not a huge fan of Jace's Erasure . If they've let me gain infinate mana I can just respond to whatever they draw and make them deck themselves. I cannot think of anything that would stop me that's a common. I do like Crashing Drawbridge as a haste enabler; though outside of that function I'm not sure it's all that great I'd need to test it. Sprout Swarm is an alternative win condition just incase; it's not a primary win condition so I'm not sure If id want to dedicate more slots to it. Qurion ranger was in my initial draft of this deck but I kinda decided against it because I wanted more dig cards. Deep Analysis was also a consideration but Foresee and Tamiyo's Epiphany allow us to look deeper into the deck and smooth out the drawa; I wanted consistency over just raw cards. I was actually going to add mystic sancuary after seeing it in a naru mecha deck just hadn't gotten around to it; very cool card but wondering if 10 islands will be enough to get its effect. Displace is a cool back up and adds redundancy I'll probably try it. I'm still trying to get people at my lgs back into commander so I think Night Soil is a pretty sweet tech card but I'm not sure how my meta will shape up. Like Mystic Remora is a great card but sometimes I swap it out because people at my lgs like their creature based tribal decks. Also, this isn't a heavy flicker deck. We only really flicker to combo not for value; while I like those cards I dont think they fit in this shell. I did consider the other cards you mentioned as well but space is tight and I like being more proactive than disruptive. Anyways, thanks for the suggestions:)
2 months ago
Great deck! I do think that Ley/Lore Weaver is probably the best Commander in PDH to date, especially when it comes to combo-control gameplay.
The fact that you have access to these combo pieces in your command zone leaves me wondering why you run so many extra "copies" of them in your mainboard. I am especially curious about the land untappers, since they are generally pretty bad when it comes to ramp. You can afford to cut out most of these cards in exchange for more draw/counters/better ramp, in my opinion. The only ones I think are worth keeping are Arbor Elf and Voyaging Satyr.
Aside from that, I have a few suggestions. Jace's Erasure might be worth running in order to not have to give your opponent the card draw to mill them out with Lore Weaver.
If you do plan on keeping all your untappers, I would suggest Crashing Drawbridge . Not only will it let you go mana positive on many of your untappers depending on how many auras you have, but it also lets you instantly-win with Sprout Swarm.
Quirion Ranger can untap your untappers and give you another land drop and ramp on its own.
Deep Analysis Should definitely be in here if you're playing cards like Tamiyo's Epiphany.
Mystic Sanctuary is an easy inclusion with your flicker sub-theme and bouncing.
Pulse of Murasa is a card that sees a lot of play in tron decks in regular pauper and is a great way to get back lost combo pieces and give you a bit of life. It's also a great card to get back with Archaeomancer and ilk.
It's always nice to have a back-up Flicker to combo off with. Displace Fits the bill perfectly.
Some graveyard hate would be nice. I like Night Soil in green decks.
Fathom Seer does a decent Gush impression, if you're looking for more card draw.
2 months ago
It's not really organized, but you get the idea
Creatures: Peregrine Drake , Restoration Angel , Rishadan Footpad , Venser, Shaper Savant , Charming Prince , Mnemonic Wall , Nephalia Smuggler , Blizzard Strix , Mistmeadow Witch , Felidar Guardian , Bramble Sovereign , Glen Elendra Archmage
Enchantment: Oath of Teferi
Draw Spell: Deep Analysis
Protection: Sleep ,
Land: Endless Sands
2 months ago
Cards that are over $1 that are auto-includes:
- Mulldrifter , which can easily be cast for 3 mana if you blink in response to the evoke trigger;
Cards that should go in: - Twilight Shepherd - your creatures never die! - Phyrexian Ingester - BUUUURP. Also should go in Yasova Dragonclaw. - Displace is a cheaper Ghostly Flicker for creatures only. - Pondering Mage is a great 5-drop for this deck. - Master Splicer is a cheap thing to flicker to get an army.
Cards that should go in for redundancy if I have to remove Brago:
- Angel of Condemnation
- Momentary Blink
- Nephalia Smuggler or Mistmeadow Witch . Probably the latter for sweeper insurance.
- Spine of Ish Sah
- Mnemonic Wall
Mean: - Tempest Caller flickered means nobody else attacks.
Cards that are not going in:
- Deadeye Navigator : NO. This card is borderline bannable in EDH.
3 months ago
Thanks for clearing that up Xingact I think i just counted wrong with the Phantasmal Image combo and for Naru Meha, Master Wizard , Cloudshift and Ephemerate don't work, but spells that target two permanents do, i.e. Ghostly Flicker and Displace . From here I'm just stuck on whether to go more draw/reanimate path or be more tutor based to complete the combos.
3 months ago
Awesome, thanks for the feedback and additional insight~
I'll agree about Treefolk, and probably Sporemound. I didn't see your combo kill until you pointed it out, and at that point 'mound is too much mana for too little payoff in the combo line. And Treefolk is more cute than efficient - Tatyova is a crazy card advantage engine, and it can grind with the best of them until the end of times, or until she decks you if not careful. Treefolk helps that plan, but really, isn't needed.
Reap and Sow is expensive at 4CMC, but gets Mystic untapped. I love when land search gets me untapped stuff, so it made it into my list.
I really enjoy my suite of 1CMC blue cantrips/card advantage. I like being able to chain, to pick cards, and go from there, but it's feeling worse and worse to scry when I just shuffle anyway. Impulse, too - I like that it digs 4 deep, but since it's very common for me to tutor a land, it feels like a wasted 'dig' after I shuffle my unused stuff back. I'm considering things like Mulch , Grapple with the Past , Mental Note , Pieces of the Puzzle , or Scout the Borders . I think Taigam's Scheming / Contingency Plan seem decent. They don't draw itself, but there's always a land in-hand to pick up any card we left on top we need, or they get 5 cards out of the deck that aren't critical to the kill. Have you tried any of them? The deck is pretty graveyard based anyway, so putting stuff there isn't bad, and concentrating the deck for the brute-force tutoring we do of just drawing into the combo seems good.
Turn 3 Tatyova is feels good, and I have all of three ways to do it, between Sakura-Tribe Scout , Skyshroud Ranger , and Search for Tomorrow . Turn one land accel is the only way she comes out on turn three, so I'm going to try Arboreal Grazer (which does any land) and possibly Elvish Pioneer (only does basics, boo). Have you tried them? I'd also be happy if there were more targets for Displace out that can drop lands, just in case.
I dropped Trinket Mage for Dizzy Spell , since it costs the same, finds everything the Mage does, but also finds High Tide and Crop Rotation . I don't have the same Artifact package as you do, so having a body to flicker if need be to get more goodies makes sense, but it's still recurrable as an instant.
Thinking about it, I'm probably still more of the value-oriented deck with a combo finish, whereas you're in the hard-line combo line.
Final question - I don't get how Cloud of Faeries gets infinite mana. High Tide and Peregrine Drake , sure, but if you Flicker Mystic and Cloud, it costs 3 and you get 3 untapped lands. Is Simic Growth Chamber the final piece you need? Probably just answered my question. Good job, me.
Thanks, and awesome deck!