Displacement Wave

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Displacement Wave

Sorcery

Return all nonland permanents with converted mana cost X or less to their owners' hands.

patrickd117 on Janky Leviathans

1 year ago

I'd cut: Rush of Knowledge - there are much better draw spells, even when you generally have your general as a 4cmc land out. Frantic Search - I don't think this is worth playing unless you care about the discard. Elvish Piper - there are better cards like Monster Manual now. Displacement Wave - potentially alright with how high cmc your stuff is? But it is kind of inefficient and works against your mana artifacts. Generally I think you want to replace more of your ramp with land fetches like Rampant Growth over the mana rocks.

For adds: Monster Manual, hullbreaker horror as one of the best new Sea Monsters. Trench Behemoth seems interesting to me? Khalni Ambush  Flip as a way to get your land count up. Farseek as land ramp.

I'm not sure about the small instant-speed subtheme you have going with Rewind and Unwind and just general high-amount of instants. You've got a lot of high cmc leviathans which I think would tend to lead to you playing more sorcery speed. Might be easier to have lower cost interaction over expensive interaction that untaps.

Also agree on all of Lynn's cuts.

StalfoHunter on Different Milk

2 years ago

wallisface The MH2 lands would indeed be too slow. If I did artifact lands I wouldn't be able to retract multiple times in one turn and pop on turn 4, that'd be a completely different story if Seat of the Synod or Vault of Whispers weren't banned. Displacement Wave is indeed less useful than Retract, I have found that over my 6 years of piloting cheerios and its variants, that having the two Displacement Wave really helps if you cant hit a Retract, it can also help remove tokens or any other low cost threat if I haven't combo'd off yet.

wallisface on Different Milk

2 years ago

With 23 artifacts you’ll need to draw through around 40 cards in your deck to reach the 15 required to win.

With your lands being artifacts as well (MH2 lands, so 37 total) you only need to draw around 25 (it makes Displacement Wave feel less useful, but that card feels unnecessary anyway)

FormOverFunction on Are there any cards you …

2 years ago

Almost all of the blue natural-disaster-themed spells. Sudden Storm, Deluge and all of their “tap some creatures” compatriots need to branch out. We need some more High Seas and Displacement Wave weird effects. Maybe some more High Seas action...

Monomanamaniac on SirChris39

3 years ago

If you decide to build a Jhoira, weatherlight captain edh deck you just need a few simple ingredients: a lot of Mana rocks (20-30 preferably 2 cost or less), cost reducers for artifacts (there are quite a few but I'd recommend 4-7 of them), and win conditions ( 4-6 cards like Thassa's Oracle and Aetherflux Reservoir (( I personally do not recommend pinger effects like Psychosis Crawler or Reckless Fireweaver because you might run out of cards before they get the job done))).

My favorite combos are Dramatic Reversal + Isochron Scepter for infinite Mana and Mystic Forge + Sensei's Divining Top for infinite card draw. The last suggestion I'd give is to steer away from red cards, my versions only have 2 red pips in the whole deck and one of those is jhoira herself and I find the imbalance actually helps the deck greatly as i only have to get 1 card in play that makes red Mana. Urza, Lord High Artificer is especially good here because if you get infinite Mana you instantly win with him. Also Forsaken Monument is really good in this deck as well because suddenly all your colorless rocks become sol rings, and your colorless lands become ancient tombs without the drawbacks. Basalt Monolith + Forsaken Monument is also an infinite Mana combo

One of the other big advantages in my opinion is the cards that double card draw or have similar effects to Jhoira. If every artifact you're playing draws you 12 cards you're going to plow through your whole deck in no time.

Lastly there's a lot of people who build Jhoira with a lot of mass bounce all your artifacts to your hand, but honestly I dislike the strat because it returns all of your costreducers back to hand too. I'd suggest running controllable ones like Chain of Vapor, Displacement Wave, and Paradoxical Outcome so you have a choice on which ones you're bouncing.

For a great starting point i would suggest looking at my physical list


Jhoira tinkers with tiny trinkets

Commander / EDH Monomanamaniac

SCORE: 5 | 6 COMMENTS | 181 VIEWS


Monomanamaniac on Advice for jhoira weatherlight captain …

3 years ago

I actually have Hurkyl's Recall, Rebuild, and Displacement Wave in my maybe cards to try and slot in (Displacement wave is actually a secret tech for this deck lol, because you can cast it for 3-4 and leave all the cards above that casting cost). If you have any thoughts on what i could cut to slot in some of these cards i would greatly appreciate the input. I'm afraid I'm too attached to the cards that I'm running in this list to make effective cuts. The main reason I'm not running them currently is because they interfere with the cost reducing artifacts, Isochron Scepter, and the big artists like Alhammarret's Archive but if i can find the room for them I'll definitely make the room

I greatly appreciate the upvote and you saying it's a stood build, I've been working on it for around a month now, give or take, and I've put some real money into the deck (mostly on Sensei's Divining Top lol)

HalbrechtHalbrecht on This is the Season for Giving & Sharing!!

3 years ago

Fun deck idea! I like off-the-beaten-path strategies like this. +1 from me!

Since you have so much forced token production, I suggest Primal Vigor — the universal Doubling Season (and also forced). What's better than your game plan?? Your game plan at 2x speed!

Another fun thing to do when you're so "generously" gifting all your opponents all those tokens is to take them all away at just the right moment.... and drain a bunch of life while you're at it... with Massacre Wurm! I actually have a whole 60-card casual deck built around this strategy, and it's so much fun to pull off! The Wurm is especially synergistic with all the blink/flicker effects you have. You can ensure that your opponents have NO creatures in play with enough accumulated -2/-2s.

If you just want the board sweeper effect of the Wurm but for a much lower cost, then Displacement Wave can sweep all those tokens away for as little as two mana.

I'm sure there's more I could come up with, but those are the ones that jumped to mind. Cheers!

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