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Counter target spell. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
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2 hours ago
2 days ago
there is couple of useless cards :
Do not play 2 copies of Grim Flayer, he is good in the start of the game. 2 copies cause that he will be not in your oppening hand very often. So kick him out!
Why you play 4 copies of Evolving Wilds when you play only 4 times basic forest land. Kick him out!
Another problem is Dissolve. It is very slow counterspell when you play with tapped lands too. Kick him out.
This is enough for today. Now I write some cards to add :
5 days ago
1 week ago
I wouldn't suggest her anyway, she's horrible with countermagic :P
4 Ashiok, Nightmare Weaver is surely too much. Drawing too many is bad; the card does nothing against a lot of decks such as Affinity/Infect/Burn. Why not play something like a Jace, Architect of Thought, Ob Nixilis Reignited, or Tamiyo, the Moon Sage to have win conditions that you can play in addition to Ashiok, but still get value/CA/more removal?
If we're doing Dragonlord Silumgar, you've got to do Crux of Fate. Flavour win + doesn't kill your own guy + cheaper than Finale. 4 mana is ideal for a sweeper, of course, but barring that owing to budget - though MM17 reprints should help with Damnation - Crux is the closest we can go.
Consider Fatal Push, Far / Away, and Geth's Verdict as replacements for the removal you have now; particularly Curse of Chains and Last Gasp. Instant speed edicts are very powerful, and Push is an obvious not-too-expensive upgrade over the Gasp. Murderous Cut, Hero's Downfall and Dismember are also not particularly expensive, and are all better than Doom Blade.
Consider Deprive for countermagic. It's a tempo loss, I'll grant you, but it's unconditional. Alternatively, just play Countersquall or Negate. I'm just not sold on Rune Snag, is all, but I could be very wrong, and perhaps the card has performed really well for you? Some small number of 3 mana countermagic like Disallow and Dissipate might not be the worst either. Yes, I like Dissolve, but scry 1 is not as important as exile or Stifle against Eldrazi, planeswalkers, etc.
Think Twice over some number of Telling Time and Divination. Instant speed, allowing you to hold up countermagic; 2 for 1, resilient to countermagic - def. seems like an upgrade over your current card draw spells. Also with regard to card draw, Jace's Ingenuity is a better restock spell than Divination. Instant speed draw 3 is quite good, and it is also sadly the best non Ancestral Vision option in the format. Further consider Shadow of Doubt. The card is backbreaking if you time it right, and worst case scenario, it replaces itself.
You don't want to scoop to resolved walkers, nor do you want to scoop to artifacts/enchantments; Hero's Downfall can take care of the former, while Engineered Explosives with a manabase of fetches and shocks is the best Dimir can do for the latter in Modern. That said, Ratchet Bomb can do a reasonable Explosives imitation a good deal of the time. Also definitely consider Extirpate in the board. It's not as expensive as Surgical Extraction but in a draw-go shell is arguably more powerful. It is also one of your only few ways to interact with graveyard based strategies since you don't have much direct exile or Kalitas, Traitor of Ghet. While the traitor I would recommend absolutely, I understand he is perhaps too expensive for what you have in mind.
Last, but not least, AEtherling. A lot of Modern decks concede to a resolved Aetherling.
With regard to the manabase, consider Sunken Hollow, Creeping Tar Pit, Temple of Deceit and Darkslick Shores as potential replacements for Evolving Wilds. Tar Pit is the only non-budget suggestion in that list, with the other lands being fairly cheap, and powerful in their effects. You should also be able to accommodate no small number of Ghost Quarter, which may shore up the Eldra/Tron matchup and give you better play against manlands from Raging Ravine to Celestial Colonnade to Inkmoth Nexus, and utility lands in the form of Gavony Township, Academy Ruins, etc.
I've been tinkering with Dimir in Modern for over a year now, and have perhaps spent a touch more time on the archetype than perhaps is healthy. :D I'm sorry about how long that was, but hopefully this is helpful!
2 weeks ago
Thank you both for the input!
I feel like Think Twice and Jori En, Ruin Diver don't really fit that well, as TT is 5 mana for 2 cards in total and the flashback gets rid of any bonus for Spellheart Chimera, and Jori doesn't really fit if I'm trying to keep tight to the curve.
@TeamSDBags To answer your clarifying question, I mean there's not even a shop open near me currently and there won't be for another month, so being highly competitive isn't currently the top priority, but once the basic foundation of the deck is situated then I plan on upgrading to better cards (like expensive lands/mythics).
Didn't make the connection between discarding my hand and fueling the Spellheart Chimera, that's a perfect card for that.
Out of all of the suggested I feel like Faithless Looting is perfect for this deck, since at best case (discarding 2 instant/sorceries) it puts 3 spells into my graveyard for the Spellheart Chimera and Bedlam Reveler.
I'll aim for around 24-26 lands once I get the main deck situated and do some playtesting.
He's got no real purpose, he's pretty much a placeholder for now until I find something better.
Sideboards have never been my strong suit, so thank you for the large amount of suggestions to get me started. Once I test out the final build then I can start building a competent sideboard.
Thanks again for the help!
2 weeks ago
Interesting deck idea, so +1, I'll give what I can for some suggestions. But first I must ask a clarifying question. If by "A trip to the shop" you mean FNM, and you intend on winning (with friends or not), then that does make it competitive, even though you don't plan on playing this deck at GPs, (a lot of people at shops play netdecked t1 decks that try to stomp out any and all competition) but this is simply my opinion.
I'd highly recommend playing Bedlam Reveler over Prognostic Sphinx for a few reasons, #1 reveler is card draw at the price of discarding your hand, which likely isn't great, but in fact, this action fuels your Spellheart Chimera and gives you access to better card filtering.
Speaking of card filtering, Serum Visions, Faithless Looting, Anticipate, and cards like it are wonderful at getting through your draws to get you the cards you need, (also fuels Spellheart). I get that Steam Augury is the UR fact or fiction, but you need to be curving out if you want this to be a midrange deck and not a control build.
Lands... If you intend on being able to play 4-5 drops consistently around turns 4-5, you need to be playing at least 24 lands, as otherwise you will fall up short when you need to be winning the game.
Find a place to put Lightning Bolt.
What is the purpose of Ral Zarek in this deck? Is it to possibly achieve his ultimate and simply kill the opponent with flying creatures? I'm just wondering if his purpose would be better served if he were another big creature to fill the board, as most decks that are played in modern are designed to kill around turn 4.
The deck needs a sideboard plan, I'd recommend cards like Dispel and Negate for control matchups, Vandalblast for decks like Affinity, I could see Dragon's Claw as budget attempt to help against burn, Guttersnipe could be a way to grind out value with all the spells you play; and while this deck may be casual, blue and red decks are notorius for having a hard time killing anything with a toughness higher then 4, which is why something like Vapor Snag can be pertintent. (It also sometimes gives you the jankiest wins.)
Let me know if this was what you were looking for, or if you want to be on the jankier end of the spectrum.
2 weeks ago
From what I understand, most competitive control lists want win conditions that fall into the category of "inevitability". Such conditions will inevitably close out a long game because of their inherent resilience. Pearl Lake Ancient and AEtherling are two such cards. Demon of Death's Gate, by comparison, could easily die to an errant kill spell if your pool of counterspells runs dry. At the very least, I'd add more copies and/or related alternatives to insure a win condition will stick. On that note, Lightning Greaves will often be too slow since it must be equipped at sorcery speed.
Most control decks support those win conditions with a wide range of counters and other removal spells. Creature count is usually low, but I'll make some suggestions regardless. Vampire Nighthawk and Gifted Aetherborn could be replacements for Black Knight and Pestilent Kathari. They provide the threat of deathtouch, and the lifegain is a nice boon in the control game. If you're set on using Royal Assassin as removal, I've had some fun synergizing him with Minister of Impediments. If you are into the demon theme, Desecration Demon, Bloodgift Demon, and Ob Nixilis Reignited are some other beaters. Playing a wider variety of threats could also make Diabolic Tutor stronger.
In no particular order, some control spells in U/B are Killing Wave, Hero's Downfall, Dissolve, Mana Leak, Summary Dismissal, Disallow, Black Sun's Zenith, Cryptic Command, Victim of Night, Remand, Thoughtseize, and Echoing Truth. Some alternative win conditions are Ashiok, Nightmare Weaver, Liliana, the Last Hope, and good old Elixir of Immortality.
2 weeks ago
If you're playing this in Modern, there are a ton of better options that what was available in Standard in 2015. Serum Visions can replace Divination, Flooded Strand for Azorius Guildgate and Temple of Epiphany, Path to Exile or Oust for Last Breath, Mana Leak or Remand for Dissolve, Wrath of God for Planar Cleansing, etc. etc. and so on.