|Commander / EDH||Legal|
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|Iconic Masters (IMA)||Common|
|Promo Set (000)||Uncommon|
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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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6 days ago
I recommend running more creatures, 18 doesn't seem like enough to me although I know that's what scrying helps with. A strategy I really love with Quest for Ula's Temple is proliferate, my number one choice for that is Thrummingbird since it adds more counters to Ula's Temple, it's a creature and makes a good mid-late game chump blocker. Tezzeret's Gambit or Contagion Clasp are other possibilities if you want more proliferate.
I look forward to playing against it!
1 month ago
You're off to a good start! Here are some nonbasic lands you can use that are budget friendly:
- Command Tower
- Hinterland Harbor
- Lumbering Falls
- Mosswort Bridge
- Simic Guildgate
- Tectonic Edge
- Temple of Mystery
- Thornwood Falls
- Yavimaya Coast
I would recommend you run somewhere between 36 and 40 lands (this is including basic lands).
As a green deck, I strongly recommend you make room for some ramp spells. The higher your mana curve the more you should run. They make it easier to cast your bigger spells, recast your commander and ensure you don't get mana stalled. Here are several budget options:
- Arbor Elf
- Circuitous Route
- Courser of Kruphix
- Elvish Mystic
- Explosive Vegetation
- Fyndhorn Elves
- Hunting Wilds
- Khalni Heart Expedition
- Kodama's Reach
- Llanowar Elves
- Search for Tomorrow
As a blue deck, you may want to make room for a few counterspells, not too many though. You are already running Fuel for the Cause which is good for your deck and Turn Aside you are also running is good to protect your commander and other things. Here are a few budget options:
I hope this helps!
1 month ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
2 months ago
Since you are playing five colours you might wish to consider Shard Convergence and Untamed Wilds. Oketra the True might also be a worthy consideration for this deck. Extinguish All Hope may be a fun consideration for a deck that mostly plays enchantment creatures that are indestructible. Humbler of Mortals may be a fun consideration as well as Commune with the Gods: useful and it is on theme. Thassa's Devourer may also be a fun addition to the deck. Whitewater Naiads could potentially make all your creatures unblockable. Worst Fears is also something fun and evil you might want to add to this deck. Rewind and Dissolve are worthy counter spells.
I hope these suggestions prove to be of some use!
2 months ago
Looks like a fun deck, though you are missing Darigaaz's Charm which can be quite useful. A counter spell or two does not hurt either. I recommend Rewind, Dissolve and Render Silent. Atraxa, Praetors' Voice will help with your counter strategy. You are also playing five colours so I suggest putting in Shard Convergence as well.
I hope these suggestions have helped!
3 months ago
Yeah, Cryptic Command is pricey, but nothing else comes close to it's versatility. I think one of the major issues you may run into is even a budget aggro deck may be able to out-tempo you. Most of your good options will make the deck are fairly expensive. Things like Snapcaster Mage are very expensive, but allow you to flashback cryptics or Vapor Snag(which you should probably be running). If you are going to run 3 cmc counter spells run Dissolve, not cancel.
I know some of the suggestions are expensive, but the deck as it stands is neat, but won't win often. You also need better threats. Delver of Secrets Flip could work for you. It's front is a wizard, and it's back side is a 3/2 flyer.
Academy Journeymage is way too slow for modern. You have until about turn 4 to do something that has a significant impact on the board state. If you don't, you will probably lose.
Cipher cards are generally awful. Replace with something like Essence Flux or some other flicker effect to get additional value from your bouncing creatures.
3 months ago
I love the Sphinxy/time synergy. It does look like fun to play for any one who is not the opponent! The threat of constantly taking new turns? Yikes. But I worry that it may be too much as I see little card draw and counter spells. If you think that no one will attempt to be rid of your spells in this deck, you are mistaken. I suggest maybe Mu Yanling for this deck. Your Sphinxes also synergise with the mind, so why not add a Flow of Ideas to this deck? I assure you it is quite good card draw. Dictate of Kruphix gives card draw, as does Divination. Brainstorm and Ponder synergise with the mind too. Dissolve, Rewind, and Unwind are worthy considerations for counterspells. Favorable Winds give your fliers extra power and toughness. Kindred Discovery works with your Sphinxes. Door of Destinies does the same.
Overall, I give this deck a 7.9/10. I hope these suggestions have been of some use to you.
3 months ago
Hey Piebye726, thanks for stopping by! I really appreciate the suggestions. And I agree that my counterspell mix is busted. Currently trying to figure that out. I'm gonna get rid of Dissolve as you suggested by instead of Mana Leak I'm going to try a different grouping of counter spells. I'm torn with taking out Lyra Dawnbreaker bc #1 I love the flavor of that card and #2 the lifegain effects and synergy with Restoration Angel have been invaluable at times. I've found Elspeth, Sun's Champion to be too slow for my local meta, though I am interested in trying out Geist of Saint Traft. Thanks again for all the advice!