|Commander / EDH||Legal|
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|Ravnica: City of Guilds (RAV)||Common|
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Target creature gets -3/-0 until end of turn.
Transmute (1)(Blue)(Blue) ((1)(Blue)(Blue), Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
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Dizzy Spell Discussion
22 hours ago
i've built this deck and absolutely LOVE playing with it, and I have some suggestions. first of all, I would take out the 4 Perilous Myr. it doesn't really do much, as this deck wins by mill. i would also take out the three Thought Scour. i feel there is just too big of a chance of putting something good into your graveyard. (i am supposed to be playing this on myself, right? to get Myr Retriever into my graveyard). I would also take out the Falkenrath Noble. I would also take out 2 Shred Memory. so now the things i would add. first off I would definitely put in 4x Grinding Station. it can also do the infinite mill and is fetchable with our transmuters. i would also add two more Muddle the Mixture. i would then add 2x Dizzy Spell as it can get Altar of the Brood and protect from early attackers. finally, I would add one more each of Dispel and Fabricate. but seriously, I LOVE THIS DECK
1 week ago
+1 for the deck, I like how tuned it feels.
I've always been a fan of Dizzy Spell. It acts kinda like an uncounterable Trinket Mage without the body, and if you want to go super-deep into tutors, you could run Trophy Mage. Tezzeret the Seeker can also fill a lot of roles in this deck. Also, I don't know how counterspell-heavy your meta is, but it seems pretty cutthroat, and your commander seems vital to the strategy. If you can fit in Cavern of Souls despite the color concerns just for your commander, it might be worth it. Lastly, I have grown quite fond of Power Sink. In a situation where multiple players don't want to pull the trigger on casting a relevant spell, if someone does go for some kind of move, Power Sink can open the gates for you to cast your spells with slightly more than no worries, although maybe it will be less effective here with all the 'doesn't untap' artifacts.
Cool to see this commander get some love; it is my favorite design of the three grixis gods, and it is the only one I don't see any play from in standard lol.
1 week ago
Love the combo! Gonna echo some thoughts here.
Razaketh's Rite, Demonic Collusion, Drift of Phantasms, Mastermind's Acquisition(Triton), Trinket Mage, Vedalken AEthermage, Dizzy Spell, Ethereal Usher, Netherborn Phalanx, Perplex are all a bunch of budget tutors you could consider. Many can do other things too which is nice.
Necrotic Ooze can act as a copy of the sphinx or Apostle if one of them is in the 'yard.
Hope some of this helps ya!
2 months ago
@hookedonkronix: I like Spellskite, don't get me wrong, but Phyrexian Metamorph has too many juicy targets, such as the mana doublers, or the Amulet of Vigor, with which you can start stacking triggers from having two of them. Instantly enables going infinite.
@feyn_do_alduin: Drain Power isn't used much, probably due to being very situational. Weaker in multiplayer anyway, and I'd have to replace a counterspell to fit it in. I'd rather have a Counterspell.
@Mgsegal: This deck does have flavor, but not really on purpose. Tamiyo, the Moon Sage could be fit in I suppose, maybe replace Flow of Ideas, although I think that cards better, as you'll draw in insane number of cards off your many islands. So why spend way more money for Tamiyo?
@Basuei: Thanks! It's fun as hell to play, but not easy. it's almost like solving a puzzle every turn, seeing when and how you can go off with what pieces!
hfvalenz: This deck is mainly a combo deck, but Moonfolk Offering is pretty cool for sure. Terrain Generator is just not very good, considering the commander does it way better. As for Coral Atoll, I think it's worse than it looks, since you can't even tap the island it's going to replace. Pretty lame.
As for Dizzy Spell, I had looked at adding it, but it's just not worth a slot. The reason something like Muddle the Mixture is so good is because it's good on it's own, as a counterspell. Dizzy Spell just sucks on it's own. And there's a plethora of artifact tutors in this deck to find the Amulet.
2 months ago
I really like tribal decks, when building a new list I always tend to go tribal and I had not see a moonfolk deck yet, so kudos for that.
As for 'improvements':
- I'd say Terrain Generator is a bit clunky but can help with all those "return x lands to your hand" costs.
- What's your view on Coral Atoll? With Amulet of Vigor works well, but the 'untapped' part of its second ability bothers me a little. Still, once it's on the battlefield works pretty well I think.
- What about Dizzy Spell as an aditional way to go for the Amulet? It can also fetch Training Grounds and Remora, quite relevant cards.
3 months ago
Legoman18, out of curiosity, did you only put in a play set of Pipers? My original suggested changes were not only the Pipers but to give you "more room for counterspell control and less worrying about digging and scrying". If you are replacing spells like Dizzy Spell (which you no longer need to transmute for for Quest, if you are adding in the Pipers), Opt, or Tezzeret's Gambit (because you are no longer putting all of your eggs in one basket..) with counter spells, then you should see far less issues with keeping Piper out on the field for at least a single turn. Is he going to be a lightning rod? No doubt. But the idea is to keep him on the field for a single turn. That's all you really need. And the more control they waste on him or trying to bait your counterspells, the less control they have for your win cons when they hit the field.
3 months ago
Zelpoke: I already have Inkwell Leviathan in my mainboard, and I'll have to consider if I have room for Lorthos, the Tidemaker. As well, Dizzy Spell can be transmuted to tutor for any other card with cmc of 1, which can find Quest for Ula's Temple. This just makes it more likely that I will have a quest early game, so that's why I'm trying it out. I have Fog Bank in there as some early game protection, but you're right, it does seem out of place. As for Mage-Ring Network, I am still doing some testing with it so it remains to be seen how well it works.