|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
2 weeks 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.
3 weeks 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 weeks 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.
1 month 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.
1 month ago
2 months ago
Are you using Garza Zol, Plague Queen for any reason? The new legendary Inalla, Archmage Ritualist is pretty easy to get right now, and taps for effects(and lets you get copies of Trinket Mage and Inspired Sprite to get more draws/artifact search.) Praetor's Grasp is always an amazing card to find something in an opponents deck.
Since you have a combo you want to get out, you might like cards like Whir of Invention, Artificer's Intuition, the more expensive Fabricate to get paradise out, and for getting the Freed from the Real try Drift of Phantasms and Dimir Machinations. You can also run the other transmute's like Dizzy Spell or Clutch of the Undercity etc. to find other things in your deck too.
Racecourse Fury is not especially high on the threat list, so you can have essentially free haste-enable on the cheap.Quicksilver Dagger enables tap+damage+draw a card for cheap. Unscythe, Killer of Kings is a silly card that might find a place.Hematite Talisman and Lapis Lazuli Talisman let you untap other creatures to boot.
I'd lose some of the instant/one-off untaps- they're cheap but only good for one motion, whereas you want to be doing it over and over again. Same with ETB like Breaching Hippocamp. Chain Stasis is fun because you could pay 2 to do it again on another creature, making it 2 - trigger inspired. Tidal Bore can let you get out an extra untap or tap when you're strapped for mana.
Thassa's Ire isn't the most mana-effective option but it's a one-drop that lets you do it over and over again as long as you have mana. You also may want something like Fortuitous Find to bring back things. Recurr is always good! :D
3 months ago
Florg Dizzy Spell would definitely be useful as another way to tutor for high tide. Especially since I only have two tutors for it right now, which isnt enough for such a key part of my deck. My main concern is that it is useless by itself, and figuring out what to cut for it.
I really like Reality Spasm, I thought my high tide package was a little lean so I am psyched to add that in.
The Isochron Scepter and Dramatic Reversal combo was something that I seriously considered putting it. I decided against it for two reasons, I wanted to keep the power level tuned a little bit lower and it doesnt seem that fun to me. If I realize that I need to increase the power level I will for sure add that combo in. I think I might add Isochron Scepter in anyways because I have a lot of power in the 1/2 drop instants and pairing it with high tide itself would be bomb.
Mind's Desire was one of the last things I cut. I am still very much debating it. Thought it might be too expensive, and since I exile them they wont get the rebound trigger. I think I might be being too critical and I should do some testing on it.
I am hopping i have enough card draw that I won't needEnter the Infinite, and it is so expensive that by the time I can catch I think I should already be able to win.
I love me some Recurring Insight. Great card that draws tons of cards. I dont think it is the greatest fit for this deck because rebound does not stack. So I should be able to get more value for cheaper on other draw spells due to Taigams rebound.
I also added Dream Halls to the deck. Time to figure out what to cut!
3 months ago
The Isochron Scepter and Dramatic Reversal combo is also great for getting infinite mana and storm count which makes winning easy. On that note Mind's Desire would be another good way to win the game.