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Docent of Perfection
Creature — Insect Horror
Whenever you cast and instant or sorcery spell, put a 1/1 blue Human Wizard token creature onto the battlefield. Then, if you control three or more Wizards, transform Docent of Perfection.
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Docent of Perfection Discussion
36 minutes ago
I like Docent of Perfection
Flip in wizard decks. Willbreaker can also be pretty fun. My favorite Nekusar cards are Vicious Shadows, Forced Fruition, and Curiosity.
I also really like Dack Fayden to mini wheel your opponents. Dragon Mage is probably good in here too. I don't know about your play group, but Wheel effects are generally well received in mine, they are disruptive, but don't leave players with nothing to play, which is un-fun IMHO.
16 hours ago
Remove- Elixir of Immortality- Fork in the Road- Call the Skybreaker- Firemind's Foresight- Forest- Mountain- Island- Izzet Chronarch- Talrand's Invocation- Trench Gorger- Charmbreaker Devils- Perpetual Timepiece- Vengeful Rebirth
Add- Rise from the Tides- Ulamog, the Infinite Gyre- Docent of Perfection- Mana Severance- Empty the Warrens- Young Pyromancer- Myriad Landscape- Naya Panorama- Grixis Panorama- Brain Freeze- Grapeshot- Skyshroud Claim- Vedalken Orrery
1 day ago
Hey, looks good for a first Commander deck.
Talrand can be a nice budget control Commander, but he needs a lot more instants than I see here. Spells that can help you dig for other cards as well as draw. Take more advantage of Talrand's ability to make creatures and play more cheap mana instants and sorceries instead of so many creatures. Creatures like Mnemonic Wall who you've included and my suggestions of Archaeomancer, Docent of Perfection and Curious Homunculus are the kind of abilities you want with creatures because they also go with the control/ Drake making strategy of Talrand. Creatures such as Slither Blade and Storm Fleet Aerialist look out of place because if controlling you don't want aggressive creatures or creatures that benefit from being aggressive.
You're on the right track with including several good cards: Brainstorm, Mystical Confluence, Mana Leak, Negate, Blue Sun's Zenith, Sol Ring, Thought Vessel, Reliquary Tower, Echoing Truth, etc. There's however a lot of cards that can be replaced for better budget options.
Even if you're on a budget there's still a lot of budget blue cards you can include. I'll start with cheap draw, currently there's not enough cheap mana draw. You have Brainstorm which is good, but you need more. Cheap mana draw is good with Talrand you're both drawing a card and gaining board presence with a Drake for a small amount of mana. These cards don't just draw and make Drakes, but they also let you dig for other cards. Specific answers such as a counterspell, bounce even land.
Tide, Snap and Archaeomancer can make an infinite Drake creation combo from casting Snap, making a Drake each time it's cast. Snap lets you untap two Islands which can then produce more mana because of Tide. Snap can continuously bounce Archaeomancer back to your hand letting you play him again and get back Snap from the graveyard. Best thing about these cards are they're all good alone if not using them with the combo.
- Play High Tide, any Island tapped now makes two blue mana.
- Tap two Islands for four blue mana. Play Archaeomancer get back Tide.
- Tap Island for two mana play Tide again, any Island tapped now makes three blue mana.
- Tap the one Island left giving you four total blue mana. Play Snap target Archaeomancer untap two Islands.
- Tap two Islands giving you eight total blue mana. Play Archaeomancer get back Snap.
- Play Snap target Archaeomancer untap two Islands.
- Each iteration now you'll get eight mana and one Drake by playing Archaeomancer and Snap leaving you with two blue mana left each time.
This combo is done on your turn so all the Drakes will not be able to attack until the next turn. It forces one of your opponents to have a board wipe or they all lose. To shut this combo off for the turn make sure you have Archaeomancer in your hand before you end the turn. He's the most vulnerable of this combo since he's a creature; protect him in your hand don't have him in play. He's the best way to start the combo again because he can get back Tide from the graveyard.
The buyback ability on Capsize lets you pay the cost and return Capsize back to your hand. For six mana this is a repeatable spell to create a Drake and bounce any permanent back to opponent's hand, even a land. As a result Capsize is very good with Talrand. It can also bounce a permanent you control this can be good with creatures who give you something when they enter the battlefield such as Archaeomancer.
If you're using a gain control strategy then I suggest these two cards:
Good luck with your deck.
3 days ago
4 days ago
1 week ago
First off, you've got 2 of Verdant Confluence in your deck.
In addition, some of your token generation (admittedly all ones you classified as weak) doesn't feel very impactful for its cost. Hornet Nest is an ok rattlesnake card, but you don't have any way to ensure that it generates tokens. Sekki, Seasons' Guide doesn't really feel like it does enough to justify its huge mana cost. Followed Footsteps is a really cool card, but it feels like it would too often just be 5 mana to do nothing, since you need to wait a whole turn cycle before it does anything, and gets 2-for-1ed incredibly easily. I'm also not sure if you have enough instants/sorceries to justify Docent of Perfection Flip.
There are a bunch of great token generators that synergize very nicely with your deck. Cultivator of Blades gives a repeatable Overrun-style effect (albeit without trample) and brings with it some tokens to pump. Whirler Rogue lets you tap the tokens it creates to make your stuff unblockable. They may not exactly fit well with your deck, but I've found Awakening Zone and From Beyond to be incredibly effective token producers.
You suggested to replace Mosswort Bridge from the precon, but I feel that that's a big mistake. With Ezuri, you can easily meet its condition, and not only does it let you play the card for free, but also at instant speed. Imagine flashing in a Consecrated Sphinx in response to a wheel, or maybe Edric, Spymaster of Trest after your opponent decides not to block your team. Another great land for this deck is Rogue's Passage, giving you another unblockable effect on a land.
For more inspiration, check out my Ezuri deck (We're Gonna Need a LOT of Dice).
2 weeks ago
Hello Shane.Allen, I'm sorry it's taken some time to get back to you, I've been away for a couple of weeks. I agree with Polybius that some more "tax" like cards could be good. Maybe Laboratory Maniac as another wincon with Enter the Infinite? The problem with making card suggestions with a deck like this with low synergy and more Mono U good stuff is that there is ton of ways to build it and for it to still be good. I think it will mainly come down to preference for you. Here are some cards to consider if you havnt already, and mind you I don't have suggestions of what to take out for them since it's just good stuff for good stuff.
Sphinx of the Final Word (I'm making the assumption that you are playing Teferi is because there is a decent amount of control in your group and Teferi is very very good against them, as is this card)
Mind Over Matter is another combo you could add with Azami in your deck to draw your deck
Hope this give you more to brew with!
2 weeks ago
Thoughts on Recent Additions
Docent of Perfection-this card is so much worse than metallurgic summonings why cant you see this
Goblin Electromancer- dual color requirements and unimpressive body makes this worse than curious homunculus, speaking of which,
As Foretold- this card is bonkers, its so good
Sphinx's Tutelage- Also I'm not as high on this card anymore, there are a lot of matchups where it will just help the opponent
Abrade- very good, all star card
Misdirection- This is much less good than Force of Will.