|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Rare|
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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
2 weeks ago
Ravenrose first of, that 32 land count looks pretty scary to me. I run 36 in my Arjun deck (with 7 mana rocks) and even that is sometimes cutting it close. Seeing that you aim to cast a plethora of mid to high costed instants and sorceries, i'd suggest you use Metallurgic Summonings. Your spells give you an additional body to attack with or in the worst case a chump blocker. Experience learns me that this card can be very clutch. If you're interested in any more instant/sorcery triggers that produce usefull bodies, i'd like to suggest Young Pyromancer, Docent of Perfection Flip and Talrand, Sky Summoner. furthermore, the scry trigger on Jace's Sanctum can be very helpfull. now for the actual instant and sorceries. Ponder is one of my favorites and most used cards. The option to shuffle your deck if you can't find anything usefull has really helped me in the past. Mystical Tutor is a bit more expensive but it will find you whatever you need when you,re in trouble. Bonus Round, Swarm Intelligence, Melek, Izzet Paragon and my fovorite Primal Amulet Flip are absolute beasts when it comes to copying your cards, which can be very powerfull in the right deck. Will Kenrith and Rowan Kenrith have insane synergy together although they're a bit pricey. You're not running that many sorceries, but if you did Hypersonic Dragon is a very sollid card to include. Little can trips like Gitaxian Probe, Quicken, Impulse and Anticipate are quite usefull as well. I'd also suggest to add atleast one more spell that can really beef your hand (and a permanent that gives you no maximum hand size like Spellbook or Reliquary Tower) such as: Blue Sun's Zenith, Pull from Tomorrow, Mind Spring, Stroke of Genius or maybe a wheel effect if you want to possibly hurt your opponents as well. Windfall and Jace's Archivist fit this role very well. Lastly I'll name several other powerfull or usefull cards i forgot about. Psychic Corrosion and Sphinx's Tutelage for mill power, Mindmoil or even my trusty commander if you really like chaos (Teferi's Puzzle Box is an option if you want everyone else to join the madness), Laboratory Maniac is a really nice fail-save (Especialy if you want to secure your Niv-Mizzet, the Firemind/Curiosity combo), regular old Counterspell is always usefull, Counterflux is situation but can stop someone's stupid combo, Chaos Warp, Reality Shift, Pongify are Rapid Hybridization the best removal cards for izzet decks, i like Arcane Denial because it gives your opponent something back, Evacuation can save your beasts as well as fuck over any token decks, cards like Day's Undoing might save you if all goes south, ofcourse any mana rocks are always a welcome addition to a deck. And i guess that's all the suggestions and tips i can think of right now. I know it's a lot, but i live for Izzet decks and any time i get the chance to work on a new one my brain goes into overdrive. I understand what a spellslinger deck needs to dominate and i love to spread that knowledge. I hope i helped, have fun with the power of Izzet!
2 weeks ago
Burnished Hart by far
random suggestions: Thassa, God of the Sea, Sensei's Divining Top, Geist of the Archives, Isolated Watchtower, Sigiled Starfish, Windrider Patrol, Thing in the Ice Flip, Arclight pheonix, Aetherflux Resivoir, Docent of Perfection Flip, Sigil Tracer, Aminatou's Augury, Chandra, the Firebrand, Chandra, Fire of Kaladesh Flip, Thousand-Year Storm,
2 months ago
2 months ago
Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.
First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).
Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.
Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!
Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.
Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/
It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!
2 months ago
Token generators for protection from attacks:Talrand, Sky Summoner and Docent of Perfection Flip i would say are must haves, Metallurgic Summonings, Goblinslide, Young Pyromancer,Murmuring Mystic, Dragonmaster Outcast,are also good token makers.
Mana ramping for casting more: Seething Song, Mana Geyser, Brass's Bounty i think are must haves since they're all sorcery/instant so they can be effected by your commander to cast for less. Chandra, Torch of Defiance is a another good planeswalker to get mana and now you can have both planeswalkers out with the updated rules from August. You should add Vivid Creek to go with your vivid crag.
Other cards to lower casting costs: Primal Amulet Flip is a must since it lowers cost of ins/sorc and then it transforms when you want to get a land that can copy a spell. Arcane Melee, Seal of the Guildpact, Ruby Medallion,Sapphire Medallion,Jace's Sanctum are also nice.
Cards that damage opponents: Electrostatic Field and Sphinx-Bone Wand i think are must haves since they deal damage for every inst/sorc casted. Banefire, Devil's Play are great since they have the (x) in the cmc which is great for mizzix since it counts towards what you want (x) to be and you can always get an extra counter for mizzex.
Merchant Scroll is a decent tutor
Great staples: Charmbreaker Devils is a must have for the returning of inst/sorc alone. Crackling Drake can get huge power. Hypersonic Dragon casting sorcery at instant speed is great. Structural Collapse destroy a land and deal damage, and if copy it, who wouldn't want that, besides your enemies of coarse.
Wincons: Reiterate + Turnabout and Grand Architect + Pili-Pala are infinite mana combos, add Past in Flames or any damage cards with (x) in it and its deadly. Enter the Infinite is nice to get your combo's. Harness by Force is great to steal your opponents creatures then attack them with it, it also gets affected by mizzix so if you have enough counters itll cost 2 red mana and 1red mana for each extra creature.
Hope these suggestions help.
3 months ago
GoblinsBeatElves, yes I already considered both of them, and many other 1 mana wizards, but I prefer low mana instant and sorcery spell to transform rapidly Docent of Perfection Flip. Maybe I will put those cards in sideboard. Thanks!
3 months ago
And, check out my list of resources, including a crapton of EDH lists here
3 months ago
Love the deck. +1
*the dech median is at $106.82 LOL