Domineering Will

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare

Combos Browse all

Domineering Will

Instant

Target player gains control of up to three target nonattacking creatures until end of turn. Untap those creatures. They block this turn if able.

Price & Acquistion Set Price Alerts

C14

Ebay

Recent Decks

Domineering Will Discussion

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 month ago

Not to be too cheeky zjepsen, but if you are adding blue, Cyclonic Rift, various counterspells like Mana Drain and Cryptic Command, various Clone effcts especially like Stunt Double and Clever Impersonator, and steal effects like Control Magic and Bribery all top the list. Also check out Domineering Will, Energy Field with Rest in Peace, and especially Curse of Verbosity. Your list is pretty good, but I would not really be interested in Isperia, Supreme Judge. For that much mana you should either win the game of become immortal, not just provide a mild deterrent to attacking you. I would play Platinum Angel over it.

RobotCowhand, you should unpack that a bit. Grand Abolisher is awesome, and is a pretty frequent add when I am ditching a card for some reason. It has been in and out of the deck probably close to a dozen times. It is awesome against counterspells and permanent answers that have to be answered in the moment, but it can be played around, and I never feel like I have to have it to win, even if I feel safer when I have it. I frequently win at instant speed and on their turn, and when I don't it is pretty frequent that it is with non-Hasted creatures, so the only thing Grand Abolisher stops is counterspells. What situations do you find yourelf in that would require it over something else the deck has? What decks beat you, and how do they keep you from winning? How does Grand Abolisher stop that? I would love to learn about situations I don't really encounter.

Frytrix99 on Jalira, Master Polymorphist

4 months ago

I would cut in creatures, to get consistency in your polymorphing. You don't need more than 20 creatures (in my opinion). Replace the ones that creates token to get enchantment, lands or artifact that do the same.

Nuisance Engine, Myr Turbine, Genesis Chamber, Throne of Empires, Guardian Idol, Chronatog Totem are good cheap artifacts you could consider.

Control Magic, Domineering Will are amazing, stealing stuff and giving you sac targets. Some lands like Cradle of the Accursed, Dread Statuary, Mishra's Factory, Zoetic Cavern and more could also be interresting sac target.

I would add some board wipe as well, such as Whelming Wave, Evacuation and Engulf the Shore. Even AEtherize can work.

Frytrix99 on Jalira-San

4 months ago

Why playing Docent of Perfection  Flip if you only have 15 instant/sorcery?? Also, if you polymorph and get Hangarback Walker, it enters the battlefield as a 0/0... and die immediatly. To me, there's probably too many creatures. You gain consistency in your polymorphing by lowering the amount of creatures in the deck, getting more or less the same cards every game. You don't need a lot of big guy, just enough to not run out of them in a long game (less than 20 should be enough).

You already have a lot of creatures that has evations, so Archetype of Imagination might not be the best option, except if it's to make you opponent creatures lose flying. If you really want to give flying to your creatures, I propose Wonder. It's a good creature to sac with Jalira.

I would also consider Fatestitcher to untap Jalira (or any mana rock you have). Freed from the Real is a good option as well, that you can't fetch with Jalira (so you won't "waste" your turn to get a 1/2)

Domineering Will is amazing with Jalira. As well as See Beyond, that let you put back a big monster from your hand into your deck.

Some board wipe effect like : AEtherize, Evacuation, Whelming Wave, Scourge of Fleets, Engulf the Shore, Cyclonic Rift.

I hope it helps !

Gypsyhatten on Tasigur - Sassy Tassys banana bonanza

4 months ago
Sakura-Tribe Elder - Great ramp if you have any creature synergy/reanimation, good ramp even if you don't since it can chump block.

Coiling Oracle - Not always ramp, but always replaces itself in terms of card advantage. Compare it to an Elvish Visionary or a Baleful Strix that are good in the first place and you'll notice that even if it isn't guaranteed ramp, it's still a gamble that's worth it.

Cultivate/Kodama's Reach - Best allrounder ramp in the entire format. Card advantage compared to Rampant Growth, comes out a turn earlier compared to Explosive Vegetation.

Farseek - Great colorfixing when you have dual lands, and you want a couple of CMC2 ramp to get the ball rolling.

Nature's Lore - You need shocks for this to be worth it in a three-color deck, otherwise it's too inconsistent for colorfixing.

Hour of Promise - Pay 1 more than Explosive Vegetation and you can fetch Cabal Coffers+Urborg, Tomb of Yawgmoth or Dark Depths+Thespian's Stage in one go, definitely worth it.

Deathrite Shaman - One of the best manadorks available if you have fetches and/or you run self-mill, since it ramps you in the early game and can grave hate in the late game.

Chromatic Lantern - You don't need a lot of mana rocks when you're in green, but this one's utility is good enough when you're 3+ colors. Can help with activating Tasigur, the Golden Fang more, especially when you have Training Grounds out and colored mana is the limiting factor.

Commander's Sphere - Again with mana rocks in green, but the ability to replace itself for free is strong and makes it a better card to get back with Tasigur, the Golden Fang.

Harrow - Instant speed ramp is good if you want to save mana for counterspells/removal, and land sacrifice is good for self-mill/recursion synergies.

Realms Uncharted - Technically not ramp but it's both card advantage and dumping stuff into the graveyard, while fetching your 4 strongest lands and forcing your opponent to choose between bad and worse.

Fork in the Road - Not land ramp, not very impactful, but dumping stuff into the graveyard while colorfixing ain't too bad. Maybe a bit sad to get this one back with Tasigur, the Golden Fang's ability, but that's what delve is for.

Exploration - It's ramp that requires you to have a lot of card draw or things like Crucible of Worlds and Oracle of Mul Daya, but can lead to stupidly fast starts of dumping your hand and recovering with Tasigur, the Golden Fang's ability. Definitely stronger than Burgeoning.

Wayward Swordtooth - Exploration on legs. It's no Azusa, Lost but Seeking but it's still good.

Ramunap Excavator - Crucible of Worlds on legs and affordable, a must-have when you self-mill.

World Shaper - Splendid Reclamation when it dies, self-mill in the meantime.

Greenwarden of Murasa - Fat Eternal Witness that can do it twice when necessary.

Animate Dead - One of the best reanimation spells in the game by far.

Victimize - Even if you're not focused on reanimation, getting back 2 creatures for only 3 mana and something to sacrifice is very often worth it. The more self-mill you have, the more targets you get.

Regrowth - The original Eternal Witness which is cheaper but less abusable. Very good in conjunction with Tasigur, the Golden Fang since you can force your opponent to choose between the things you want or Regrowth which lets you get what you want.

Seasons Past - Card advantage recursion, very good in general and even better when self-milling to give yourself lots of choices.

Grapple with the Past - Instant speed recursion for 2 that also dumps stuff into your graveyard.

Sudden Reclamation - Grapple with the Past's big brother which gives you card advantage as long as you have two things to return.

Nyx Weaver - Not an amazing creature, but can be dropped early as a blocker and some slow value self-mill only to be used as recursion in the late game.

Dig Through Time - Stupidly good card selection and also card advantage, absurd when you get to cast it for 2 which should be often with self-mill.

Fact or Fiction - Drawing the best 1-4 cards out of your top 5 at instant speed for 4 mana is makes this one of the best cards for one-off card draw, especially when the rest end up in your graveyard for delve/recursion.

Treasure Cruise - Not quite on the level of Dig Through Time, but drawing 3 cards for 1 mana is still absurd.

Sire of Stagnation - Very powerful creature to get out early, not quite on the level of Consecrated Sphinx but still worth running.

Nezahal, Primal Tide - Mystic Remora except big. CMC7 is a bit much, but can get crazy if it gets to stick.

Notion Thief - Perfect asshole card to take over the game with, won't be very telegraphed either since your opponents might assume that you're saving mana for Tasigur, the Golden Fang.

Baleful Strix - Only replaces itself in terms of card draw, but a flying deathtouch blocker for 2 mana is a very annoying deterrent.

Mulldrifter - If you evoke it, it's a Divination that can be reanimated. If you hardcast it, it can be cloned or chump block.

Windfall - Very good card advantage if your game plan is to dump your hand such as with Burgeoning and Exploration effects and fills up your graveyard with the things you discard, but risky since it can help opponents with draw/recursion/reanimation.

Whispering Madness - Extra copy of Windfall if you want one. Cipher can be good if you have stupid amounts of mana for dumping your hand, but not worth one more mana if you're deciding between this or Windfall.

Necropotence - Not great in 3+ colors where it gets hard to cast and not really necessary when you have blue, but still stupidly good with enough life and mana.

The Gitrog Monster - Very strong draw engine since he triggers off of sacrifice, discard and mill. Also a 6/6 deathtouch for 5.

Pull from Tomorrow/Stroke of Genius/Blue Sun's Zenith - Lots of card draw if you have lots of mana, great when you're ramping hard and dumping your hand. Pull from Tomorrow is the best one for card draw because it digs one deeper, but the other two can mill someone to death with enough mana.

Painful Truths - Not entirely necessary when you're blue, but it's still 3 cards for 3 mana. You can't find that level of efficiency in blue without delve or draw engines like Consecrated Sphinx.

Search for Azcanta  Flip - Cheap and easy card filtering that later flips into a land that can provide card advantage. Land ability might brick with your deck but it's still pretty good.

Taigam, Sidisi's Hand - CMC5 and needs a turn to do anything is not great, but the filtering and creature removal is alright if he survives.

Lim-Dl's Vault - Incredibly good card selection. It's card disadvantage in itself but you can easily dig through your library until you get a pile that gives you card advantage plus playable cards.

Ponder/Preordain - Basic card selection, a bit boring but still good. They're never bad to get back with Tasigur, the Golden Fang, even though they're not quite as good as Brainstorm.

Opt - Mostly worse than Ponder and Preordain, but at least you can use it immediately if you get it through Tasigur, the Golden Fang.

Sensei's Divining Top - One of the best cards for card selection. Use its first ability before using Tasigur, the Golden Fang's ability to help force certain cards into your hand, then use the first ability again to dig even deeper into your library.

Sylvan Library - Very good card for card selection, becomes stupidly good with lifegain and/or fetches for shuffling.

Grisly Salvage - Cheap and instant way to get stuff into your graveyard for delving and reanimating and stuff. Not bad to get back with Tasigur, the Golden Fang since it's instant speed.

Satyr Wayfinder - Cheap way to get stuff into your graveyard, sorcery speed but creatures are more abusable than instants/sorceries.

Mulch - Satyr Wayfinder in sorcery form except you can get multiple lands if you're lucky.

Compulsive Research - Great source of card selection since 1. you get to draw before discarding, 2. you can discard anything from your hand, not just from the three you drew, 3. it can be card advantage if you discard the right thing.

Thirst for Knowledge - Like Compulsive Research except a lot better because it's instant speed, and slightly worse because you'll have more opportunity to discard and recur lands compared to artifacts.

Reality Shift - Not a lot of exile in your colors, and this is by far the cheapest effect.

Beast Within - Can target anything, so one of the best pieces of spot removal in the format.

Sultai Charm - Very flexible removal or decent card filtering, one of the best charms available.

Putrefy - Not quite the level of flexibility as Anguished Unmaking or Beast Within, but still decent.

Reclamation Sage - Removal on legsthat can chump block, be cloned, reanimated etc.

Krosan Grip - Very strong removal, can't be countered and can stop problem cards like Oblivion Stone and Necropotence.

Murderous Cut - Creature removal for 1 is very good, as long as you have enough stuff to delve away.

Abrupt Decay - Slightly too restrictive in commander unless you play in a combo heavy meta, but still worth considering.

Nature's Claim - Removal for 1 is very very good. It's arguable whether this or Krosan Grip is better if you can only choose one.

Rapid Hybridization/Pongify - Unconditional creature removal for 1 mana doesn't exist outside of Swords to Plowshares, Path to Exile and these two. Incredibly strong.

Maelstrom Pulse - Sorcery speed makes this a worse Beast Within, but it's still very good and can sometimes help against a horde of tokens.

Tetzimoc, Primal Death - Not very good, but pretty fun and good value if you have a lot of mana.

Vraska the Unseen - Unconditional removal: good. Sorcery speed for 5 mana: bad. Planeswalker with 2 loyalty left after you removed something: not great, but fun.

Scavenging Ooze - Targeted grave hate for cheap is great.

Toxic Deluge - The best creature board wipe in the format, bar none.

Pernicious Deed - One of the best board wipes in your colors. Can be asymmetrical if you have the most expensive stuff, can kill tokens for 0, can hold the table hostage by waiting with blowing it up.

Decree of Pain - CMC8 makes this not great, but the card draw makes it worth considering. Cycling is also good as an instant speed uncounterable board wipe against early aggro.

Gaze of Granite - Pernicious Deed in sorcery form, less abusable but still good enough if you want to board wipe.

Arcane Denial - Top 5 counterspell because it's cheap and unconditional. The card draw is normally bad in 1v1, but in multiplayer it becomes a much better deal for you.

Negate/Countersquall - Top 5 counterspells because they're cheap and can target a lot.

Spell Swindle/Plasm Capture - Very expensive for counterspells, but your commander is a mana dump so getting extra mana can swing a game in your favor.

Muddle the Mixture - Won't be used as a counterspell that often, mostly playable because you can transmute for Cyclonic Rift.

Voidslime/Disallow - Counterspells for 3 are generally suboptimal, but being able to counter abilities can blow someone out real hard when they don't expect it.

Stubborn Denial - Better than Swan Song (which is great) as long as you have ferocious. Playable because your commander has 4 power.

Training Grounds - Mandatory for Tasigur, the Golden Fang, perfect fit for the deck.

Torment of Hailfire - Generic big mana wincon, can still be pretty painful even if you don't cast it for X=lots.

Crop Rotation - Card disadvantage since you sacrifice a land, but being able to fetch any utility land at instant speed for 1 is crazy for potential. Bojuka Bog, Tectonic Edge, Alchemist's Refuge, Cabal Coffers/Urborg, Tomb of Yawgmoth, Thespian's Stage etc. Can compensate for the card disadvantage while colorfixing with Myriad Landscape/Blighted Woodland.

Phantasmal Image/Phyrexian Metamorph - Among the best clones if you want to use clones.

Body Double/Vizier of Many Faces - Among the best clones if you want to use clones, especially so with self-mill.

As Foretold - Not a very good card, but it's pretty fun to use if you get the ball rolling, especially since you can spend any extra mana on your commander once you get to freecast spells. Even better with cheap instants.

Propaganda - Generic protection, both against token decks and to avoid becoming the path of least resistance in multiplayer.

Isochron Scepter - Absurd value with stuff like Brainstorm, absurdly annoying with counterspells. It runs a fairly high risk of being a dead card in your hand though, since you won't be running lots of CMC<=2 instants. Very sad to get from Tasigur, the Golden Fang's ability with an empty hand.

Faerie Artisans - Relatively underrated card. You get the ETBs of anything your opponents cast/flicker/reanimate/etc. plus a chump blocker/attacker of varying quality.

Mirage Mirror - Incredibly strong card, even though it may not look like it at first glance. Copy a Cabal Coffers/Zendikar Resurgent for lots of mana, copy creatures like Arcanis the Omnipotent/Etali, Primal Storm and you get to tap/attack immediately as long as the artifact has been in play for a turn, copy creatures like Oracle of Mul Daya/Kess, Dissident Mage and get cheap value, scare off attackers by saying "I can copy the biggest dude on the board and block you", dodge removal/board wipes by copying a land etc. Extra fun if you run Dark Depths.

Avenger of Zendikar - Generic wincon, but still a very good wincon.

Exsanguinate - Generic big mana wincon, can save you from an early aggro death even if you don't cast it for X=lots.

Telepathy - Not a good card, but it's pretty fun for politics and mind games.

Dulcet Sirens - Not very good for protection compared to a Propaganda, but it's pretty fun for politics and mind games.

Curse of the Cabal - Not very good, but suspended it's pretty fun for politics and mind games and with Cabal Coffers you can hardcast it lategame to finish off a player.

Assault Suit - Kind of fun multiplayer card, but not very good since your opponents aren't forced to attack with the equipped creature. Can cause some funny commander damage blowouts if your politics game is strong.

Psychosis Crawler - Generic but slow wincon, decent creature to clone.

Dark Depths - If you're already running support cards for Cabal Coffers, you have most of the stuff for a decent Dark Depths package like land tutors and Thespian's Stage (plus Marit Lage is cool). Throw in a Vampire Hexmage for a potential turn 3 20/20 to really set the pace of the game.

Dead Man's Chest - Not very good since it can get stopped in a lot of ways, but can be very fun if it gets to resolve, similar to Villainous Wealth and Gonti, Lord of Luxury.

Ash Barrens - Better than Terramorphic Expanse/Evolving Wilds in 99% of cases.

Fetid Pools - Great for fetching with Farseeketc., otherwise meh. Doesn't exist in your other colors yet.

Sunken Hollow - Great for fetching with Farseek etc., otherwise still pretty good. Doesn't exist in your other colors yet.

Hinterland Harbor/Woodland Cemetery - Checklands are great and not that expensive, and stay great even as your manabase improves. These two will get reprints in Dominaria, might want to wait for them.

Temple of Malady - The last scryland, you have the other two.

Mana Confluence/City of Brass - Great in 3+ colors, the lifeloss is negligible compared to being able to play your cards.

Cephalid Coliseum - Good for card filtering late game, comes in untapped early.

Choked Estuary - Not the best cycle of lands, but at least it's better than lands that always come in tapped. Doesn't exist in your other colors yet.

Path of Ancestry - Strictly better than Opulent Palace, both are worth running in a budget manabase.

Dimir Guildgate/Dismal Backwater/Foul Orchard - Lands that always come in tapped need a big upside to justify themselves.

Golgari Rot Farm/Simic Growth Chamber - These are not that bad budget lands since they give you virtual card advantage at the cost of speed, but having three of them in a three-color can sometimes be too slow and awkward. If you want to keep them, then buy Dimir Aqueduct.

Halimar Depths - I would not use this over a basic land in your deck because you don't have lots of lands to find with your ramp, and the upside is not big enough for a tapped land that only produces one color.

Evolving Wilds/Terramorphic Expanse - These are a bit slow but they're good for colorfixing and they're great for Ramunap Excavator and Splendid Reclamation, as long as you have enough basics in your library.

Lumbering Falls - Manlands are not really worth it in commander unless you're have a lot of equipment, combat damage triggers or creature sacrifice.

Reliquary Tower - This is not a definite cut, but you don't want too many colorless lands in a three-color deck. Reliquary Tower is only necessary if you have lots of card draw and very little graveyard interaction, but since you have plenty of graveyard recursion, you should be fine without it.

Tectonic Edge - It's a good card, but I prefer using Ghost Quarter because you don't need to have any mana ready to be able to use it. Wasteland and Strip Mine are both strictly better, but expensive.

Temple of the False God - Not that great in three-color decks.

Jace, Memory Adept - Milling opponents with this guy is stupid, milling yourself is kind of decent but at 5 mana it's bad.

Kiora, the Crashing Wave - If you want it for the -1 (which is pretty good), just run Explore instead. Using it for the ultimate is stupid since your opponents have 3 turns to handle it and you're not getting any value from the +1.

Tamiyo, the Moon Sage - The -2 is not the worst, but at 5 mana and when you're blue it's not really worth it. Same as with Kiora, the Crashing Wave, you will never reach the ultimate against competent players and the +1 doesn't really give you any value. This one's worth some money, so sell it and buy better cards.

Archfiend of Depravity - The effect is not terrible but in practice it's less impactful than it seems. You can usually play around the ability or remove the creature if it's a huge problem.

Beastcaller Savant/Deathcap Cultivator/Elves of Deep Shadow - This deck has no reason running mana dorks other than Birds of Paradise and Deathrite Shaman, at most. Elves of Deep Shadow is not awful since it's 1 mana and colorfixes, but still not worth it.

Dimir Doppelganger - The main advantage to clones is that you can abuse strong ETBs, which this clone can't. Decent if you're two colors, not really if you're three.

Edric, Spymaster of Trest - This guy will more often enable your opponents than it will help you. Terrible card unless you're spamming tokens.

Forgotten Creation - Dumping cards into the graveyard is not bad, but CMC4, only in upkeep and discarding before drawing is awful.

Kruphix, God of Horizons - You need a lot of big mana dumps or a draw/go playstyle to justify using Kruphix, God of Horizons. Your commander is a mana dump but your limiting factor is going to be colored mana.

Solemn Simulacrum - Not awful, but there are better alternatives for ramp when you're in green. Could be worth keeping if you run a lot of clones for slightly better value compared to something like Wood Elves or Cultivate.

Torrent Elemental - Can blow out an opponent when you have a big board, but is very telegraphed and isn't very impactful on its own. Use Pathbreaker Ibex if you want better blowouts. The exile ability isn't great even if you delve him away, since you're still casting a mediocre creature for 5 mana.

Yahenni, Undying Partisan - Good when your deck is based around sacrifice and reanimation, but very out of place here.

Bounty of the Luxa - Slow ramp or slow card draw, but you can't choose which one you need right now. Better to use proper ramp and proper draw spells instead.

Deadbridge Chant - You can keep this if you like it because it's pretty fun. However, the random aspect and lack of impact until your upkeep is a bit too unreliable for 6 mana.

Cancel - There are plenty of strictly better counterspells such as Disallow and Void Shatter.

Domineering Will - Just a shitty Reins of Power. You can use Reins of Power if you want, but it has a tendency to cause some very unsatisfactory game ending plays.

Perplex - Cards that give the opponent the final choice are generally bad, and this one isn't even good for its mana cost.

Spell Pierce - Good in faster combo-heavy metas, but not quite reliable enough in slower metas.

Unravel the Aether - This card is actually very good since it ignore indestructible, but it's worth considering if you'd rather have Nature's Claim for the mana cost or Krosan Grip for the utility, since I don't think you have room for all three in the deck.

In Garruk's Wake - Good card when you have the mana to use it, but 9 mana is a lot.

Increasing Ambition - I generally recommend against using tutors since games become very samey with them, but even then there are a lot of better tutors out there than this one.

Praetor's Grasp - Not as fun as Gonti, Lord of Luxury since looking at top 4 is more exciting than picking the best card for the situation, not as flexible either since you need the correct colors to cast things.

Serum Visions - Strictly worse than Ponder/Preordain, but it's not awful if you already run both of those.

Tempt with Discovery - Works against bad players, but against competent players you'll just have your Urborg, Tomb of Yawgmoth get removed by a Ghost Quarter. Use Hour of Promise instead.

Dimir Signet/Golgari Signet/Simic Signet - Signets are good since they're cheap, can be used immediately and colorfix you, but in a slower meta they're prone to get board wiped away compared to land ramp, so they're not that great when you're green.

Gilded Lotus - People generally don't use spot removal on mana rocks, but the big and efficent ones like Gilded Lotus and Thran Dynamo sometimes do. You can use the mana immediately, but otherwise it's not much better than an Explosive Vegetation.

CommanderClinic on #YouMakeTheDeck

4 months ago

Okay, let's get some Jedi Caves and Murky monsters in here. Jorubai Murk Lurkers are definitely in the swamps of Dagobah, and though it's cold, I'm pretty sure the Ice Cave is a great place to send a training Jedi to face their fears. Rhystic Cave can help with of color sources on a budget and can put a crimp in the plans of someone who tapped out to play a spell to end the game when you have the Ice Cave out.

I am still confused as to how Steal/Clone has anything to do with the swamp planet of Dagobah, but let's look at some sweet cloning cards. Altered Ego, Stunt Double, Clever Impersonator, Mirror Match, Mirror Mockery, Spitting Image, and Stolen Identity all come to mind for varying degrees of cloning. I really like the Mirror cards because they directly oppose your opponents in an interesting fashion, discourage attacking you, and might let you actually use your opponent's ETB triggers if they're not careful.

For stealing, we've got Aethersnatch for spells, Chamber of Manipulation, Dominate, Domineering Will, Helm of Possession, Overtaker, Rags / Riches, Reins of Power. Thalakos Deceiver, Tolarian Entrancer, Treacherous Urge, Willbreaker, and Soul Seizer  Flip to get at their creatures.

For the list now, I'd actually just purge everything over $5 to get a better sense of what you actually want in the deck, drop most of the reanimation right now since you're focusing more on cloning and stealing rather than reanimating, you can see about stealing creatures out of graveyards later. Deadeye Navigator just needs to go as well, since that card is just too good and will probably get you killed with little to no actual benefit.

If you still want to run Villainous Wealth get some of the best, cheapest ramp G and B have to offer like Zendikar Resurgent, Myriad Landscape, Blighted Woodland, and the ilk since that won't break your budget like some of the alternatives. Skirge Familiar can turn excess cards into mana, which can make your Tasigur cheaper too, and there are always the U free spells which you can bounce if you put bouncers in the deck) without having to fork out the cash for Palinchron

Another cool way to trim down your budget is to just not run some of the typical staples. Like, completely forget about Sol Ring and Lightning Greaves they're just not going to be worth the effort like Fellwar Stone, Corrupted Grafstone, or even, as much as I dislike them personally, Signets in the colors you need most.

Also, do be careful with Notion Thief, and this goes with other player's stolen creatures too, you'll need to make sure to have some sac outlets. Evolutionary Leap, High Market, any number of black creatures that have that as a cost, would be worth it if they have an effect that you can leverage into usability.

So...all in all, I know that's a lot, but hope it helps even a little bit.

JuQ on Yasova EDH

5 months ago

Personally I'd go with around seven counterspells, that's what I have in my Simic aggro deck and feels about right.
I'd go with Counterspell, Negate, Disdainful Stroke, Swan Song, Stubborn Denial, Arcane Denial, Deprive, Familiar's Ruse. You want them low cost, but you want them to counter something for sure, they will most likely have some mana available after casting their spell. Keep in mind that sorceries are usually the most dangerous type of spell gainst permanents, most board wipes are sorceries.

Yasova is controlly with her stealing creatures all the time, you will be on the recieving end of the board wipes (at least figuring this on my meta). A bit of targeted removal for those creatures too big to control. Chandra's Ignition would be good, to clean the tokens, tho. Vandalblast for artifacts.

In my opinion you have more than enough sacrifice outlets and blinkers which have in fact the same job, not giving back the creatures you just borrowed. I think I'm counting about 17 all together.
I would cut:
Feed the Pack quite costly and you don't have much to do with all those wolves anyway. yes, you turn them sideways and they deal damage or you can sac them to goblin bombardment, but it's still way too expensive IMO, you need to keep your lands untapped.
Heart-Piercer Manticore and Fling. Again your problem are the creatures too big to steal with Yasova, and the burst of damage you get with them is not that relevant, you are controling the board, it's more important to preserve what you built.
Scourge of Skola Vale you gotta chose between keeping it as a sac outlet or attacking with it. you can only sac one creature per turn.
Ooze Garden I like the fact that it can trigger Temur Ascendency, but having to use it as a sorcery is a problem when you use Domineering Will or Reins of Power out of your turn, also you have to pay a bit of mana each time.
Keiga, the Tide Star I don't like having to kill it to gain control of something. It's better the way Conquering Manticore does it, take something, attack, sac it, keep manticore. Also doesn't combo with Deadeye Navigator or Conjurer's Closet. You have enough stealing creatures anyway.

Definitely keep Skullclamp, you are low on card draw and include the Greater Good you have in the maybe board, You need to dig through your library a lot to find the combo pieces.

Might want to get Arcane Lighthouse and Bonds of Mortality.

chosenone124 on The Ultimate Budget Way to Troll EVERYONE

6 months ago

I figured out a way by combining Hive Mind, Mindslaver, Domineering Will, Starfield of Nyx, Clever Impersonator, and Fated Infatuation. I'm just fleshing it out and adding a little humor. I don't want to start adding extra cards into the deck because I run a tight ship ;)

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