|Commander / EDH||Legal|
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|Ravnica: City of Guilds (RAV)||Common|
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Drift of Phantasms
Creature — Spirit
Defender (This creature can't attack.)
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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Drift of Phantasms Discussion
1 week ago
It looks to me like you're going for a sort of different type of deck than mine (or at least are playing it in a very different environment), so I'll be careful with suggesting too much, and stick to the things I have found worked well in general for me.
First I would recommend is Channel the Suns. If you're looking to get the King out as early as possible, this is the card to do it, allowing you to drop him as early as turn 2 in combination with Sol Ring. Even beyond that, it usually feels pretty good to get him out a turn earlier, or for one less mana, sometimes enabling you to follow him up with a scarecrow right away.
Secondly, I agree with your aversion to use too many changelings, but if you're looking for a wacky combo, it doesn't get much better than the trio of Changeling Hero, Changeling Titan and Changeling Berserker. I find they work great on themselves, as they allow you to champion a scarecrow, which re-enters when they die, and can get you another trigger. If you manage to get all 3 of them together, though, you can have them champion each other (e.g. play the Titan first, champion any creature, then drop Hero, champion the Titan, then play Berserker, champion Hero. Since Hero leaves play, Titan re-enters, which champions Berserker, causing Hero to return and so forth), which is usually a game ender since you're able to destroy all of your opponents' permanents. I'm usually not much of a combo player, but I personally find this one very funny, if a bit hard to get off.
For theme, I'd urge you to play Reap and Sow. It's not really a great card, but it can help you ramp and tutor for some of the more key Nonbasic lands (in your case probably Cataracts or Inventor's fair). And it just fits the theme. If you're playing Reaper King, you might as well start Reaping (or sowing, or both!).
I also tend to like Tezzeret the Seeker , especially if you back him up with a set of artifact lands (Seat of the Synod, Tree of Tales, Vault of Whispers and Ancient Den). You'll mostly want him for his second ability, which allows you to tutor your artifact lands for some added ramp, or a simple -1 to grab that Heap Doll if you need a RK trigger and don't have one on hand.
Lastly I'd like to recommend either Fabricate or Drift of Phantasms (or both, as I did). The point of fabricate is hopefully somewhat clear, and I tend to like the Drift as it can find a lot of your key cards (I usually end up transmuting him into either a Scarecrone or a Chromatic Lantern), and even if you don't need to transmute it, it can never hurt to have an extra flying blocker.
I'll leave it at that for now. If you're looking for more inspiration, take another look at my list.
2 weeks ago
PauperPower Wall of Nets is a good one don't know how I missed that. Yes Freed from the Real does work for mana but not for infinite damage like Pemmin's Aura, and i'm already unsure about keeping it in. Geist of the Archives is already in and i'm not feeling Drift of Phantasms
Thanks for the suggestions i'll definitely put Wall of Nets in.
2 weeks ago
Freed from the Real is another combo with Axebane.
Also Belligerent Brontodon is another Assault Formation effect.
1 month ago
2 months ago
The relevant card is Freed from the Real. You need it to win. You won't always have it. The closest you can get to more copies of it is Aura of Dominion/Crab Umbra, and both are way more difficult to combo with, so its usually worth paying some extra mana at instant speed to look for Freed from the Real- be it transmuting Drift of Phantasms or casting a bunch of cantrips.
A cantrip that provides some extra mana when the other combo peices are there might be attractive. When you can try and jam Primal Command turn three by untapping an arbor elf, thats a big thing.
3 months ago
Ok then, I have seen your card pool and I've seen lots of interesting cards.
As said before: Oblivion Strike, it's a too slow removal and you have tons of other things that exile, making it useless. Probably I'd change it with Dismember, Hero's Downfall or Go for the Throat; they do what you want them to do (destroy an opponent's creature) and they are faster and cheaper than the strike.
Other cards I would take in consideration:
Drift of Phantasms cause of it's ability that tutors Ashiok, Nightmare Weaver, Dismember, Titan's Presence and other good 3 cmc cost cards (the problem is that in 1x I really don't know if it's woth).
Lifecrafter's Bestiary let's you scry 1 every turn and, since you have tons of creatures, if you have mana to spend it also makes you draw a card (the problem is that this in 1x isn't worth, it should be put in 2/3x, that means you have 3 creatures less. Maybe do some tests with it and without).
Things I would consider as sideboard are:
Bontu's Last Reckoning (what if you are playing against an aggro and very fast deck?).
Prowling Serpopard (what if you are playing against a control deck?).
Ratchet Bomb (if opponent has enchantments or artifacts you don't know how to whipe out).
Now, what I DON'T like of your deck:
Fathom Feeder, 2 specific mana to cast an easily destroyable creature. And it's ability costs really too much.
Oblivion Strike, I've already expressed my opinion on it.
Benthic Infiltrator, at first sight it seems good, due to it's "unblockable" effect, but is it really worth? it's a 1/4 (and so sometimes you would prefer to leave it as a blocker instead of attacking, thing that it's supposed to do), it costs 3 mana, so it will attack for the first time, we hope, on turn 4, doing just 1 damage to the opponent. You have better options than this.
3 months ago
I am not sure that Field of Ruin is better than Ghost Quarter in this deck. Go with Ghost Quarter and see if it doesn't perform better. I also don't know if you need Aether Vial, since many of the sports have flash. I think adding Drift of Phantasms for the transmits ability really multiplies the impact of searching up your 3 cost threats like Geist and Drogskol. Also, draw spells to help you set up like Serum Visions or Opt are not bad, they prevent mana flood and mana screw.
3 months ago
Here's my list for a mono blue modern legal version. Feel free to incorporate any of these cards.