|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
3 days ago
why include the greaves and boots when suspended creatures get haste? also what's the win con for enter the infinite? i don't see a reason not to run time stretch either. no shame in running a few counterspells for personal protection, or tutors for protection or bigger spells you want to cast. Mystic Remora and Rhystic Study are excellent card draw cards for gas, and no edh deck is complete without some kind of card draw. Personal Tutor Mystical Tutor Merchant Scroll and Gamble are great includes maybe even Drift of Phantasms to find rhystic study or Dizzy Spell to find remora. and ill assume some of the eldrazi aren't in here cause you can't afford them. other than that awesome deck dude looks fun to pilot i might build one myself
4 days ago
When planning a mana base, you need to find the most demanding cards to cast in each of your colours, then make sure you have enough sources of each colour to match those requirements. Frank Karsten wrote an article showcasing these requirements, if you don't want to bother with hypergeometric probabilities. It's often acceptable to be a few sources short, depending on the situation. For example, in your previous list, you had Wall of Frost, which normally requires 19 blue sources to reliably cast on turn three, but my previous suggested mana base had 17 sources, since this card wasn't integral to your game plan, and the rest of the colour wasn't as demanding. (Looking back, I could even have shaved off a few more, since it was a singleton.) Lands count as one source of every colour they produce, and you can count fetchlands as five-colour lands, if you have the right shocklands to go with them. For basic lands, the guideline I generally follow is: if I had all the basic lands in my deck in play, and no other lands, would I be able to cast every single spell in my deck?
Looking at your revised decklist, the mana base I would suggest is the following (cutting two Wall of Vines for two lands):
As you can see, this list has 17 sources of green (higher than the minimum 14, but helpful in case you need to cast Chord of Calling with few creatures), 13 sources of white (this is one short for a turn one Perimeter Captain, but it's only a two-of and other one-drops take priority), 13 sources of blue (one higher than the minimum 12 to help transmute Drift of Phantasms without creatures, but a reliable transmute would require blue sources), and 10 sources of black (one higher than the minimum 9 because of Doran, the Siege Tower in the boardI would go up to 12 black sources had it been in the main). I assume the two copies of By Force are a meta call. You didn't need sources other than your creatures for this when it was in the board, but if it's main, then I suggest putting in one Stomping Ground (or Cinder Glade; again, all dual lands can be substituted to fit your budget).
It's pretty old, but you can check this video for an example of the application of the principles listed above. (Keep in mind that, since he goes by experience rather than mathematics, his numbers are a bit off; e.g. you should have around 16 sources of red to cast Stormbreath Dragon on turn five.)
In any case, by taking Doran, the Siege Tower out of the main and upping the number of copies of Freed from the Real, I assume you're transitioning from a beatdown plan primary with a backup combo to full-on combo with a beatdown secondary in Assault Formation, in which case I recommend you swap out Wall of Vines for Wall of Shards.
3 weeks ago
Genesis Wave sounds incredibly fun, but if you have enough mana, Whir of Invention is probably better since it wins the game anyway. Still, nothings quite like dumping your entire library into the field!
Drift of Phantasms is worth looking at. Thanks!
3 weeks ago
with all of that mana, why not some Genesis Wave to throw a lot of your pieces out at one time? also, Drift of Phantasms does a pseudo Trophy Mage Transmute for three, which the Wve just so happens to be...
4 weeks ago
Sure! I dont have a particular decklist in mind, but heres some staples I can think of
Muddle the Mixture tutor
Drift of Phantasms tutor
Fabricate tutor Pili-Pala or one of your finishers
1 month ago
Just wondering what would be the best substitute for it, am considering either Sterling Grove or Drift of Phantasms for now. Which is better? Maybe both of them in place of the two cards above. Or should I use Windfall in place of Timetwister?
Also how about Zur the Enchanter to search for Food Chain or Necropotence, I'm guessing its not included because the mana cost is too high.
For the mana base, I tried replacing basic Forest with Taiga but then feel the basic forest is better. There was one occasion where I cannot find the red mana to cast Fire Covenant in time though but otherwise it was okay.
Since this deck is often able to produce G,U and B consistently, I am considering replacing Tundra with Scrubland, as triple black is important if Necropotence is needed early somehow. Not sure if it is a good idea though?
Would love to hear your opinion. Thanks in advance.
1 month ago
I would have to agree with derpytrollerZ on his points of advice.
This deck would really benefit from more card advantage.
In the pauper format, some of the most efficient and affordable card advantage can be achieved with cards similar to Mulldrifter, which you already have included in the deck. I would advise you to remove some of the less effective creatures in favor of some that give more card advantage (draw power and tutoring).
Try adding these creatures:
AEthersnipe, Dimir Infiltrator, Drift of Phantasms, Impaler Shrike, Moriok Replica, and Pilgrim's Eye.
Creatures with ETB effects that allow the player to draw cards are really strong in Pauper. Also, the Transmute ability is a powerful way to tutor certain cards that you might need. A card that has a lot of utility in your colors is Perplex, for example (which should totally replace Dismiss).
As for the land base, try making adjustments to your non-land permanents first, and see where that leaves you (you can always balance out the number of basic lands later :P). Since you are running three colors, you would benefit from adding a Command Tower.
I hope this helps you out some!
2 months ago
Xorik_McCloud Thanks for your comments, I didn't know about Perpetual Timepiece and Fraying Sanity! Definitely going to try the first one since both abilities fit so well with the deck. The second one I'll test a bit first, because it looks insane but it forces me to do the extra mill, and that could be dangerous if I didn't have the chance to get the Maniac first.
Traumatize is nice but by the time I could play it my deck would be 25-30 cards at most, so maybe 1 but not more. Oh and I like Tormod's Crypt, but it's only useful if I change the strategy to milling the opponent (which I don't plan to because I have another deck for that =D), or after a Psychic Spiral