|Commander / EDH||Legal|
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|Rise of the Eldrazi (ROE)||Uncommon|
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Creature — Merfolk Wizard
Level up 1,U (1,U: Put a level counter on this. Level up only as a sorcery.) [0/1]
Level 1-2 Tap: Draw a card, then discard a card. [0/1]
level Tap: Draw a card. [0/1]
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Enclave Cryptologist Discussion
1 month ago
great deck! I LOVE SIMIC!!!! (Almost as much as my love for selesnya) But I do have a couple recs. you can switch out Opt for Reason / Believe and maybe a Lighthouse Chronologist or even an Echo Mage! I've also seen Enclave Cryptologist do some work aswell!
2 months ago
also Enclave Cryptologist is better than it seem and worth a look.
4 months ago
Whirlpool Warrior would give you two wheel effects.
Fateful Showdown could provide value with a damage and a wheel effect.
Dream Halls is ridiculous with all the card draw in your deck.
Mizzix's Mastery seems very good here.
5 months ago
Love the idea. Original and effective.
I would add way more permanent discard outlets if I could. Anything from Enclave Cryptologist to Call the Bloodline to Skeleton Key, just so long as you can discard whenever you want and it's a permanent. As it is, your discard is too tied to one-shot use without enough enablers.
Hope this helps! Mention me if I can be of service
7 months ago
I think you could try with Blossoming Defense, as it works both against targetted removal and pyroclasm. Besides, A full set of Serum Visions is probably better than Enclave Cryptologist and Think Twice, because you get to dig deeper faster, and for less mana (you pay 3 mana to loot the first card with cryptologist - you get to dig 3 cards for 1 mana with SV, meaning that cryptologist catches up after 3 turns). That does remove the cryptologist combo, but that one already relied on infinite mana from other combo pieces.
dunno if you need the full set of Spell Pierce. It's good in the early game, but the longer the game goes, the less relevant it becomes (turn 3 Lightning Bolt still gets to remove your Arbor Elf). Maybe cut 2 of them for Blossoming Defense?
9 months ago
Hey whyundead3, thanks for the feedback. I agree in making it as competitive as possible, casual or not. Winning fast is winning fun, right?
The usefulness of Rally the Ancestors I'd overlooked. Rule 603.7C was something I had missed, so from here on out please consider mentions of Rally the Ancestors and Immortal Servitude to be one and the same unless otherwise specified. The same is true for Blood Artist and Zulaport Cutthroat, although I was aware of the former, merely passing over it.
I do agree that the deck does nothing until Immortal Servitude goes off. It is stalling until that point when it goes off and hopefully wins. Adding in Augur of Bolas and/or Screeching Skaab gives it board presence before then, which is something I had been considering. There's not much to do about this, short of changing the game plan away from Immortal Servitude, which I should have gone into.
This is actually the third iteration of the deck I've looked at. The first version was a RBW setup that looked to power out and up a Quest for the Gravelord or Mortician Beetle as fast as possible. This is similar to your thoughts on Carrion Feeder. When I was looking at that setup I'd considered either using the same sacrifice outlets you listed, or one-drop self-sacrificing creatures like the Mogg Fanatic still in the MaybeBoard. I settled on the latter as it was more difficult to disrupt via removal and could get some additional speed through Kuldotha Rebirth and Infernal Plunge, as both sacrifice setups work best feeding on Ornithopter and Memnite.This was great in concept, except in researching it I found an identical setup that could power out a T2 win through different means
I like some of the options you've brought up, namely the Doomed Traveler, as it gives me another target for Qarsi Sadist immediately, a repeat chump-blocker, or could power another scheme for damage like you're thinking. Pawn of Ulamog also plays nicely into this. The under-performing Inquisitor Exarch does stand to be replaced by something more useful.
The alternatives to Taigam's Scheming I am not sold on however. While it is true that they don't actually do anything to the game, like put cards in hand, they do optimize Pieces of the Puzzle, which is wonderful. My main thing is simply that, as a two-drop, I can put 5 + 1 cards into the graveyard. I don't think anything else beats this ratio short of a good Mind Funeral somehow cast on myself. If there's a faster method you're aware of, by all means. I didn't look greatly into targeting myself with mill cards, only ones that give me some control over what remains in my library/goes to my hand.
I do like Forbidden Alchemy, but for my purposes it's a worse version of Pieces of the Puzzle, albeit a worse copy 5 - 8 of the card. Thought Scour is in a similar situation when compared to Screeching Skaab, as the reduced mana cost and self-replacing nature just doesn't suit my needs as well as a 2/1 body. It's a good card, just not for my needs. Fact or Fiction is just too expensive. Two castings of Taigam's Scheming fills the graveyard far better and doesn't give my opponent any influence.
We're in the same line of thought with Taigam's Scheming just not doing as much as it could. I'd looked at building this in Green using Gather the Pack, Commune with the Gods, and Satyr Wayfinder, but that setup just works better with the typical Dredge creature suite of Bloodghast, Narcomoeba, Prized Amalgam, etc. These cards have the benefit of refilling my hand, but I'm just not using the right creature strategy to make this deck work in Green.
As for Black mana sources, I definitely agree. Even in this current build I have no reason not to split my Plains and go 50:50 with Swamps.
Overall, I appreciate the input. I have been sitting on a playset of Dark Prophecy, Deathgreeter, Lingering Souls, and Teysa, Orzhov Scion that play nicely with some of the ideas you've dropped here, even if that wasn't the intent. Plus you caught some critical mistakes I'd made in this deck.Cheers.
9 months ago
From a casual, janky deck point of view I love it. Your deck seems to be doing some pretty cool things with cards that are generally considered pretty bad and unplayable outside of limited.
But from a more competitive, critical point of view I'd love to give you some tips. (I know your deck is posted as casual so feel free not to even read this)
From what it looks like you're using cards like Taigam's Scheming and Taigam's Scheming 2.0 to fill up your graveyard then playing Immortal Servitude to return back all of your creatures of that cmc, stacking the damage to deal a ton. Sounds like a solid plan.
But from what it looks like your deck seems like when it goes off it goes but up until then it just spends most of its time durdling. Why cards like Taigam's Scheming never see play is because.. well.. they don't really do anything. Yeah you get to set up your next few draws and/or fill your graveyard but what else? When people play cards they expect them to to help them win the game. Scheming doesn't actually win games, it just helps other cards do. (In a weird sense it's kinda like straight life gain). If the card said draw a card at the end or even loot (draw then discard) I can assure you it would see insane amounts of play. But it doesn't. Better replacements might be Fact or Fiction, Forbidden Alchemy, and Thought Scour.
From your post it seems like you've considered Rally the Ancestors but decided to remove it. In my opinion I think is can potentially be much more powerful than Immortal Servitude. For starters it's 1 mana cheaper. But it also says with cmc X OR LESS. That can get everything rather than just your 1 or 2 drops. And the down side of exile at next upkeep? If you sac them all they don't exile. Meaning you can play Rally, sac all your creatures (preferably with a sac outlet). Then next turn play another Rally. (Rally does exile itself sadly) To top it all off Rally the Ancestors is instant speed. (That's a HUGE upside)
Lastly the creatures. If you were to play Rally I'd recommend a sacrifice outlet, luckily for you you have access to many good ones. Viscera Seer and Carrion Feeder come to mind.In my opinion Enclave Cryptologist is too slow at what it does. You have to put an additional 2 mana into the card for it to actually do something and then hope someone doesn't kill it. Recommended upgrades Merfolk Looter, Magus of the Bazaar, Bonded Fetch, or Jace, Vryn's Prodigy Flip if you like to spend money.
Zulaport Cutthroat is a good card, I like it. But depending up what type of games you play more there might be a better option. In free for all I think Zula wins but in a 1v1 match Blood Artist definitely wins. See unlike Zula the Artist says if ANY creature dies, yours, mine, any. But the Artist also only says for one player to lose a life, rather than Zula which is each opponent. Heck you could always just run both. Double the fun.
From there I don't think you'd even need to play either Inquisitor Exarch or Qarsi Sadist. (And Death Cultist) Like they're okay. But if you're already playing the life loosers and you already have sac outlets coming back it might just be more beneficial to play creature makers instead. (Depending upon how many life loosers you have the numbers could be much higher) Recommend Doomed Traveler, Blisterpod, Carrier Thrall. Sengir Autocrat (Just remember sac the Serfs first). These guys could be insane too Pawn of Ulamog and Grim Haruspex (Depending upon how many token makers you end up actually playing) and Xathrid Necromancer. (Depending upon how many humans you actually play from the ones I've listed.)
Last thing, I'd also recommend you play lands that tap for black. As there's a lot of black on the list. I know ideally you want to resurrect them and not actually play them from hand. But sometimes things don't go as planned and it's good to have back up options.
From your description it seems like you have a mind for understanding your deck. That's a good skill. One a lot of the pro's don't even have. Look forward to what you might make in the future.