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Enlightened Tutor Discussion
1 day ago
Grand Abolisher, Elesh Norn, Grand Cenobite, Champion of the Parish, Mikaeus, the Lunarch, Avacyn, Angel of Hope, Karametra, God of Harvests, Captain of the Watch, Crusader of Odric, Recruiter of the Guard, Bruna, the Fading Light, Gisela, the Broken Blade, Geist-Honored Monk, Soul Warden, Riders of Gavony, Sun Titan, Yisan Chord, God's Wrath, Heroic Intervention, Kindred Summons, Second Harvest, Sundering Growth, Enlightened Tutor, Bow of Nylea, Rhonas's Monument, Beastmaster Ascension, Mirari's Wake, Aura Shards, Glorious Anthem, True Conviction, Parallel Lives, Elspeth, Sun's Champion, Sigil of the Empty Throne, Akroma's Memorial
1 day ago
Also, there are no instants in your deck... interaction and answers are needed. Look into Swords to Plowshares, Path to Exile, Anguished Unmaking, Boros Charm, Teferi's Protection, and Enlightened Tutor. For these I'd cut a few creatures and Throne of the God-Pharoah.
3 days ago
I like Champion of Wits and Sidisi because they both fuel the graveyard and have an abusable ETB. For example, let's say someone counters Harmonize. In order for me to use it again, I have to get Eternal Witness then recast it. If Champion Wits gets countered, I'm fine with it because of the multiple avenues of recursion, most of which I don't even have to hard cast Champion again. Not to say that your assessment is wrong or anything. Sidisi, most games, is a more expensive copy of Enlightened Tutor or Worldly Tutor. Actually, the more I think about it, the more appealing Phyrexian Altar becomes to me.
1 week ago
1) Depends on your fast mana situation. My decks tend to run about 50-55~ mana sources, both lands, rocks, and rituals. My Sisay deck, for example, has 31 land but 24 additional mana sources on top of it (I kind of need it for Paradox Engine). 35 + 20 or so should be fine, really, since your Commander will be 6 mana.
2) Talisman of Progress should be in, and Mind Stone isn't bad either as it can be an extra card when you're 'comboing off'. Coalition Relic also seems pretty reasonable since it can +2 mana in one turn even if it is 3 mana. Grim Monolith, too. Narset needs more mana rocks that the typical deck now since you can't sculpt your hand with Vancouver mulligans and it needs to race to 6 mana ASAP in order to keep up.
3) I would personally run all of them except savor the moment, lol. Even Temporal Trespass.
4) Teferi's Oath is probably the best of the bunch, and if you get it for free then it's not bad. The new Teferi is probably much better than gideon of the Trials. Or Gideon Jura, for that matter. Just straight up drawing a card is good.
5) I dunno, probably 10-15. They shouldn't take up 20% of the deck because
6) No, it doesn't. Rest in Peace is a replacement effect, Tamiyo's emblem is a triggered ability. The card doesn't even go to the graveyard to trigger the ability of her emblem.
7) Spot removal should absolutely be in. Swords to Plowshares stops pesky creatures, and anything reasonably cost that gets rid of enchantments would be good too (otherwise how will you beat Food Chain). As for Wraths, just a few basic ones. Very few tier 1 decks actually rely on a mass of creatures, so in mine I just run like Toxic Deluge or something, but a simple Wrath of God or two wouldn't be bad.
Inexorable Tide probably won't be able to contribute enough to warrant its slot over, say, another extra turn spell. Even if you can put loads of counters on your Planeswalkers during a Paradox Engine chain, you can still only use them once per your turn (unless you have a Teferi emblem/Oath). Same goes for Djeru. For example, what does Inexorable Tide bring to the table that Omniscience or Enter the Infinite does not?
Anyway, a list of extra turn spells I would run in addition to what you have:
Extra combat steps are also extremely good with Narset. Some being:
Consider Omniscience and Enter the Infinite, because then you can, say, cast EtI off of Narset's trigger, put Omniscience on the top deck, cast literally any extra combat step card (Fury of the Horde works with 0 mana open), swing Narset again, cast Omniscience, and then cast every single card in your hand for 0 mana cost. With this, Bacon of Tomorrows becomes your top deck card every single turn, resulting in infinite turns in which you can tick up your Planeswalkers and swing with Narset for the victory. With Bacon, all things are possible, after all.
Anyway, long post. Hope it helps, lol.
1 week ago
Depending on who you're playing against, you might want more 5 colour lands like City of Brass or Mana Confluence so you can cast your opponents spells, since the last rule change lets you tap for off colour mana.
Otherwise, you might want to consider Consecrated Sphinx, since you're in blue, Reliquary Tower works quite well with this card, and Tolaria West lets you tutor any of your situational lands or 0 mana spells up.
We can't all afford an Imperial Seal. Lol. Well, online it is 1 ticket, but in paper.....
1 week ago
the mana curve does not look very healthy. You have a lot of overcosted things that don't actually do much and at the same time you don't have some pieces that I would say are almost mandatory in a darien build.
I know that you want to abuse Darien's ability, but stuff like Armageddon Clock Mindstorm Crown Jinxed Idol Torture Chamber Angel's Trumpet Jade Monolith (Doom Cannon in the maybeboard) are absolutely garbage cards that do nothing when Darien is not on the field and that do very little work when he is in play. For example, you pay 6 for armageddon clock, than you have to wait 3 turns to have 6 soldiers, assuming that darien survives that long, and they are just 1/1s, maybe 2/2s or 3/3s at best.
Now, why don't you just Conqueror's Pledge for 5 mana and you have the 6 soldiers right away? Without even needing Darien out. I think that your deck should be able to generate a good amount of tokens without him and a CRAZY amount with him.You want only self-pain cards that provide other benefits, like Mana Vault or Mana Crypt if budget is not a problem, pain-lands are ok but you lack Ancient Tomb and City of Brass.
Then, I see that you go hard on the indestructible thing for protection, but
1) indestructible does not save you from the best (and common) removal spells in the format Swords to Plowshares Path to Exile Merciless Eviction Hallowed Burial Chaos Warp Toxic Deluge Cyclonic Rift nor from sacrifice effect,
2) many of your indestructible sources seem weak or slow
I think that you should use protection like Lightning Greaves and Mother of Runes for spot removal and Rootborn Defenses for mass removal if you really want to, but the best defense against removal is to have a deck that can actually recover using cards from your hand.
Then I see that you have a strong lifegain sub theme. Now, some things are efficient and mono white classics, like Soul Warden and Soul's Attendant, but you don't really want to have Healer of the Pride occupying a precious 4cmc slot orNoble Purpose in a 5cmc slot. Also, Anointer Priest is garbage because costs twice a soul sister but triggers only on your stuff and only on tokens, too situational.
Devout Invocation and Nomads' Assembly are bad too, both cost a lot of mana and require you to be already winning but don't do anything if you are behind, I'd cut them for Decree of Justice Secure the Wastes Increasing Devotion
Finally, classic anthems are bad. Very bad. Hall of Triumph Intangible Virtue Glorious Anthem Honor of the Pure Phantom General these things are just trash. You need like AT LEAST 4 of these effects to have an army that can destroy the opponents and win the game. If you draw just a couple of them its just not enough and they are dead cards, if you draw too many there is a good chance that you didn't draw enough token generators and you have no soldiers.
I think that the good approach is to go directly from 1/1s to 20/20s. You do this by using exponential pumping, like Coat of Arms Mirror Entity Jazal Goldmane and things like that. The benefits are that when you are ready you win out of nowhere and nobody sees you as a threat until then and also you don't use tons of card slots for minimal pumping. But, more importantly, dropping the +1/+1 effects opens you the option of using Skullclamp. The card is just bonkers and, ifyou can fuel it, you just win the game, assuming none destroys it on the spot. You also run Steelshaper's Gift, Enlightened Tutor and Open the Armory to find Skullclamp so that you virtually have 4 copies in the deck.
Ah, cut Caged Sun for Extraplanar Lens, its the only mana doubler worth considering in my experience, the other ones just die the turn you tap out to play them. And find room for Martial Coup that is both sweeper and token generator.
It may seem that I'm overly criticizing here, of course you can ignore some (if not all) of my advices if you are not convinced but I love Darien, I have played many of the bad things you are playing and eventually cut them out, just wish that someone told me these things so that I wouldn't have wasted time on bad cards. The cards may seem fun in theory but when you play and the deck doesn't work at all I guarantee that you feel only frustration and no fun.