|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Rare|
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Epiphany at the Drownyard
Reveal the top X plus one cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.
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Epiphany at the Drownyard Discussion
1 week ago
Can consider the following the supplement the "Wheel Effects"
5 months ago
Hello everyone, this will be my first attempt at constructing a Commander deck and I'm going to need some help creating a functioning deck. Just looking for some casual fun with friends so tier 1 performance is not necessary, but I would love some tricks to impress my pals. I know there are some impressive Muldrotha, the Gravetide brews in the works, but I'm working within a tight budget. Who knows, if a suggestion is truly worth the cost, I might fork over some extra cash. First and foremost, my idea is to build an aristocrats deck using cards like Dictate of Erebos, Grave Pact, and Butcher of Malakir. I believe the most effective (and fun) way to get my aristocrats running is to use sacrifice outlets such as Grimgrin, Corpse-Born, Ashnod's Altar, and Fleshbag Marauder. I also plan to use recursion cards like Muldrotha, the Gravetide, Gisa and Geralf, and Havengul Lich for extra sacrifice fun. Zombies like are my preferred creature type because they seem to be the easiest creatures to recur. (Prized Amalgam, Gravecrawler, and Relentless Dead.) Since Muldrotha, the Gravetide can recast permanents like Animate Dead and Pernicious Deed, I'm avoiding instants or sorceries unless they are too good to pass up. I'm thinking Epiphany at the Drownyard, Villainous Wealth, and Traumatize could be interesting inclusions. Maybe Army of the Damned for tons of sacrifice targets. Is there any hope of pulling this deck together into a functioning strategy?
5 months ago
Top RecsDeadbridge Chant (gets stuff in G-yard, becomes a must destroy)Grisly Salvage (hits early lands, sets up for later)Hermit Druid cuz BSSphinx of Uthuun another fact or fictionJarad's OrdersSearch for Azcanta FlipTaigam, Sidisi's HandTasigur, the Golden Fang
8 months ago
Thanks . I see your point about Tolaria West. It'll probably be removed soon. I am not thinking about adding in Minamo, School at Water's Edge and Oboro, Palace in the Clouds because this is trying to remain a budget deck. Same with Platinum Emperion. I run 2 of Academy Ruins because I am often hit with a surprise Spreading Seas or Ghost Quarter. Trinisphere I have found to win a lot of games. This may just be who I'm playing against, but it's still pretty good. Ratchet Bomb is sometimes good and sometimes not, and it'll probably go to the sideboard. I am going to swap out 2 Treasure Mages for Fabricates. 2 Mindslavers have been working well for me. I am almost never in a position where I have both at the same time. I'm enjoying Epiphany at the Drownyard. It's very fun as a tron payoff. Thanks for taking the time to comment on this deck.
on U Tron
9 months ago
Tolaria West tends to be a trap. If you have enough blue mana to transmute it, then you're not holding up counter magic. If you need the blue, it's a tapland. Also, I've never cared for Gemstone Caverns. I understand the early game ramp, but the fact that you have to exile a card just to get a little extra ramp in a TRON deck is hurting yourself. You most likely don't need two Academy Ruins. Since you are playing Sundering Titan I'd recommend adding in Minamo, School at Water's Edge and Oboro, Palace in the Clouds. These are blue sources that Sundering Titan can't hit. Lastly, because you are a tron deck, I'd recommend taking out a land or two. My blue tron deck only plays 23, and I haven't had many problems.
Personally, I've switched from Platinum Angel to Platinum Emperion. Granted, the one extra mana is relevant, but Platinum Angel can be hit by a lot of removal. Dismember, double Lightning Bolt (happens more often than you think), ect. Also, with Platinum Angel, your opponent can still bring you to zero or less life, and just try to wait until they find a way to remove it. This is a personal preference, but one that I've had success with.
Trinisphere and Ratchet Bomb are odd choices mainboard here. I understand the thought, but they slow down your main theme of countering until you get to big stuff. I would suggest taking them out or moving them to the sideboard.
Solemn Simulacrum is one that I never cared to see in my list. His land search rarely was wanted, the chump blocker I never truly needed, however I understand why you might like him here. He's another one that I didn't have success with. I switched him with Thought-Knot Seer and have had some MAJOR success with.
Based on your list, four Treasure Mage is A LOT. I'd recommend going down to a two/two split with Fabricate. So that you can still hit the board wipe stuff you need. Especially once you build a sideboard. Usually blue tron decks have a lot of artifacts in the sideboard.
How has two Mindslaver's worked for you? I went down to one mainboard and one sideboard, and eventually took the one out of the sideboard because I never wanted to see two. By the time the game goes that long you shouldn't have to be worrying about making sure you have two. Especially with Academy Ruins to get it back if you needed to use it earlier than you wanted (a well placed Mindslaver has won me many games by taking out every threat in their hand, or using what is in their hand against them).
Epiphany at the Drownyard never worked well for me. Other lists like it, but that's more of a preference thing. If it works for you, by all means keep it. However, if you haven't had good results, maybe look at other options.
Here is my list that describes the reasons for the cards, plus a sideboard that you can take as a base. If you have any questions on cards or concepts I'd be glad to help.
Also, here's a link to the top competitive blue tron decks that are made on tapped out. If you're looking for ideas and different perspectives.
10 months ago
You definitely need to switch those Keyrunes out for either Signets or Cluestones (Signets recommended). While you do have some decent card draw at sorcery speed, you could use some more in the instant slot. Epiphany at the Drownyard and Expedite are two I play in a similar deck. Prophetic Prism can also help out with the mana fixing since your landbase doesn't quite match the cards being cast (need more blue/Islands!). Also, Pyre Hound has pseudo-Prowess, just better! Not sure what you'd take out for it, though.
10 months ago
@: I like the idea of playing Emperion so I shall try to use it. The biggest difference is its mana cost. That one turn is super important imo. Also at my local cgs there is a lot of infect running around so I generally have to work around that.
As to Supreme Will, I think its worth it to playtest with it. A split could be good. I feel like a lot of times the ability to actually get card advantage off of the card as opposed to just cantrip with it is really useful. Discarding unwanted cards also thins your deck out a bit unlike the will after you shuffle your deck. I think the counter could be very very influential but holding up 3 mana for it is a little gross if you're early in your game. I think at most times in the early game you'd rather just let their threat hit the board and then take care of it later, instead using your three mana to use its draw ability which I think is significantly inferior to Thirst for Knowledge's. Ill try it however and I am also optimistic about maybe doing a sort of split.
I have decided to follow your lead and main Spellskite as well as it is a 0/4 for two mana. That in game one is very good and the fact that it will shut down quite few number of other decks is really good. I'm gonna guess that this card will often be sided out tho.
Epiphany at the Drownyard is really just personal preference. I am running a 1/3 split between the drownyard and the Thirst for Knowledges. I feel like it turns on at about 5-6 mana and helps you snowball in the end game. When you use it you just have to have the mindset that you won't cast it unless they don't have a threat to play. Most of the time countering their spell or killing/bouncing their creature instead of drawing with the epiphany. But there will be times when they don't have a threat and then you get so much value from the card.
I am thinking that Trickbind could be really good now too. The value it gives when you shut down entire combos for a turn is really really good and while you don't get to cantrip with it I think that in this meta the exra versatility of Trickbind puts it barely over Squelch in usefulness.
I think that Urza's Factory while good would crowd out Mirrorpool. I'd consider adding it if I removed another spell but as of now Mirrorpool has been serving me really well as it helps get the edge in a game where you have tron but you're still deadlocked with your opponent. The factory could help you stabilize if you have tron but no money cards but It's not that efficient. That's just my thoughts.
Thanks for the advise wanna play on Trice sometime?
10 months ago
IzzetFanatic. I do understand that Platinum Angel serves a purpose that Platinum Emperion cannot fill. For the few decks that still try to run the Hive Mind and Pact combo (Slaughter Pact, Pact of Negation, and Summoner's Pact) Platinum Angel can stop those decks. However, 99% of the time, we are using it to stay alive through some sort of damage or life loss, which Platinum Emperion literately stops their deck entirely. This may be a personal preference, but it is definitely the route I have decided to go.
As for the Supreme Will argument, I disagree that the first ability isn't relevant. Mana Leak is a staple counterspell in modern for a reason. Granted, two mana vs three absolutely is something that changes the value of the card, but we can still consider it a hard counter in modern. Then, if it is something we feel we don't need (losing and trying to desperately find something, we have a lot of other counters in hand, or counters just don't seem to matter against the deck) we can filter. It has the same CMC of Thirst for Knowledge so holding up the same amount of mana to counter something we don't like or couldn't deal with, or Anticipate for four cards is great utility. I haven't done the split as I am trying the deck without the Talisman of Dominance, but I haven't been able to playtest the Supreme Wills enough to guarantee the slot. I feel optimistic based on how it has played thus far though.
Spellskites have been a huge improvement to the deck. I have stalled many an aggressive deck until I got what I needed. I would highly recommend this in the meta that we are in right now. Granted, somewhat better with Thirst for Knowledge as it can be pitched if not needed in the deck, but still relevant. My favorite interaction with it so far was equipping a Batterskull onto it against a burn matchup. I looked at him and said, "Do you really want to continue?" He tried, but after the second attack he couldn't get anywhere haha.
So I did try Epiphany at the Drownyard, and just didn't care for it. Maybe it is the way I built the deck, but I hated to see it, rarely gave me what I needed, and I usually had to choose between holding up mana to cast it, or one of my big things. In most cases, the big things won due to the situation. If you've had success, I may try it again.
As for Trickbind over Squelch I took it because of the triggered ability part, and the fact of my opponent not being able to play anything else. Not sure you know about the Vizier of Remedies and Devoted Druid combo yet (forgot to mention it above), but they make infinite mana, filter their deck with Duskwatch Recruiter, then cast an infinite Walking Ballista to ping you to death. Trickbind can stop any piece of that combo. It also does stop the storm mechanic. Your opponent will get the original cast, but not any of the copys. Not to mention, split second seriously comes in handy. I would recommend you playtesting it over Squelch. I do not play on making the switch anytime soon, or at all most likely. I'm even looking to add a third copy into my deck because of the success I've had with it.
You seem to like Epiphany at the Drownyard, but looking at your list that would be the card to look at replacing for Endbringer if that is something you really wanted to try. Endbringer helps you draw which Epiphany at the Drownyard essentially does as well. Obviously creatures are easier to get rid of, but if it was something you truly wanted to playtest I'd say try that. As for Spellskite, maybe try replacing Spatial Contortion. I took them out of my version as it seemed that I was constantly holding them. Occasionally, I would use it on a Wurmcoil Engine to gain some extra life, but that is nothing more than a cute interaction. Also, have you seen Filigree Familiar? Is the draw more worth only gaining one life less than Bottle Gnomes? Being Bottle Gnomes is your interaction against burn, I thought I'd bring this to your attention.