|Commander / EDH||Legal|
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|Seventh Edition (7ED)||Rare|
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Whenever you play a creature spell, you may pay . If you do, return target creature to its owner's hand.
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3 weeks ago
Earthcraft - had this in and honestly, I found myself always screwed. With the limited basic lands in the deck - it rarely worked out in my favor.
3 weeks ago
3 weeks ago
Nice to see another Animar player (talking to themselves). I have a few suggestions.
The main cards I'm seeing that stand out here are cards that either are non-creatures and have better options (i.e. no SwanSong but running Counterflux), or require you to pass your turn to get value like Consecrated Sphinx and Growing Rites of Itlimoc Flip. I've ran both of these cards also but have found more value in cards that let me continue those 30 minute game-ending turns.
I know some of these aren't budget options, but totally worth it. Look into running Equilibrium, it's a more versatile Cloudstone Curio here because it can bounce yours or your opponents stuff. Also Food Chain is nuts here, it turns simple bounce creatures or tapped mana dorks etc into non-stop has. I see Earthcraft is already on your maybeboard but I can't stress enough how gross it is. Also, rather than running Growing Rites, try Crop Rotation for Gaea's Cradle #2.
Anyways, here's a link to my list. I focus more on aggro but the above cards support your combo route. Feel free to check out my list for ideas.
2 months ago
Thanks a lot for all the suggestions. Glad to hear you like it, and sounds really fun to combine some of your older decks into a new one, for me it is one of the funnier things to do to see some of your cards from older decks in a new theme :)
As you descripe, i do like to go wide with abilities myself, so i would rather not focus on one single theme. +1/+1 counters are nice and can buff my creatures and with Herald of Secret Streams they become unblockable. I do like the untap theme of the deck so i might use more of that if possible.
Steely Resolve/Kira, Great Glass-Spinner: Might be a little longer before i include these, since they are a bit pricy for me at the moment. But might test them out with proxies since my playgroup allow them :)
Aquitect's Will/Spreading Seas/Quicksilver Fountain: Might be something i decide to include, i didn't include them at first until i played the first version of the deck a couple of times since i have played a casual U/W merfolk deck that played with this theme. But it might be good to make the opponents playing non blue get some island to make more merfolk unblockable :)
Sage of Fables/Azami, Lady of Scrolls: Considered them, and decided not to include them, i have a lot of draw power already so i would rather include more merfolks than adding more utility creatures. I will also probably build a heavy control EDH deck at some point and think i would rather use Azami there if possible, but she is very powerful and she may be included at some point. With Sage of Fables i have a lot of draw power already. Paying mana and +1/+1 counters to draw cards seems to expensive, since the counters can be utilized for more damage and unblockable. And for the extra counters then Hardened Scales is just better at doing that for all my creatures getting more counters, since only 13/35 of my merfolks are wizards, and some of the wizards may be cut.
Bear Umbra/Nature's Will: Very good cards and can use them in many of my decks, will definently be looking into getting a copy of them since their price point is just a tad lower than Steely Resolve and Kira, Great Glass-Spinner.
Winter Orb/Meekstone/Back to Basics: I do have a copy of both Winter Orb and Meekstone and i will consider these after some playtesting against my meta and having figured out what cards may underperform :)
Xenograft/Arcane Adaptation: I did consider them, but i decided that without their combo parts they just would do enough of their own. I try to run as few non-merfolks as possible so in that regard they dont really do that much, and when i dont run Sage of Fables or Azami, Lady of Scrolls it would not work that well.
Equilibrium: Dont really see how powerful it is, you need to have a lot of creatures to make that work, and even though the card draw is very strong i think i would run out of gas pretty quickly. But i may just have to see it in action first.
Dramatic Reversal/Turnabout+Sigil Tracer: Well as long as you have the mana rocks for the effect to trigger but with only 4 cards making it possible to get the mana on a nonland untap it seems to need one more card to go infinite like Cryptolith Rite or 2 mana rocks where one has to be the Simic Signet.
I do want to add more counterspells myself, mostly because i want to get better at playing blue and because my meta do use a lot of board wipes :)
Thank you so much for your feedback, i have a lot of cards to consider now, and to make the deck stronger :) If you want some feedback on your decks let me know :)
BTW, with so many suggestions for add cards, do you have any thought on what to might cut? I have considered:
2 months ago
I love both my Sygg, River Guide and my Edric, Spymaster of Trest EDH decks but I will be adjusting the first and disassembling the latter to construct a Kumena, Tyrant of Orazca EDH deck, whilst taking inspiration from both! Kumena will be a Brother-deck to UW Sygg Tribal so they can be played in tandem when playing with a friend.
As far as I can see right now, your options would be to either focus on +1/+1 counters, go wide with tokens, tap/untap shenanigans and/or a Stax strategy. These are all good options in my personal opinion, and might even be combined in the deck. I personally like to build a deck with various options from all categories, so as to not focus to much on a single strategy. Flexibility is key!
I'd advise the following cards:
Steely Resolve/Kira, Great Glass-Spinner: In addition to Kopala, these are nice ways to give all your merfolk protection from targeted removal. Shapers' Sanctuary Isn't protection, but it might deter your opponents from using targeted removal. I'd run a couple of counterspells in addition to these cards to protect against mass removal.
Aquitect's Will/Spreading Seas/Quicksilver Fountain: Lord of Atlantis and Master of the Pearl Trident Offer Islandwalk, why not "help" your opponents enable this ability! the sorceries are cantrips and if Fountain did its job in giving each opponent a flood counter that's good enough in and on itself (and if people want to waste removal on it after that, be my guest!).
Xenograft/Arcane Adaptation: Turn all your non-merfolks into merfolks! Turn al your non-wizards into wizards! Depending on the situation, this is a nice enabler for creatures that are left out due to type restrictions.
2 months ago
Some more changes.
Equilibrium -> Muzzio, Visionary Architect: I want to incorporate multiple bounce elements, but not make them totally oppressive. Equilibrium also needs creatures, and is a dead draw at times. Turns out that Words of Wind is a much stronger card for this deck, since drawing a card is a more common event than playing a creature, and the ability to bounce permanents of all types and from every player is much more pertinent than just a creature from one player. Muzzio is a nice Dig card, and will most commonly be ramp when I get to pull out and play a mana rock. It will also work toward the overwhelming position of rocks plus Paradox Engine. It should have a similar feel to Proteus Staff.
Vedalken Orrery -> Baleful Strix: Vedalken Orrery has the same cost as Leyline of Anticipation but without the first turn cheat and with a more vulnerable card type. It is more expensive than Shimmer Myr, and while more versatile, we only really need flash to avoid hate on Sen Triplets. The Orrery does not have Flash itself, which is pretty clutch when you drop the Myr and Sen Triplets out of nowhere EOT before you untap and control someone's mind. Vedalken Orrery seems a little redundant for a card that does nothing by itself. At least Myr can attack or block. Baleful Strix is a nice little artifact blocker with some extra draw value, and adds to both offense and defense.
Illusionist's Gambit -> Tidehollow Strix: I really wanted to like the Gambit. It was even very evocative given my Go analogy. It has just seemed less pertinent than I had thought. I may try to work this back in, but for now, the addition of a body, especially with evasion and deathtouch, is probably superior. Also, the thematic addition of small drones to the mind controlling sexy robot team is fun.
Orim's Chant -> Hope of Ghirapur: Replacing a mind control, semi-Time Walk card with a similar card, only a drone with a body, is both thematic and potentially adds to the tempo fueled aggro rush possible with this deck. This could be a bad trade out, but I would like to trial it anyway.
2 months ago
Holy cow! This deck can be surprisingly aggressive! With the unsummon effects, it can end up taking control of the early game, smashing face, and leaving people really hurting before they can consolidate. I really wasn't expecting how aggressive you can get with an Esper control list. All stars in my most recent game were Equilibrium and Venser, Shaper Savant. I had already basically controlled the board by that time with Aven Mindcensor, Jace's Archivist, and Indomitable Archangel, leaving a path clear with Equilibrium to lay the early beats, but brining in Venser, Shaper Savant let me completely control the board and continue the creature dominance. It was a very interesting aggro/tempo beatdown. When I started tapping Jace's Archivist to dump a full hand of bounced enemy creatures to the graveyard and replace them with a full hand of lands I could steal to cast my opponents' other creatures in hand, it was all over. This is my first real tempo deck. It feels both very aggressive and very controlling. I sat on a bunch of mana rocks and a Paradox Engine because I was dominating without it, and I didn't want to either abandon my strategy that was working or overextend into two separate strategies.
I think that this tempo strategy may end up being more powerful than I thought, and could end up being subtle and overlooked. It brings a ton of flexibility to the deck, and allows me to switch gears from combo/control when this strategy will be better. I think it may have the ability to own both aggro and midrange decks, since the tempo plays allow for games that the deck is effectively much faster than it appears, because the other decks are always being put back a step with each step of this deck. There were several points were it felt like my play had retroactively reversed the turn order or even felt like Time Walks. I am hoping that the Aven Mindcensor and the amount of bounce/steal and counter/control is enough to handle control and combo decks. If so, I feel like this could end up being a solid 80% deck, competitive and fun against every deck archetype, and exactly where I want to be.
3 months ago
@Zerraphon thanks so much for the upvote and comment. And I'll try my best to answer your question! So it really depends on your playgroup's meta first of all, that would kind of help determine what you should do. I have nothing against going into Bant. As it gives you access to some great enchantments like Propaganda, Coastal Piracy, Future Sight and Equilibrium as well as some incredibly powerful enchantments like Omniscience, Leyline of Anticipation and Counterbalance. So including blue allows you to make the deck run a bit more effeciently and keeps in organized. As well as giving you access to the standard blue control and card draw spells. I think running Bant would be very good. I also think an overlooked enchantress build is Abzan. Running black also gives you very good enchantments to choose from. But again this goes back to your playgroup, what would be better to use based on them Abzan or Bant. If you include the black you'll have access to cards like Phyrexian Arena, No Mercy, Black Market, Attrition and Dictate of Erebos as well as the ridiculously powerful Necropotence. Necropotence alone might put me into using Abzan. Along with black you also get kill spells and tutors to search up your enchantresses which is super useful. Even though I actually prefer Bant over Abzan, in this case I would chose Abzan personally, but it's because I like the black enchantments better than the blue ones. Now for staying in Selesnya there's nothing wrong with it at all, it honestly might be the best choice as you don't muddy the water at all by throwing another color in there. Karametra, God of Harvests would make an excellent commander for a non-budget enchantress build, while none of the other colors offer a really great one, Angus Mackenzie maybe but not sure, he's also ridiculously expensive. So at the end of the day it's all preference and what your playgroup is doing. I really enjoy the pureness of running a Selesnya deck, but I would be very tempted to try an Abzan build because of what it gives me. But if you're a big blue player Bant might be perfect for you and it offers just as many great enchantments as black, casting all your enchantments with Omniscience then casting Starfield of Nyx and swinging for a million sounds awesome. I hope I answered your question! It was a lot of fun to try to answer, feel free to ask anything else. Thanks again!