|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Rare|
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Creature — Cyclops Shaman
Whenever you cast an instant or sorcery spell, Erratic Cyclops gets +X/+0 until en of turn, where X is that spell's converted mana cost.
Erratic Cyclops Discussion
2 months ago
Izzet generally doesn't struggle against aggro. Especially right now. My advice is that if you want to give this deck flavor, you're looking at Arclight Phoenix , Crackling Drake , Erratic Cyclops , and Guttersnipe .
What I'm curious about is where your removal is. I suggest flipping into midrange. It's flexible and what Izzet does best. For your instants and sorceries I suggest 2x Lava Coil , 3x Jaya's Greeting , 3x Sinister Sabotage , 4x Opt , 2-3x Mission Briefing , and 2x Ral's Outburst over your current noncreature spells. Why aren't you playing at least one copy of Chemister's Insight ?
Your curve is too saturated to be an "aggro" deck, which is best defined by keeping your curve low to outpace your opponent through damage. What you should consider is changing into midrange, as it's more of what this deck is seeking to perform as.
My last note is that you are playing some bad cards. Dreadhorde Twins , Invading Manticore , Bone to Ash , Goblin Gathering , No Escape , Nahiri, Storm of Stone , Sleep Paralysis , and Slimebind . Cards (not already mentioned) that are bad in an aggro deck are Murmuring Mystic , Shivan Dragon (seriously not a good card), your whole counterspell suite, the Chandras, and Izzet Guildgate will slow you down behind your opponents.
3 months ago
I recommend cards like Murmuring Mystic , Erratic Cyclops , and Guttersnipe that like to combo with Thousand-Year Storm or other doubling effects. Other support cards can help you pull it off in very short amounts of time such as Goblin Electromancer , or Primal Amulet Flip. Additionally, Niv-Mizzet, Parun is my vote for a dragon commander he is amazing card advantage and can deal over 10 damage a turn. Hopefully, this can stir up some ideas.
5 months ago
I'm not seeing splashing in for Erratic Cyclops is the most beneficial, especially considering it's ability/gimmick doesn't play into this deck's goal. Honestly, I would add another Teyo, the Shieldmage or Amaranthine Wall . Just a thought.
7 months ago
Oh my I have been waiting to see Invert / Invent in EDH. I believe this is the place for Erratic Cyclops to combo off that. After Invert it becomes a 8/1 Beast with trample and giving it toughness will pump its power!
9 months ago
So, this seems like a really fun take on Izzet, but I think it's a little too spread out to be consistent. I playtested a handful of draws and most of the time I was waiting till turn 4 or 5 to do anything. I was also short on mana enough times to warrant including 1 or 2 more lands in a deck with this high of casting costs. I also dislike Brass's Bounty in this deck because your land count is so low, you'll rarely have more than 4 lands in play. Yes, the Bounty is another target for the Adept, and a big buff to the Cyclops, but not a good payoff spell by itself. There are other juicy bombs I'd rather pay 7 mana for.
This is basically a combo deck, in that it needs to assemble the right combination of creatures and spells to have a big payoff turn. To that end, I'm fine with defensive cards like Erratic Cyclops and Omnispell Adept buying time and also functioning as combo enablers. I'd cut the Wee Dragonauts for the 4th copy of both of these creatures. It'll be tricky to try and chain Adept > Apex > Banefire/Explosion.
In playtesting, I never liked the Pirate's Pillage much, because it felt like it was too slow and came out too late. I'd rather have a faster draw card like Radical Idea to help ramp up the Runaway Steam-Kin faster. Lastly, I'd probably cut the Shock in favor of a 4th copy of Lava Coil and Lightning Strike, since these are your only removal spells to keep opponents at bay while you find your big spells.
Keep tweaking & testing the deck. I'm interested in seeing where this goes.
10 months ago
11/7 is the correct value. For whatever reason the first two responses forgot to include that detail but that's what they were trying to explain.
P/T switching effects are always applied last when determining a creature's power and toughness. In your example, Erratic Cyclops is getting a total of +7/+0 from its own triggers (Dive Down, Invert, Hypothesizzle) and +0/+3 from Dive Down's effect, bringing it up to 7/11 before you apply Invert's effect and switch it to 11/7.
10 months ago
I assume you meant some other card besides Hypothesizzle, but whatever card you meant isn't going to change the basis of the answer, simply the numbers.
An object's characteristics start with what is printed on the card and then continuous effects are applied in a series of layers in order. Layer 7 deals with power/toughness changes and has a series of sublayers that are applied in order. Erratic Cyclops' ability and other spells/abilities that modify P/T without setting it to a specific value are applied in layer 7c. Effects that switch P/T like Invert / Invent are applied later in 7e. The full comprehensive rules reference for layers is rule 613.
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