|Commander / EDH||Legal|
Printings View all
|Masters Edition IV (ME4)||Rare|
|Fifth Edition (5ED)||Rare|
|Fourth Edition (4ED)||Rare|
|Revised Edition (3ED)||Rare|
|Arabian Nights (ARN)||Uncommon|
Combos Browse all
Eye for an Eye
The next time a source of your choice would deal damage to you this turn, instead that source deals that much damage to you and Eye for an Eye deals that much damage to that source's controller.
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Eye for an Eye Discussion
11 months ago
Maybe for board wipes instead of using day of judgement using Divine Reckoning, Cataclysmic Gearhulk, and/or Tragic Arrogance. Also this is the first deck I have seen with blue that doesn't have Cyclonic Rift as a one sided board wipe.
I like city of brass, but as your budget increases consider a Mana Confluence to replace it or along side it?
11 months ago
Ok, all. I am an idiot. I had a realization in play yesterday that should have been obvious, but I had missed it. Ayli, Eternal Pilgrim was meant to be both Rattle Snake and spot removal, but the deck was not built around it, so she never got going. I focused on the spot removal, and when she was removed from the deck, I replaced it with repeatable creature spot removal, thinking that would at least come close to replacing the value of Ayli, Eternal Pilgrim. What I didn't fully grasp was that the weakness of slow speed of the removal, along with the durability of the removal was the problem, and that Assassins would never be able to make up for this. I was sitting on one of the best removal spells that are available in Queen Marchesa's colors, and I recognized this at least enough to put it into a sideboard slot because I just couldn't cut it all the way. I think I should just put the good spot removal back in, and skip all this getting fancy with creatures for removal BS. Since my Rattle Snake and Pillow Fort defense is already very strong, I am not sure why I am worrying about it so much, especially since I keep strengthening it with the most subtle of subtle Pillow Fort cards like Duelist's Heritage, Slayers' Stronghold, and Key to the City.
Right now, I think I just need to consolidate what I think this deck does best, make sure that I bring enough of both the offense and defense that this deck works off of, ensure that I am optimally countering common deck archetypes in ways that are synergistic with the rest of the deck, and not get distracted with complicated additions.
With that said, I have a sideboard that I have constructed of cards that are meant for tuning this more specifically to different metas, and for including cards for combating common archetypes that my meta does not contain. Even if I don't use this as a common sideboard between games, this is my list of cards to adjust for changing metas as I go between them, likely usually between sessions.
Changes that I plan:
Main Deck changes should be to consolidate the theme of the deck, removing weakness in favor of the strengths.
Stronghold Discipline - Rakdos Charm is a huge part of my offense, and wins a ton of games. Stronghold Discipline is essentially another copy. Unconventional offensive plays are what this deck does best. Consolidate around the deck's strengths.
Utter End - One of the best spot removal spells available. Control is one of the things this deck does best, especially surgical removal. Consolidate around the deck's strengths.
Sideboard changes should compensate for different metas and allow me to combat the weaknesses in the deck with respect to commonly played archetypes that are just not that common in my usual meta. I am OK with unfairly destroying decks in metas that are not my usual meta.
Out: Utter End - Into the Main Deck!
In: Rest in Peace - The best at what it does, kills a lot of combo, storm, spellslinger, value engines, reanimator, etc...
So, what does that leave us with?
Ramp and Fixing: Lots of Ramp and Fixing that is tuned and synergistic with the rest of the deck, as well as a curve that allows us to bring out early big plays. Gift of Estates and Tithe double as card draw late game, and our unconventional manabase is highly synergistic with the rest of the deck.
Draw and Tutoring: Enough Draw and Tutoring to make the deck consistent and holding enough answers for every threat or weakness, without being obtrusive or conventional enough to be obvious about it. Three all star players in this list are Shred Memory, Key to the City, and Sea Gate Wreckage. Uncommon tutors and draw with huge impact in this deck without ringing any danger bells for most players. This suite makes my already versatile card list even more versatile.
Defense: A 25 card subtle and somewhat unconventional Pillow Fort and Rattle Snake defense with a low curve, the potential to be used offensively, and which is synergistic with itself as well as my offense. Back this up with a nice Fog suite, making my defensive wall extend into my hand so as to not have all of it sit on the battlefield to be effective, and bringing it's own offense in the right circumstances. Add to this a control package that is complete with a very strong and versatile spot removal suite, some reactive board wipes that have offensive uses, and multiple cards to allow us to protect our board state, including counterspells in Mardu colors!
Offense: The offense is structured to take advantage of typical board states and the strengths of my opponents with cards that have outsized effect for their costs. It is designed to be huge Aikido bombs against any Big Mana, Big Creature, Big Army, Big Hand, or Big Attack deck. It is structured in pairs of cards for each of these, including Acidic Soil/Price of Progress, Backlash/Delirium, Rakdos Charm/Stronghold Discipline, Sudden Impact/Toil / Trouble, Deflecting Palm/Comeuppance, with Arcbond, Batwing Brume, and Eye for an Eye all reinforcing this array of counterattacks. This reactive offense is backed up with a couple of big bomb offensive attacks in the form of Master of Cruelties and Hatred, a couple of midrange beaters in the form of Serra Ascendant, Gisela, the Broken Blade, and Kazuul, Tyrant of the Cliffs, and an army of smaller defensive and utility creatures. Bring in combat tricks and enablers like Duelist's Heritage, Slayers' Stronghold, Key to the City, and Rogue's Passage to act as later game silver bullets, and the offense is quite versatile.
Sideboard: Packed with Combo hate, a counterspell suite of my own for Counterspell and Blue Control hate, Graveyard Antics hate, and extra offense in the form of Dark Depths as an uncounterable big beater and Exsanguinate for big burn.
In all, I think I am pretty satisfied with where the deck now sits, and will likely consider this list to basically be the core deck. Testing will confirm, I think I have chased down all the areas that needed shored up, and I feel like this is, at the moment, a completed list.
1 year ago
As an example of aggressive behavior, Eye for an Eye and then Selfless Squire of a big creature attack on their turn, then Backlash of even a small defender to tap it followed by an attack of a big Selfless Squire is often GG. Backlash becomes an offensive maneuver to clear the way for a big creature attack, and it doesn't matter that it does less damage by itself than it could have.
1 year ago
What I found is that I often make it to the mid or end game with the most life, even by if by just a little bit, making symmetric damage a decent option, and this applied very well to Eye for an Eye. It's like in Chess when you end up a pawn ahead in the mid game. At that point, it pays to start trading pieces.
I also noted that I could survive on less land than most decks, and being conscious of this makes Acidic Soil and Citadel of Pain asymmetric in my favor. Reactive spells end up requiring a huge amount of untapped mana, and even Reflect Damage is a big mana requirement for a deck that likes to run fewer lands.
I often found that I wanted to be able to bring my own offense once I entered into a conflict with an Aikido card. After looking at all this, I realized that having some traditional wincons mixed into my offense made all those Aikido cards more effective. When I can redirect an opponent's offense for a big chunk of damage, punish them for their overcommitment in the form of lands or creatures for another big chunk of damage, and then hit them a couple times with a big creature attack of my own, I may not win on their turn, but I usually win between their turn and my next.
Taking the deck in this direction also shored up a general weakness of this deck. By adding that little bit of my own offense in the form of my own big swingy attacks, I can become very aggressive against another reactive deck, which is the type of deck that Aikido traditionally has trouble with. To me, this is an extension of the idea that you should punish each deck for what it is. For other reactive decks, Citadel of Pain after an early aggressive start can make them cry.
While I did not adhere to Rachmiel's original theme of only hitting them with their own stuff, I believe my Pillow Fort and Rattlesnake suite is psychologically stronger for this deck, and my deck can become very aggressive in ways that his really had a harder time with. His did have Tariel, Reckoner of Souls to get aggressive with their graveyard, but I would prefer to hate their graveyard and then bring my own offense, especially since I can take out a single opponent with the right hand by turn 4, without their help at all. Tariel, Reckoner of Souls is an expensive beater that needs a full graveyard to exploit before it really gets going. His cannot be that aggressive.
In the end, I think that Aikido gains a ton of power from being a strong theme in a deck, but not the only option. Redirected attacks, exploiting overcommitment, punishing decks for things that all decks do, and traditional big beaters combine nicely in ways that are starting to make a dedicated Aikido redirection style deck look one dimensional.
1 year ago
Good points. Thats definitely the hierarchy I prefer as well as far as incentives go.
When I was working on Wincon cards, I eventually cut both sorcery speed cards like Acidic Soil and most of the cards that still damaged me, like Eye for an Eye, as I found them to not fit my gameplan as much. I also cut cards like Captain's Maneuver due to their intense mana requirements to be really effective against swingy attacks. What has your experience been with the breadth of turn-around type cards that an aikido archetype brings to the table and how they stack up. How many do you feel is a critical mass?