|Commander / EDH||Legal|
Printings View all
|Commander (2016 Edition)||Common|
|Ravnica: City of Guilds||Common|
|Promo set for Gatherer||Common|
Combos Browse all
Search your library for a Plains, Island, Swamp, or Mountain card and put it into play tapped. Then shuffle your library.
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1 week ago
I'd love to give some feedback. But remember - its just my opinion, but maybe it can help make the gameplay experience even better :)
In general as far as I have understood the deck is more of a good-stuff control deck. If that is the case there are four things I have specific feedback for:
Ramp: The only card in the deck that ramps you at a needed point in time (before turn 4) is Rites of Flourishing. Considering the rather high curve of 4.5 you will need more ramp even though your commander is ramping you slowly. I would recommend Sol Ring, Rampant Growth, Farseek and all 6 on-colour signets.
Good Stuff: Since your deck is very control-orientated I would recommend some even higher impact control and board presence cards like Jace, the Mind Sculptor, Consecrated Sphinx, Maelstrom Wanderer, Oracle of Mul Daya and cards like that. On the spell side things like Cryptic Command, Mystic Confluence and Snapcaster Mage seem on line with the deck.
Token: I personally would drop the token subtheme. There are only four cards in the deck that can produce many tokens and I don't quite think it is enough to support Glare of Subdual. I would maybe more go down the nutrition way and rely on card advantage and big threats in order to control the board. Maybe Elspeth, Sun's Champion.
Those are just basic first thoughts. Maybe they can help :)
1 week ago
SlimJim83, all the greater the travesty then that you included it not in your Dimir list.
I agree, card is unfair. Any blue deck looking to go late should have one somewhere in the 75. Resolved Aetherling wins many many games. I have lost two games in my entire life, I think, in which I had an Aetherling in play.
But this deck needs an overhaul. It has to work too hard to win too many games, and loses to its own mana too much. I would also like to decrease the percentage of games lost owing to my drawing the wrong answers at the wrong time. While living on the razor's edge has its own perks, I am sure there is a way to make its control over the boardstate/opposing value engines firmer.
I'm going to rebuild with hopefully a cleaner manabase despite the 4 Ghost Quarter, which have both won and lost me many games. Shadow of Doubt is going to find its way somewhere in there to combat Chord of Calling, Expedition Map, Primeval Titan, Scapeshift, fetches, Sakura-Tribe Elder, Farseek, Sanctum of Ugin, and turn Ghost Quarter into Strip Mine. Furthermore, some of the answers are really clunky, and don't always have the backing from other efficient cards necessary to make the upside of the clunky answer be worth it. Lastly, I would like a way to trade in dead cards for useful ones; Jund has Liliana of the Veil which is obviously awful in a draw-go strategy since you'll be discarding your own cards against a resourceless opponent, and this is hardly a Pack Rat deck. I'm not sure what I can do to mitigate the drawback of useless topdecks, since Brainstorm is not in the format, but heavens knows I will try.
Thank you for the upvote, and I'll try to get around to upgrading this soon! And no fear, Aetherling will obviously stick around in all his glory.
2 weeks ago
2 weeks ago
So, if you are looking to speed up the deck there are a lot of ways to do so!
Firstly, and most importantly, remove all lands that MUST enter the battlefield tappe. Those slow you down A LOT! I know mana bases are really expensive, but there are some cicles that are much better than straight up "tapped lands", such as Innistrad check lands (Hinterland Harbor and others).
2 weeks ago
2 weeks ago
Vraska the Unseen
Elspeth, Sun's Champion
Venser, the Sojourner
Teferi, Temporal Archmage
Ajani, Mentor of Heroes
Kiora, the Crashing Wave
Ob Nixilis Reignited
Nissa, Voice of Zendikar
Sorin, Grim Nemesis
Jace, Unraveler of Secrets
Tezzeret the Seeker
Nissa, Vital Force
2 weeks ago
Ah Alright! Yeah! So Teferi's Isle is not that good then, I did not really know how the PHasing would work, and I figured a double blue mana would be better than say a regular island. But I see your point espeically if you have something like Seedborn Muse out. Although I do have a question does Kruphix really need ramp spells like Cultivate or Farseek? Cause my friend says that I do since im green, he said 'it never hurts to get a vorinclex out at turn 5' but the more I look a different Kruphix decks I rarely see any ramp spells, I typically see more 'rampy/deck thining' lands like Evolving Wilds or Misty Rainforest What do you think of my deck? Im not new to Green, But im new to blue (mostly) and I'm not sure the best path for Simic specifically...
3 weeks ago
assuming no duals/shocks/fetches, I'd suggest the following budget (>$2) lands to fill out your mana base. Crucible of the Spirit Dragon, Exotic Orchard, Krosan Verge, Temple of the False God, and Ash Barrens. The tri-color tap lands also find their way into alot of Scion budget decks.
Mana fixing spells that make sure you hit your land drops early game but have other late game uses are Grave Upheaval and Sylvan Reclamation. Chromatic Lantern and Coalition Relic are definitely your best available mana rocks, but I would also add Fellwar Stone and Wayfarer's Bauble for early ramp. Farseek, Nature's Lore, Skyshroud Claim, and Tempt with Discovery are great sorcery ramp options as well.
If you want more ideas on a Scion reanimator build, you can check out my deck There Be Dragons!