|Commander / EDH||Legal|
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Creature — Human Wizard
At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.
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|Have (13)||Wazerwifle , Supremespeed , Benniator , Shiromakuro , Skydra2 , sepheroth119 , AllDayTayTay , Dimarx , Azdranax , hippienproud , jrschnoebelen , Nemesis , Justinaut|
|Want (8)||Goombill , dizzierabit , GrandeKhan , Xijko , Gryffix , adb_slayer , Chill_Casual , SerenityTheFool|
2 weeks ago
Was looking at your deck for cuts and noticed a couple cards you might wanna consider:
- Cyclonic Rift: A touch on the expensive side, but a complete blowout
- Thought Vessel: Ramp on a Spellbook
- Fatespinner: Really interesting form of taxing your opponents
- Venser, the Sojourner: One of the best blink engines in the game for your commander and other ETBs
- Rhystic Study: Superbly effective card advantage, or a solid tax
- Angel of Finality: You have no graveyard hate, Angel is both a hater and an effective little beater
- Consecrated Sphinx: Best card advantage engine in the game bar none
Rift, Study, and the Sphinx are all a bit on the pricey side, but they're true game winners and well worth trading in for if you have the means, or proxying if your playgroup allows.
3 weeks ago
Here are some other cards I thought of since legality isn’t an issue:
4 weeks ago
I actully like this setup. I agree that its a little unfocussed. I reccomned one change- A transformative sideboard rather than an 'answers' sideboard.
'Side 15' sounds like a bad joke, but 15 cards is enough to completely transform from tempo to control, and can transform bad matchups by drastically moving your critical turns. Even against matchups that 'demand' specific answers (dredge, tron), a lot can be done just by shifting the kind of deck that you are- tron has issues if you just combo out, dredge has issues if you run more bounce effects etc.
Even if you're siding in the same 15 cards each game, if you're removing 'dead' cards from your deck you are creating a big advantage. It really helps maintain that 'diverse' feeling with less performance impact.
Getting used to switching out different cards for different gameplans in that way will also help further refine your mainboard, by identifying cards you're always removing (or never enjoying) and spotting cards you're always reintroducing.
In terms of how that transformative board is structured, I'd hide a set of Geist of Saint Traft in there, (as a clock against high-interaction decks, which the wizard tribe is unfortunately lacking), and run spells that you're plainly considering maindeck- your wraths, extra bounce tools, and wizards. I'd even go so far as to hide a Teferi, Mage of Zhalfir/Knowledge Pool lock as a 2-of, or run Vedalken AEthermage for wizardcycling to fetch a similar low-key combo. Augur of Bolas is also well worth a look,while less efficient that snappy, and sorcery speed, works wonders as extra functional copies.
Also, for fun, flavour-filled cards with various viability; (with some synergy!) check out Fatespinner, Glen Elendra Pranksters, Jace's Archivist Lullmage Mentor Meddling Mage Mistbind Clique Mistmeadow Witch Mizzium Meddler, Naban, Dean of Iteration Sage of Fables Sigil Tracer Simic Manipulator Spellstutter Sprite Talrand, Sky Summoner Timestream Navigator Treasure Mage Venser, Shaper Savant and Voidmage Prodigy.
4 weeks ago
Hi_diddly_ho_neighbor: I really should be running Chasm Skulker, no disagreement. Just don't know what I can cut to add it...I used to run more infect, but eventually I decided I wanted to make that a less common win-con, so just Inkmoth Nexus remains. I also used to run Disallow, but I never wanted to hold up the 3 mana for a slightly-better Cancel (Stifle is different, because it can be cast to neuter a T1 fetchland). Gigantoplasm is another card I'd love to run, but I don't find I have enough I want to copy in my current meta...Again, thank you for your comments!!
gdm1989: Heh, while I love Hope of Ghirapur in general (especially with Gift of Immortality), I don't know how good it is here since I can't reuse it in these colors...I suppose I could run it with Academy Ruins...
Crivaro: I ended up cutting Cloak and Dagger because it makes my commander blockable :( I really wish Tetsuko was a 2/1 so I could boost her power...And I LOVE the idea of Bubble Matrix here, kicking myself for not thinking of that!! Definitely needs to find a slot - thoughts on cuts?
Freyalise50: Honestly? I am running a few evasive creatures that don't need my commander, but I still balk at equipment that make my creatures specifically blockable. Moreover, my curve is low enough that I rarely have trouble holding up mana...
LuxCannonator: Riptide Entrancer is a little 1-shot for my tastes. I mean, it does act as a 3-mana steal effect, but Control Magic is my go-to for that effect, and Control Magic doesn't have summoning sickness or die to kill spells...
Color_pie14: Good thinking!
jakethewhale007: This deck performs great in 3-player, and well in 4-player if you draw a decent hand. Your counterspells do less, but as long as you maintain enough draw effects you should be able to survive. I win 95% of 2-player games, 80% of 3-player games, and probably 60% of 4-player games. Those are all definitely above average, but the deck gets less overpowering with more players, alas. And Fatespinner was in where for a while, but it's more of a sideboard here (since most opponents just skipped combat, as you guessed). I'd like to put it back in someday. I think that if you want another disruption-ish piece to replace Back to Basics, I'd take a page from Crivaro's book and test Bubble Matrix - that sounds amazing here. (And thanks for the congratulations!!)
Thank you all, once again, for your insight and comments! This deck wouldn't be as strong without your input.
1 month ago
Thanks for the suggestions Bchong! I appreciate your thoughtful critique of my deck.
I think you're right about the mana curve being too high for competitive play, though I'm not sure about which cards to replace to lower the curve.
Reclamation Sage is now mainboarded, replacing Harmonic Sliver. I will look into getting a Nature's Claim. As for Nature's Lore and other 1 for 1 cards, I have a hard time wanting to include them. Signets and talisman's I will look into adding later, though right now the deck seems to work very well.
I will keep Vedalken Orrery for now, but might take it out later. Fatespinner I will not be including as Stonehorn Dignitary does exactly what i want it to, and has stalled my opponents out giving me enough time to win in many games.
I get where you are coming from with the Command Zone not playing competitively against tier 1 decks. I don't play against tier 1 at my LGS or my playgroups either. I like how it plays now, it wins most games I play, but I suppose if I were to go against faster leaner decks that combo'd out turn 4, then I would need to change many of the things you suggested.
1 month ago
As for removing cards,... I'm weak in that area, too.
1 month ago
Just put in actual ramp instead of increasing your land count...35 lands is like the max you ever want to go above unless you know what you are doing. So put in all the mana dorks that you can. Edric, Spymaster of Trest is a fantastic card it protects you from getting swung at and you can draw cards off of it. In every deck unless you know to otherwise you need to ramp all of the Signets like Simic Signet and every possible talisman like Talisman of Progress.
and if you are going to be running ramp from lands... use cards like Nature's Lore ... getting from 2 to 3 lands in more important than 4 to 6
You have a lot of individually powerful cards but your overall curve is way too high. If you ever play semi-competitively and your average CMC is 3.98 then you will have already lost before you even get to play your first card. Letting most decks do what they want for 4 turns then its a great way to lose to some combo deck.
Also Command Zone don't know what they are doing they suggest cards which are super strong in causal games but have no viability at all in even semi competitive environment. Also try and take out all of your tap lands... phase them out as soon as possible they really hurt your ability to play the game.
2 months ago
Awesome suggestions, initially this was going to be a "whats in the inventory build", however, the suggestions are really showing the potential here. Definitely making modifications on this now.
Eon_of_Chicanery - Really love everything you've mentioned - making the modifications soon.
chadsansing - From Beyond, this has to make it into the deck for sure. Was trying to keep the Avg. CMC under 3 - really hard to bargain for cards above that. Bitterblossom - truly considered this but I'm worried there's too much life being thrown out with the deck already.
Will switch up the decklist over the next day or so and start play testing. One thing I noticed was the need for more ramp, at least 5 more ramp/land cards need to make it into the list.
Still trying to figure out the best win approaches with the deck. Love constant stax plays, thinking maybe token generation and/or just slow life succubus. Not 100% sure yet.