|Commander / EDH||Legal|
Printings View all
|Shadows over Innistrad (SOI)||Rare|
Combos Browse all
At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, Fevered Visions deals 2 damage to him or her.
Price & Acquistion Set Price Alerts
|Have (36)||, tragic_slip , RedSinR , Faceless_Being , Lindough , Tstainbrook , Wolfninja , voidruby , Borg0th , KipIsKosher , jrschnoebelen , Nemesis , 2austin5 , Snydog17 , Brandamn , RedMulligan , frederiklw , mziter501 , thetechzombie , KingMathoro , KB2187 , MattN7498 , GoldGhost012 , rebelteddybear , Mousemke , RPG_FOX , Zhorus_The_Bauqret , gildan_bladeborn , pskinn01 , Doc508 , BladeMasta220 , golgarigirl , NobleSlay3r , twistedmage , jhTheMan99 , rakdos24|
|Want (2)||Pocketmouse , Kravian|
Fevered Visions Discussion
1 week ago
Thanks chiri and catafalcoman! I hope you both enjoy the deck! I've found that the politics is a bit of a balancing act - You need to know when to give people things (for example with Fevered Visions) and when to take things away (for example with Cruel Ultimatum). If you balance well, the deck is extremely fun and rewarding to play.
Anyways, have fun! And if you do end up playing the deck, let me know how it goes. Thanks!
1 week ago
1 week ago
So Gate to the Afterlife has come up a lot and my final thoughts on it after a lot of games is that I still like to have one around. It's true that getting it online for it's second ability is pretty slow, but not impossible. I'd say maybe 5% of games at best. So why keep it? Well, the fact that it has the second ability at all got it on the list, but the first ability hasn't come up in conversation and it turns out that is actually not a bad effect to have on the field. In games where I don't have the optimal opening hand with all of the things (1 Swallower, 1 Reunion, 1 Sanity, 1 Madcap, 3 land) I do end up with a few of the Bloodwater Entity on the battlefield because they are a decent threat in the air. Whether you hit Gate with Madcap or just cast it that first ability lets you loot when they die. That part actually has been pretty relevant as it usually gets to loot 3-5 cards a game when I've had it out early. Again, not incredible, but not completely dead.
As I type this, I've had another epiphany.
This actually is way more flexible for the same cmc, I literally just had this major "ah ha!" moment when going through this thought line in my head: "I already dug through all of the artifacts in Standard right now and Gate was the only one that had flexible uses and it literally pulls out the main win condition if you stall out and can't find it oh my god I completely overlooked that stupid mirror."
Let me list some things that it can do here in the order they flew by just now:
- Turn into a second copy of Fraying Sanity before each end step that your opponent dumps a bunch of cards.
- Turn into a second copy of Bloodwater Entity or Enigma Drake to attack for a bunch more damage.
- Turn into a second copy of something juicy from your opponent's board and use it against them.
- How funny would it be if you were playing in a Gift mirror and you use the mirror to copy their Gift?
But does it work on Sanity like that? It probably doesn't because it isn't attached to the opponent. Ok, scratch that first one off, but the other things are right. Or does it? If it's a copy does it share that property as well? Or is it unattached from either player and do nothing? I'm going to look into that.
Ok, so pending the results of that little tangent I think the Mirror is a solid replacement for the Gate. So much so I may consider actually having two? Dunno.
Compelling Argument I use differently depending on what I have/don't have. I'd definitely say that the best early game digging tools are Cathartic Reunion (more-so when you already have the fish in your hand to discard) and Strategic Planning (more-so when you have everything but the fish). If all I have are Arguments then I'd absolutely just use the cycling. This means I probably won't get set up fast enough to use it as a win condition but it'll still help me get there faster. If I have a Madcap Experiment and Fraying Sanity in hand but only Argument and no Reunion or Planning then I'd 100% use it to mill myself and hope that a fish drops in there, but I'd be ok with a Gearhulk and could work with a Drake or Entity as well. I'm torn when I don't have a Sanity yet, but I'd still probably do it if that was all I had. A deep Scry of 3 or more would be sweet to help in those situations but I'm unaware of a good option for that, especially since it would have to be for one mana to do on your first turn to really be worth it and not effect the tempo of the deck.
Abandoned Sarcophagus is a neat card, but I don't like it in this build without a lot more cycling. The huge problem with it for me is that any time I cast Fateful Showdown to cycle my hand, Compelling Argument myself to dig for a fish, or dump cards to Combustible Gearhulk anything with cycling would just be exiled instead of going to the graveyard. If I ran it here I'd have to remove all of those things to get the value out of it. That said, it is very "build-aroundable" and I did that with a mono-blue Sphinx Tribal deck of all things that is actually really sweet. I play it on MTGO because it was cheap as hell (less than 3TIX for the whole thing). It's great because you pretty much always cycle cards before playing them so you always have a nice full hand. It also can be problematic for your opponent because they have to keep track of what is in your graveyard because pretty much everything in there is basically also in your hand. Again, like the card a lot, but can't fit it in here the way I'm set up. (Not that you were suggesting I add it, I just wanted to get that out in case it ever came up)
Commit / Memory is a fun card. I like where you are going with it against big Dinosaurs, though sometimes just Argument on it's own to mill them away still works, especially if you have Sanity on them as well you are bound to drop things they wanted to play. Before rotation I had a few builds that were similar in design to this but without the Madcap/Artifact condition. They used a lot of these cards to cycle through the deck very quickly and get out as many copies of Fevered Visions as possible. I could have all four of them out in 8 or 9 turns, it was hilarious. The Memory part of that card was in there to keep myself from getting decked because with sooooo much draw and recycling entire hands it was impossible not to run out of cards in 11 or 12 turns. Like literally impossible. Shuffling it all back in and starting over was critical, plus any Wheel of Fortune effect that makes your opponent draw a new hand is always funny. Sometimes it helps them more than it hurts them, but that look on their face when you cast it, the eye roll in particular, makes it worth it.
I think that addresses everything, thank you Soulus101, ShpoK, and only_the_finest for all the continued inquiries and suggestions. Building and sharing is probably the most rewarding part of this game. It's truly exciting when other people play your decks or run similar combos and come back to talk about it. Much appreciation, thanks again :)
2 weeks ago
One card I really like is Furystoke Giant. It isn't in many lists but has the potential to just kill the whole table when you drop it.
Roar of the Crowd is a cute way to kill somebody.
Fevered Visions doesn't seem very good as you are trying to kill with the locusts and generally the damage from visions doesn't matter.
Ashnod's Altar is bonkers in this deck and has an infinite combo with skullclamp and Locust god.
I would replace one of you other counterspells with Disallow because it is a pretty nice card
I do like Sage's Row Denizen, I have not seen that card in any other decks and it seems pretty awesome.
2 weeks ago
I am not a huge fan of Bloodwater Entity. That card seems much better in temp/blitz decks that are more aggressive and proactive with their spells. Decks that run cantrips, or things like Unsummon and Brute Strength. In a reactive deck like this it's not a big threat and the fact that it puts the card at the top of my library instead of in my hand is too slow imo.
Commit / Memory is a card I like, and right now is in the maybe-board. I really should sneak it in the deck, maybe 1 copy in the main and another or two into the SB. Not sure I want to run a full play-set though. I want to see how often I see Carnage Tyrant or even how often I lose to it, before I decide to use a playset or cut stuff from the deck right now.
Glad to see another UR player :)
Chandra is....alright. Usually, the best scenario with her is to blow up something the turn she comes down, and then you start using her +1 and wittle your opponent down as you dig through your deck. I have been going back and forth between having her in the main and the side. Prior to rotation, when UR saw some decent play for a bit Chandra was being played in either SB and MB (guess either personal preference or meta call) and it seemed like she worked fine. I can't say I am exactly impressed by her, but she can work fine enough at times.
Honestly forgot that Highland Lake was printed in Amonkhet. I don't think I need more dual lands at the moment, the few games I have played so far I haven't felt like I had issues fixing my mana to be honest. I really don't like the thought of lands coming into played tapped as well. What I do need to do is rework the ration of Mountains and Islands. Good to know there is another dual land if I need it though, completely forgot about it hehe.
Opt is something I had originally thought about when revising the deck, but I ended up cutting out. It is a good card in a tempo deck where you have to be as mana efficient as possible, but in a reactive deck like this where I can leave mana open and am looking at the long game to cast big things like Torrential Gearhulk I have space for better draw spells. I would consider Hieroglyphic Illumination before I consider Opt.
I considered primal amulet a lot, but I don't think It would work in this deck, as you mention it would be much better in a more burn oriented deck. It might be a very solid UR alternative to be honest, as Dynavolt Tower can still be present a decent win-con I would think. I was actually thinking of making two different UR decks: this and a burn version. I think if Fevered Visions was still legal in Standard I would probably have went the burn route.
Thank you all for the suggestions! Will need to play a few more games and see more of the meta before I make any changes as of yet, but all of your suggestions have been noted!
4 weeks ago
Fevered Visions works well here.
4 weeks ago
+1 on Nahiri, the Harbinger. I only played against her, but you cannot even imagine how relieved I was every time an opponent had and used the mana for something that wasn't Nahiri!
abby315 and BFG,
GREAT card! Turn 3 Fevered Visions was just sooooo good against so many decks! I'm gonna miss that one too.
Yeah, for such an unassuming little card Thraben Inspector did SUCH good work!
Imma gonna miss Wandering Fumarole for sure ...