|Commander / EDH||Legal|
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|Shadows over Innistrad||Rare|
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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.
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Fevered Visions Discussion
19 hours ago
Number one win condition is Fevered Visions + time.
Second would be Dynavolt Tower.
Torrential Gearhulk is also a win-con, although I've been bringing those in from the sideboard so hopefully my opponent ditches their removal. Might be better to have them in the mainboard though.
1 day ago
The maiden voyage of this deck did pretty well - 0/2, 2/1, 2/1 - 4th place out of 8
The second match was against a red/black Vampire Madness deck. He beat me in game 2 due to his Vampires with haste and lack of fogs in hand, but I took him down in game 3 with a Torrential Gearhulk and Dynavolt Towers.
Match number 3 was against a black Metallic Mimic + Animation Module servo deck. Fumigate performed very well except when Yahenni, Undying Partisan was around because he just sacrificed all his servos. Game 3 wasn't looking too good until I drew a second Fevered Visions at the end of turn 5 and a third one at the start of turn 6 and played them both that turn. Three Fevered Visions on the board is wicked.
1 day ago
I can safely say that Dreamborn Muse won't help you out here without something like Fevered Visions to keep the enemy's hand full, and it also hurts you without any future payoff. As for Phenax, he comes out turn 5 at best, meaning that you'll probably have a creature or two and a bit of mill. In my opinion, Profane Memento doesn't seem to be the most useful since T1 should have a creature or something first and foremost. In my experience, Crypt Incursion does a fine job on lifegain as is, even if it does draw your finisher back a little bit. You could drop two or more Mementos for Phenax. I haven't had the chance to playtest this deck against a reasonable one (All of mine are super stupid and gimmicky), so make sure that whatever changes you make only make you stronger. If 4 Mementos is truly necessary to keep you alive, then keep 'em and pull something else out.
Best of luck <3
2 days ago
Wow, a bunch of comments! That's kind of cool to come back to.
The_Dastardly_Dr.Od, yeah, the build is based on budget stuff. Our house went through a minor natural disaster, so my cards are very disorganized. I have not had a chance to look at my cards to see what I do have available. The last thing I ran grixis was based on Halimar Tidecaller and Dragons! For this Frontier build, I'm going to stick to U/R. I like the other cards you mentioned though. I will need an answer for graveyard, you're right. I will also have to look at Bedlam Reveler because that would be fun to play in this deck.
Khloebunni, I never had all those special lands to begin with, so I probably won't be able to add them all. Once I get to a point where I can look through my cards, though, I will add whatever fetch lands and special lands I do have. As far as choosing Startled Awake Flip or Mind Sculpt, yeah, I have to go with the 13 cards because it's a devastating hit!
SlimJim83, it has been some time since I really looked at the deck, but I remember that Turn 7 was when I usually devastated my opponent. That means it's too slow. I haven't looked much into Kaladesh or Aether Revolt. I was thinking I needed more counter spells or more burn. The combo of Fevered Visions and Sphinx's Tutelage is just too good, though. There have been plenty of games where I lost and my opponent only had 1 or 2 cards left in his library. I love the tension in the games. Maybe this makes it a bit casual and not a final round contender, but I really like how fun it is to play.
jawz on barals lands
2 days ago
I tried to make a deck like this work, and only half got there, so I don't know if anything I can suggest is any good. I like Fevered Visions in theory since it keeps you stocked up and your land destruction keeps them from emptying their hand, while also putting them under pressure and there isn't much enchantment removal floating around these days. I also tried Metallurgic Summonings and even though I still kinda like it, it probably was way too slow. I tried Bring to Light and it was decent.
Still the main problem I was having was I couldn't get the manabase right to consistently get the 4 lands in the right colors I needed to get all the spells off. I tried a lot of mana fixers like Attune with Aether, Servant of the Conduit, Rishkar, Peema Renegade, Conduit of Storms Flip, Unbridled Growth, Chandra, Torch of Defiance and so on. With them I can get the mana better, but then too many of the other spells get cut out. I didn't find a good balance.
It's not an easy deck to get right. But then again, Wizards really doesn't want land destruction strategies to work because it's just too troll.
2 days ago
Reminds me of my deck Here, take all ur cards :). Although that one is also taking it in a different direction, but just like mypethuman1 said, you might find inspiration. Specifically I was thinking about Fevered Visions if you're willing to splash red.
2 days ago
LCJ38: I found an issue with Repel the Abominable - it stops damage from Dynavolt Tower and Fevered Visions. This could be problematic. Also it doesn't help with Gideon, Ally of Zendikar. I'll have to do some more testing before tomorrow night.
3 days ago
Came back to fog after giving up on it. Adopted parts of your build and it made a world of difference. Here is my version http://tappedout.net/mtg-decks/fevered-fog-2/
I have only one suggestion Woodweaver's Puzzleknot. Its a close call but I need the life and energy a lot and it has a great synergy. Buys you 1 to 2 turns of life.
On the other hand if we don't land Fevered Visions early we really don't win. And maybe the digging is better.