Counter target instant or sorcery spell unless its controller pays .
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
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6 days ago
sonnet666 I appreciate your response. I'll start off by saying that mentioning the obvious tier 1s (Thrasios, Zur, Tazri) was really just for completeness' sake. In hindsight, it was just a waste of time to mention them and I regret bringing it up.
You're also completely right about Mairsil, I just straight-up didn't do any research on the way that deck was going at all. The Mirror-Mad Phantasm line is great in a Doomsday shell and it's the main draw for it. The Razaketh line is a little bit more questionable since it requires creatures in play and Grixis has few creatures it actually wants to run and it can only be uses once a turn, but turning your commander into Diabolic Intent isn't bad by any means. I still think that Kess and Jeleva are clearly superior Grixis commanders though since they can have 99 cards that are gas and not dilute their deck at all. It's similar to Teferi vs Arcum Dagsson. Teferi runs a couple of bad cards or cards that aren't good for reasons other than The Chain Veil combo (Thran Dynamo, Gilded Lotus, and The Chain Veil itself would be useless without the rules interaction that allows for the combo), but Arcum runs a lot more bad cards because it needs to have artifact creatures to sacrifice and most artifact creatures suck. There's less of a difference between Kess/Jeleva and Mairsil than there is between Teferi and Arcum Dagsson in terms of number of different cards in each deck, but the principle is that Mairsil requires more build-around cards than the other Grixis generals and it hurts him overall. Regardless, I apologize for my ignorance and I think that tier 2 can be a valid placement for now.
I forgot that Razaketh was your pet deck. I won't bother arguing with you about it then.
I disagree about Karador. It's true that he reduces his own cost, but only if creatures are in the graveyard, which there will probably be few unless someone has wiped or you have Survival of the Fittest/Fauna Shaman. In the latter case, you probably won't need Karador since you'll be able to tutor up Boonweaver Giant and a sac outlet (or whatever you're comboing with) relatively quickly anyway. It's true that he casts creatures from your graveyard, but only one per turn, so saying he effectively makes your graveyard your hand is a huge overexaggeration. Being able to cast creatures from the yard is also only useful if you have creatures in the yard, which is not too difficult to achieve but not always a common gamestate. Compare this to Tymna, who generates value at every stage of the game as long as you have creatures, and he looks much less favorable. The Abzan Boonweaver strategy has never really relied on the commander for anything but value, so the fact that Tymna can create more value more quickly than Karador speaks to her advantages and his weaknesses. If you won't put him in tier 3, consider at least moving him down to tier 2.5.
Everything I said about Teferi was in jest. In fact, I believe I even said later in my post that I was just joking around when I talked trash about Teferi. I don't post a lot on tappedout anymore so I don't blame people for not knowing, but I am a Teferi main and although I don't consider myself an expert, I know the deck pretty well. The Blood Pod matchup is probably Teferi's worst matchup (it's even worse than Ruric Thar, which is saying a lot), but it's not enough to keep him out of the top tiers.
Your suggestions for additions to Teferi are understandable but misguided. The primary reason that Paradox Engine and Dramatic Scepter aren't in Teferi is partially because the deck already has two and a half alternate win conditions - Rings of Brighthearth+Basalt Monolith is one, Power Artifact+Monolith is two, and Teferi+Stasis is almost a win condition - and doesn't need to dilute itself by running any more. All the cards I just mentioned are also good on their own - Monoliths for obvious reasons, Rings of Brighthearth for its ability to copy Teferi or Tezzeret's abilities, and Power Artifact for generating more mana while comboing with The Chain Veil. Neither Dramatic Reversal nor Isochron Scepter have utility on their own. Imprinting a Counterspell or a bounce spell on Isochron Scepter is a fine strategy in 1v1 (and I used to play Scepter Chant back in Mirrodin-era Extended, so I know how it feels), but it ultimately isn't good enough in the midgame to be worth running. Dramatic Reversal is effectively just a ritual and has very little utility outside of the combo. We already have access to a lot of good rituals, like Teferi for example, and we don't need another one that badly. Paradox Engine is too reliant on cards that are already in hand and costs 5 mana. Why would you tutor for a situationally relevant card that costs more to cast than The Chain Veil and is not a guaranteed combo? Furthermore, running these additional win conditions would require multiple cuts to either the manabase, card draw spells, counterspells, or bounce spells, which would weaken the deck in some other aspect. It's just not worth it to run these cards.
And just because Manifold Insights isn't as good as Lim-Dul's Vault doesn't mean it's trash. Being able to see 10 cards deep and getting 3 nonlands is a big deal, even if it's the three worst cards in that set. The fail state of Manifold Insights is either getting your 3 worst mana rocks or your 2 worst mana rocks and a counterspell that's not relevant (ex. Flusterstorm at a table full of creature-heavy decks). That's not great, but it's still 3 cards that will likely not be dead. The only major drawback to the card is its sorcery speed, which is unfortunate but ultimately not a dealbreaker. And obviously the card is unplayable with fewer than 3 opponents, but ideally that shouldn't happen.
Finally, do not under any circumstance go with a different decklist than what you have posted. Even though it does not match my personal list and I don't agree with every card choice in it (cough Expedition Map cough), the comprehensiveness of the primer section is encyclopedic, which makes it an excellent resource. It talks about primary combo lines, alternate lines, matchups, single card choices, and even budget alternatives. If you are already vaguely familiar with competitive EDH, you could become a somewhat competent Teferi player just by reading that primer and goldfishing a bit. Something drastic would need to happen in order for that primer to become irrelevant, on the scale of a major banning or maybe a change to the rules interaction between Teferi and The Chain Veil.
As far as Yidris goes, Jim has talked a lot on the discord about his deck and the gist of it is that Yidris is plan B. Plan A is jamming a turn 3 Ad Nauseam, which he aims to do as often as possible. That should give you an idea of how important Yidris actually is to the deck. His current list also still runs Mass Hysteria, so Concordant Crossroads could be a possible addition to improve it. I doubt Need for Speed would work well though, it overlaps with Rain of Filth too much and you'd rather sac your lands for mana than give your dorks haste in most circumstances.
I would argue that The Gitrog Monster can fight through counterspells more easily than Sidisi, Undead Vizier can because of cards like City of Solitude and Autumn's Veil, but you're right in that both decks are linear and somewhat fragile. Gitrog makes up for this by being able to clean up at really weird times, like their own cleanup step.
I think Tier 3 is solid for Atraxa. She has pubstomp written all over her, so it makes sense to put her in the pubstomp tier.
When I said that Dimir was a limited color identity, I meant in terms of what it can answer and how well it can answer it, specifically in regards to artifacts and enchantments. Black can't really interact with artifacts or enchantments at all, and blue only has bounce spells or counterspells. Hurkyl's Recall and other bounce spells are only temporary, and unless you can win the turn after a bounce through countermagic for sure, you will still be in danger of the problem card resolving the following turn again. Swan Song and other counterspells are reactive, which a combo deck really doesn't want to be. Compare this to Grixis, which has access to Vandalblast and By Force, or Esper, which has access to Disenchant and Detention Sphere (in Zur), or Sultai, which has access to every good card in the format, and Dimir looks worse by comparison.Even the creature removal isn't as diverse when it comes to wipes. Dimir only has Toxic Deluge while Esper has Supreme Verdict and Grixis has Rolling Earthquake and Fire Covenant. That's really the only weakness of the color identity, but it's not a trivial weakness and it does make Dimir combo worse than Esper/Grixis/Sultai/4 color combo.
As for your question on Baral, whether High Tide isn't strong or Baral is just bad, the answer is kind of both. Baral is a commander who gets outclassed by Jace in almost every way, and although he isn't weak by any means, Jace isn't outrageously strong to begin with.Jace can loot more consistently, can get more value in the midgame when cards have been binned, and can enable double Tide turns. Baral's cost reduction is nice, but that's about the only advantage he has over Jace. Blood Pod is also pretty brutal against Baral since all the win conditions either require Islands (making it weak to Choke) or artifacts (making it weak to Null Rod and Stony Silence).
2 weeks ago
I've been testing a lot against Hermit Druid Necrotic Ooze combo decks similar to this one: http://tappedout.net/mtg-decks/a-heart-three-sizes-too-small-turn-1-win-copy/ (I can't seem to get the hyperlink using the deck name to work).
Against decks like it, Gilded Drake is still relevant, alongside Scavenging Ooze and Phyrexian Revoker, because Animar needs a way to stop Hermit Druid before it activates. Normally though, if the Hermit Druid deck gets one of its fast starts Animar tends to just lose unless another deck has an answer. Animar is pretty consistent in comboing off on turns 4-5, but the Hermit Druid deck frequently combos off on turns 2-3. In 1v1 testing, I think the Hermit Druid deck beats Animar about two out of three games.
In group games, the Hermit Druid deck quickly establishes itself as the main threat due to it being able to threaten a win on almost every turn. It is also hindered a bit by all the graveyard hate that is available, which can be beneficial to Animar because those cards don't interfere with Animar's game plan. If everyone is focusing down on the Hermid Druid deck and adjusting their decks to deal with it, Animar can snag wins by being the second most explosive deck at the table and by not being affected by the graveyard hate or cheap counterspells like Swan Song and Flusterstorm.
In 1v1 testing, a lot of the games that my Animar deck won against Hermit Druid were thanks to Magus of the Moon. The Magus only seems to be useful against about 50% of the upper-tier decks, but I've found it good enough to keep as a sideboard card. Hermit Druid finds it extremely difficult to play through, particularly if Hermit Druid hasn't played a mana dork before the Magus comes down. In the match-up, I am often willing to cast the Magus turn 2 off a mana dork instead of Animar, since making my land drops more awkward doesn't matter when I am locking out Hermit Druid from being able to play almost all of its deck.
2 weeks ago
Torment of Hailfire needs around 20 mana to start REALLY putting the screws to people (this is also assuming no one is shitting out tokens and just laughs at you demanding they sac 18 of them). If you have 20 mana in this deck, go win... you can just Yawgmoth's Will to re-use your Demonic Tutor to go find Tooth and Nail, or you your Eternal Witness to get it back, or flashback your Mystical Teachings to find your Snapcaster Mage to replay the Demonic Tutor, leaving you 10 mana to entwine it and have a Flusterstorm backup.
Like he said this deck is about WINNING, not making your opponent suffer through horrible choices. Torment of Hailfire needs to be in a shell that is built to drag the game on a very long time and attrition your opponents out. Damia is trying to end the game by turn 8, if that does not happen by turn 8 it may run out of steam and get taken out of the game because it is not built to win an attrition war. It is built to ramp to, find, and entwine Tooth and Nail to win the game.
3 weeks ago
That's my opinion at least. Especially with couterspells like Perplex. Knowingwhether or not to play them is tricky, however your deck isn't really a draw-go kind of deck. You seem to be running a decent amount of proactive hate. And you don't want to be slowing yourself down by leaving 2-3 mana open just in case yo uneed to counter something with one of your two counterspells.
I've seen people run a solo Mana Drain, however I personally think it's a bit overkill but I understand why given the upside of the card. As a defensive suite though, you want enough counters that you can consistently draw into them, so you either need a bunch or lots of card advantage (or both). With your list, 5 would be the absolute minimum I would recommend running, and then it would be more along the lines of Flusterstorm, Pact of Negation, Force of Will, Swan Song, that kind of thing. Stuff that has a very low casting cost. But that's also like $200 - $300 worth of counterspells which isn't very budget friendly.
I also think that card advantage will have more impact in a game. Generally there's too much stuff going on for one counterspell to be worth the value (unless you're in a glass cannon combo heavy meta) and there's something t obe said for other players having to deal with you.
Just my two cents.
4 weeks ago
1 month ago
Missing some staples like Ancient Tomb, Mana Vault, Mana Crypt, Mox Diamond, Chrome Mox, etc. By now they're just staples in mana acceleration that there should be zero reason why any deck claiming to be higher than 4 doesn't run them at this point. Especially for a creature that's .
There's also a significant lack of countermagic like Force of Will, Flusterstorm, etc. No other tutors like Grim Tutor, Imperial Seal, or even Sidisi, Undead Vizier and Cruel Tutor and questionable slots like Sword of the Animist, Choked Estuary or Cancel.
I always dig a good Tribal Zombies, but perhaps we can filter out some of the repetitious slots for more utility creatures. I think the big thing to focus is - how do you want to win, and what do you want to win with? Are the zombies tools for mill outlets/drain outlets? If so you could use a massive overhaul. Are you just going swinging with a horde? The same result still kind of applies.
I'm trying to figure out what Kozilek's in for? I understand if you were doing a self mill deck akin to the Gitrog, but this doesn't seem to be the case - thought I could be mistaken.
1 month ago
Maybe you can try Grafdigger's Cage and/or Surgical Extraction in the sideboard as your graveyard hate, I think Relic of Progenitus is not efficient enough because you'll need to keep leaving up mana.
1 month ago
@Squire1 UR isn't particularly good at answering threats once they're on the board, and playing draw-go with Jhoira seems fine. You can just suspend your haymakers on an opponent's end step if you didn't need to counter anything, and most of your threats are going to be so powerful that they won't need much to protect them.
@NickyBolas Here's a list of soft counters I think are reasonable in EDH:
- Stubborn Denial
- Sunken Field
- Logic Knot
- Mana Confluence
- Disruptive Student
- Patron Wizard
- Disruptive Pitmage
- Sage's Dousing
- Temur Charm
My problem with Mental Misstep is that I always feel relieved to see a target for it, which usually indicates that the answer is too narrow.