|Commander / EDH||Legal|
Printings View all
|Duel Decks: Elspeth vs. Tezzeret (DDF)||Uncommon|
Combos Browse all
You may discard an Island card and another card rather than pay Foil's mana cost.
Counter target spell.
Price & Acquistion Set Price Alerts
4 days ago
1 week ago
Hope you don't mind some suggestions from ya boi Owen. I've looked thoroughly through your list and have some ideas to propose to you. Totally up to you whether or not to use these cards (I won't be offended either way- at the end of the day this still looks like a solid, fun list!). But here are some suggestions:
Replace some of the counterspells: I've noticed you've put a lot of counters in here. This is good- make sure people can't achieve their wincons. But 19 might be a little too much- mono blue can work very effectively with just 10 counterspells (especially with the draw and topdeck manipulation you will be able to achieve with this deck). Here are in my opinion the top ten best budget counterspells: Arcane Denial, Swan Song, Counterspell, Mana Leak, Foil, Pact of Negation, Summary Dismissal, Disallow, Muddle the Mixture, Condescend. And of course you have access to Mana Drain which could easily replace any counter out of the ones I just listed. Even if you want to stay at 19 counters, I would highly recommend taking out Annul, Ceremonious Rejection, Essence Scatter, and Spell Shrivel to put in cards like Swan Song, Arcane Denial, and Foil.
Draw Spells: You've got good stuff in here like Pull from Tomorrow and Stroke of Genius, but sometimes paying X every time you want to draw cards can be a bit too much (especially when you are trying to cast high cost Sphinxes). I'd recommend removing Stroke of Genius, Fact or Fiction, and Fortune's Favor to put in Frantic Search, Dig Through Time, and Paradoxical Outcome. Frantic Search lets you untap lands, Dig Through Time is just too good, and Paradoxical Outcome can let you net mana off of bouncing Sol Ring while also letting you get more ETB effects off of your replayed creatures. For strong early game draw, I'd recommend removing Braingeyser to fit in Mystic Remora.
Ramp: Since your average CMC of the deck is 3.48 and blue gives very little access to land ramp like green, you'll need to back that up with a buttload of artifact ramp. You need to put in Thran Dynamo, Mind Stone, and Sapphire Medallion. They will help you a LOT. Having Dreamstone Hedron, Everflowing Chalice, and Caged Sun in here addition to the other artifact ramp will definitely give you an edge over other players in mana. Also I'd recommend putting in at least 3 more islands.
Acid Rain: This card makes me lol against mono green players. It seems entertaining but may be a useless draw when playing against decks that don't run green. Or even if they do run green it could be something like my Surrak Dragonclaw deck that only runs a few forests with most everything else being nonbasics that don't have forest type like Karplusan Forest. Due to this, if you want to put in some land hate, run Frozen AEther. People will hate you but it's not too mean and it certainly puts you ahead and gains you even more counterspell advantage.
Sphinxes: Here are some Sphinxes I've found that I think would really do you a lot of work and versatility in this deck: Guardian of Tazeem, Chancellor of the Spires, Sphinx Ambassador, and Deadeye Navigator. Yeah, I know the Navigator isn't a Sphinx but he can blink your Sphinxes to get their ETB effects as well as Unesh's trigger. Endless value for only 2 mana.
Target Removal: I would recommend taking out a couple counterspells in order to fit in Reality Shift, Rapid Hybridization, Pongify, AEtherspouts, or AEtherize. These cards have insane value. Everyone expects a counterspell, but nobody expects their Pathbreaker Ibex to suddenly become a 3/3 Pepe the frog at the end of main phase.
The Immortal Sun. This card would do wonders for this deck- you saw first hand how well it worked on Saturday night. Imagine James trying to play that goddamn Teferi, Temporal Archmage with Immortal Sun out. Glorious.
Terramorphic Expanse and Evolving Wilds. Think about these two for a second. They come into play, you sac them and go fetch and island and put the island into play tapped. Your deck is mono blue- so the only thing you can fetch with these is a basic island. If you just replace these with basic islands they'll come in untapped.
Anywho- those are my recommendations! Hope they help and I'm really looking forward to seeing you play this deck! Sorry I went into so much gross detail about my suggestions but I really do love looking through lists and then writing about them.
1 week ago
And Demonic Collusion is a great GY-based tutor. You can pitch two cards you want to bring back with Tasigur to buyback your tutor, and get whatever it was you needed.
1 month ago
I run stasis and similar effects in my
Commander / EDH*
SCORE: 2 | 4 COMMENTS | 120 VIEWS | IN 1 FOLDER
, you might see something on my list that would work here. I'll make a few suggestions, some cards I run, others I didn't have the room for (but I run Azorius colors, and would probably slot them if I was running mono blue)
1) In mono blue control/stax, back to basics is a DEFINITE slot, 100% guaranteed.
4)You may get a few turns of value out of Consecrated Sphinx before it is popped... also Deadeye Navigator and another "untap" creature such as Palinchron may help to guarantee you can maintain your stasis lock indefinitely.
1 month ago
Daedalus19876: First, let me start off by saying that I love Vera, and it is a great honor to hear a truly great deckbuilder say that they are a fan of my deck. Thank you!
I actually forgot to put Dramatic Reversal in the deck. It will be finding its way in right after I am done writing this.
Sunder was a card I forgot existed! It definitely needs a place in this deck!
1 month ago
This deck is impressive and I am very much a fan. However, a few quick thoughts :)
Why in the world are you not playing Dramatic Reversal? It goes infinite with Isochron Scepter+rocks, functions as a decent ramp spell on many hands, and allows you to do disgusting things if you have a Stasis down but have not yet assembled the winning combo.
I see you are already running most of the defensive counterspells, but have you considered Foil and Commandeer? You should have plenty of cards to pitch considering all of your symmetrical draw effects.
Happy deckbuilding! You definitely get a +1 from me ;)
2 months ago
I never really faced your problem, since on my store people tend to play more midrange and aggro decks. There are only a few people playing control, and they usualy focus on holding down aggro strategies. Online i don't have this problem either since i usualy play on xmage on more casual tables.
But if you are having problems getting your commander on the game, i would suggest the following options:
1) Make your deck more independent from your commander. Use things like Conjurer's Closet, Panharmonicon, Eldrazi Displacer. Keeping your deck going even if Brago dies is a good plan B. If you are able to consistently blink things like Cloudblazer, Mulldrifter and Sphinx of Uthuun even without your commander on the field, you will eventualy find the answer you need or a win condition. And you won't feel so bad if brago is being consistently dealt with.
2) Play counters to fight their counters. Well... i imagine you already do that, but ill make some considerations: If you are planning to play brago with mana open, you know you won't be playing him on turn 3-4. Plan your deck accordingly, lowering your curve and maybe playing more instant stuff. Maybe put a vedalken orerry or something like that. If you are planning to protect specifically from counters, no shame on using Dispel, Swan Song, Negate. Most things that will fuck you up are non-creature spells anyway, since you can deal with permanents more easily.
3) One off-game thing thing about is sit right before the control guy on turn order. If you are the last one playing before he does, maybe a threat is played before it comes down to your turn, and you will have green light to play your commander. But remember that this can backfire. If nothing is played, he will for sure counter your commander because otherwise he might waste his mana open (if he has many counters in hand and is playing Baral or something like that). Anyway, the lesson is: try to avoid being the most threatening person on the table. Keep doing fair stuff until you feel the way is clear to go off and lock the game in your favor.
Hope i helped somehow, if i remember something more ill come back and comment. Thanks again for ur suggestions.
2 months ago
The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.
Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.
It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?
For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.
For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.
If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here