|Commander / EDH||Legal|
Printings View all
|2011 Core Set (M11)||Common|
|Future Sight (FUT)||Common|
Combos Browse all
Scry 4, then draw two cards. (To scry 4, look at the top four cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
Price & Acquistion Set Price Alerts
2 months ago
3 months ago
Overall, your deck seems like it's got a bit of an identity crisis. On one hand, it wants to play loads of big, splashy angels, but on the other, it wants to be a classic UW draw-go control sort of build. If you want to go the angel tribal route, I would switch the commander to something that gets you access to green, like Jenara, Asura of War or Sigarda, Host of Herons in order to get some much needed ramp (more on that later). If you want a more controlling build, I would stick with GAAIV but cut most of the angels. Control builds in EDH tend to win via infinite combo (in the case of "traditional" control, like your deck) or via locking everyone else out of the game with cards like Smokestack and Winter Orb.
Also, you're in sore need of some card draw. Without it, you're going to be stuck in the late-game waiting to topdeck something useful while your opponents are winning the game. Rhystic Study and it's cousin, Mystic Remora are staple cards for blue decks. Adding some extra cantrips, like Brainstorm, Anticipate, and Preordain will help you stack your draws and get the best of your cards. Some other good card draw options are Recurring Insight, Jace, the Mind Sculptor, Fact or Fiction, Foresee, Blue Sun's Zenith, and Consecrated Sphinx.
I mentioned ramp earlier, which your deck DEFINITELY needs more of. Angels are expensive, and they won't do you much good when you don't have the mana to cast them. First of all, I recommend running at least 36 lands, and maybe picking up a few more dual lands, like Azorius Chancery and Glacial Fortress. Another important thing to consider is mana rocks. Azorius Signet is an autoinclude, Hedron Archive is great in slower decks, and Fellwar Stone, while more effective in 3 to 5 colors, is still a great rock, especially when you're playing against two or three other people who'll probably have the colors of mana you'll need. White also has some non-artifact ramp options, like Weathered Wayfarer and Land Tax, which often put in serious work. If you splash some green, you also get stuff like Cultivate/Kodama's Reach, Sakura-Tribe Elder, Burgeoning, and Exploration to help get your angels out as quick as possible.
You're also running low on tutor effects, which are essential in a format where you can only run 1 copy of a given card. Unfortunately, the best tutor effects (for your deck) are green and black, so you'll have to make do with cards like Enlightened Tutor, Muddle the Mixture, and Fabricate, although adding green (hint hint) gets you great cards like Eladamri's Call, Wargate, and Green Sun's Zenith.
Finally, I would cut out some of your worse counterspells (Absorb, Dispel, etc.) for some removal, hate cards, and better counterspells. Board wipes like Austere Command, Wrath of God, Supreme Verdict, and overloaded Cyclonic Rift are all extremely useful, hate cards like Rest in Peace, Dawn to Dusk, and Grafdigger's Cage hose powerful decks, and white, being the king of removal, has some awesome spells like Path to Exile, Condemn, and Oblivion Ring. For counterspells, I would consider Cryptic Command, Summary Dismissal, Overwhelming Intellect, and of course, Counterspell.
3 months ago
What they do is let you pick which cards you want to draw so you can get only the cards you want. There are a lot of different scry and draw cards you can pick from. They aren't as fast as the expensive tutor cards, but they still work very well.
3 months ago
Well that landbase could be much much better.
This deck has ton of cards that are not great and there are other cards that are just better.
Then what to add, well Thopter Foundry combo that i mentioned is very obvious include.
Then other cards that this deck could use, bit depending on your budget:
There are few very good artifact synergy cards, some are very pricy i know.
4 months ago
Hey! I really like the idea of this deck, looks fun.
Could adding some bounce lands be worth it? They are ramp and card advantage in one card. maybe over transguild promenade and rupture spires? I don't think I would run more than 3-4 in case they start clogging up your opening hand.
You're running a lot of indestrucable effects, maybe add some card draw as well? Like Read the Bones, Rhystic Study, Dismantling Blow, Distant Melody, Foresee, Hieroglyphic Illumination or Into the Roil
izzet chronarch + displace and another creature with an ETB effect is a great combo, maybe add Archaeomancer to have another "combo" piece?
4 months ago
1) Lower Grapeshot to 1-2x as you don't want it in your opening hand and only want to see it comboing out
2) Simian Spirit Guide is better than Desperate Ritual or Pyretic Ritual as it can be used on turn 1 and still nets 1 mana like the other spells. I understand if the guide is not a budget choice. Its still all about getting double blue to cast dream halls. maybe High Tide might be better....?
3) Not to keen on Saprazzan Skerry or Sandstone Needle, how has your experience been with them?
4) Improve Card Draw - 1st you need draw to find the dream halls, then there's a high chance for stalling as most your card draw doesn't net any card advantage after paying the discard cost. reconsider draw cards that net 1-2 cards after replace itself and discarding to cast: keeping budget in mind because ancestral recall/visions would be good.
4 months ago
I like the idea of Dissolve, I think I will do that change. I like the idea of Dissipate and Void Shatter because of their ability to exile cards from the opponent's deck, but I may just leave one of those in my Sideboard.
I was considering Foresee when I was drafting this, but I am not too keen on the cost. However, I may go for that in lieu of Augur of Bolas. While Augur lets me have that one sorcery, throwing the rest of (potentially useful) cards to the bottom of the deck can be annoying. Scry at least lets me choose. Jace's Sanctum is cool, but doesn't combo with Talrand well, and I am not sure what to cut for that.
4 months ago
Really cool idea! A budget yet competent version of the real thing. I have a few suggestions, such as swaping Dissipate with Dissolve because it gives you scry, which improves the chances of you drawing Talrand, Sky Summoner, maybe Foresee for the same reason, and you have the Goblin Electromancer to reduce the mana cost, or a Jace's Sanctum. You get the idea, I think scry would benefit this deck a lot. Magma Jet is also a strong option. Other than that I'll check your deck further and then post again with more opinions. +1!