|Commander / EDH||Legal|
Printings View all
|Mirrodin Besieged (MBS)||Common|
|Mirrodin Besieged: Phyrexia (MBP)||Common|
Combos Browse all
Fuel for the Cause
Counter target spell, then proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
Fuel for the Cause Discussion
2 months ago
I am very disappointed that there was not a variation of Diabolic Tutor with proliferate, nor a function reprint of Fuel for the Cause in this set, but the numerous new cards with that mechanic did provide plenty of awesome additions for my Atraxa EDH deck, so I am not terribly upset about those glaring omissions.
2 months ago
multimedia, I shall address each card that you have mentioned.
Wanderer's Strike is a removal spell as well as a source of proliferation; it unconditionally exiles any creature and provides additional counters on permanents. I do feel that five mana is a high cost, and it really should have been an instant, but the fact that it provides two effects in one card makes it too useful to remove.
Fuel for the Cause is the same; it is a two-for-one card, so I prefer to keep it.
Grim Affliction can work as a removal spell, which any deck should have.
I will admit that I am having difficulty in deciding which card between Steady Progress and Tezzeret's Gambit to remove, but the fact that the former is an instant means that I shall likely keep it. Drawing two cards is obviously very nice, but the difference between an instant and sorcery can often mean the difference between victory and defeat (which is why I did not replace Grim Affliction with Courage in Crisis ).
I feel that Plasm Capture is too good to not have in any deck that contains blue and green, since it provides essentially free mana.
Privileged Position is too good to not include in any deck that supports its colors, for reasons that should be entirely self-explanatory.
I have True Conviction in every EDH deck of mine that contains white, and, in the case of this deck, it is an excellent combination with Archangel of Thune , since every additional creature shall provide an additional trigger for the angel's ability, and the same is true with Abzan Battle Priest , which is in this deck specifically to combo with the archangel.
Mer-Ek Nightblade should be entirely self-explanatory.
I have Dovin Baan in this deck specifically for his emblem; in fact, six out of the eight planeswalkers in this deck produce emblems, which was a choice that I made very deliberately, and the other two both have abilities that grant +1/+1 counters to all creatures, which was another very deliberate choice.
Out of all the cards that you mentioned, I actually had Thrummingbird in this deck, before I replaced it with Grateful Apparition , but, after considering your words, the redundancy would be nice, so I shall put that card in this deck, again, and I shall likely replace Tezzeret's gambit with it, which shall also allow me to replace Mortify with Utter End .
3 months ago
you can play Thalia's Lancers instead of Mastermind's Acquisition because you can only choose the first effect in edh and it will be better to have a creature to protect you planeswalker with this tuto effect.
Jhoira, Weatherlight Captain will let you draw A LOT of card.
Fuel for the Cause can be a good counter spell for this deck.
Yawgmoth's Vile Offering is really useful.
I tried to recommand you card that are not too much expensive.
Good luck ^^
5 months ago
So before I list cuts and suggestions let me start with what I've gathered from your deck.
You have a lack of value on a LOT of card that you've chosen, I'll explain in more detail in cuts but every card should serve to help you win the game not just push your theme/gimmick. sometimes you gotta make slots for cards.
Lack of spot removal. You have little to no way to deal with your opponents shenanigans, to be exact you have only 2 bits of spot removal. Your deck's gameplan isn't fast enough or big enough to just play solitare like some combo, control, or hyper aggressive decks.
You have a distinct lack of board wipes, to be exact you have one. I get your hesitation to run these but... You have to, if not someone is going to be in a better position than you and it's going to cost you the game.
I feel like you're ignoring your colors' strengths. Green ramps, White removes, and Blue Draws/Counters. Play to those strengths because that's what makes Bant such a powerful color combination!
Alright to the cuts:
- Tamiyo, field researcher: I get it she's an omniscience but I don't think that she lives for long and her + and - abilities aren't really all that useful to you or the gameplan. Not enough value.
- Nissa, vital force: You aren't playing lands, the only thing useful on this card to you is her - ability. Sure her ult would gain some passive use IF you ever got there! Not enough value.
- Spellbook: I don't understand why this was there to begin with... Reliquary Tower is far superior, and if you must have an artifact for it I'd run Thought Vessel over it anyday.
- Contagion Clasp: I'ma big believer that Contagion Engine is just better. For 4 extra mana upfront you get to wipe an opponent's board, and you get to pay the same 4 you'd pay on clasp but you'd get two proliferates instead. Who cares if you get it out turn two you can't do anything with it for two turns.
- Call the gatewatch: You aren't playing planeswalkers... this card doesn't have enough value and doesn't help you achieve your goal at all.
- Djeru, with eyes open: Refer to Call the Gatewatch
- tireless tracker: This COULD get there, it COULD be useful, but... That's a could be, not a guarantee. I'd prefer to see a card here that is going to help definitively.
- Vizier of the menagerie: you only have 25 creatures... you have a 1/4 chance for this to actually mean something. Not enough value as the deck stands with so few creatures. I'd rather see consistent draw power here.
- talisman of progress: I just don't think it's necessary you have 5 rocks total this isn't necessary at all.
- oath of ajani: I get it... It's first ability helps you out a lot, but... I just feel like it's a wasted card slot. it's an enchantment that you're basically treating as a sorcery.
Here are some card I'd suggest filling these holes, which I'll break down into categories.
Useful +1/+1 Shenanigans:
- Kalonian Hydra
- Champion of Lambholt
- Tuskguard Captain
- Abzan Falconer
- Loyal Guardian
- Prime Speaker Zegana
- Zameck Guildmage
- Bloodspore Thrinax
- Mikaeus, the Lunarch
- Walking Ballista
- Hydroid Krasis
- Sage of Hours
- Doubling Season / Primal Vigor
- Fuel for the Cause
Staples that should be in the deck including Spot removal!
- Vedalken Orrery
- Teferi's Protection
- Heroic Intervention
- Rhystic Study
- Path to Exile
- Swords to Plowshares
- Defense of the Heart
If you're going to play walkers these are much better suited to your deck:
Finally some board wipes
Last thing, I'm not taking into account budgets of any kind I just want to help you create the most competitive deck that won't fold over if someone screws your gameplan over. Also if I came off as a dick at all apologies, it's not intentional.
5 months ago
Also adding blue would give access to things like Deepglow Skate , Skeleton Ship , Vedalken Anatomist , Fuel for the Cause , Corrupted Conscience , Viral Drake , Thrummingbird , and most importantly, Inexorable Tide . Add Thassa, God of the Sea to make your creatures unblockable, while giving a scry each turn, and it seems like it should be an easy.
So overall, I think the deck would be better dropping either dropping green completely and replacing it with blue, or dropping cards like Vraska the Unseen , Golgari Charm , Putrefy , and Scuzzback Scrapper and replacing them with the blue cards mentioned above.
5 months ago
Let me start by saying I've been playing Mizzix since he was released, and I've constantly strived to make my [[Primer]] Knowledge & Flame deck the best it can be. I'd like to believe with a 96% competitive rating, and the fact that I RARELY lose with the deck means it's a solid deck. As such it has seen several iterations and I've tried playing all kinds of cards... So here's a bit of advice.
I only have 17 cards that aren't spells that Mizzix can discount, 6 of which is Ramp. I only have two creatures, Niv-Mizzet, Parun (I'm testing him for extra draw power and secondary win con) and Laboratory Maniac as one of my main win cons. Of the 9 cards remaining 2 cards help me with consistent draw power, 2 are to protect Mizzix, 2 win me the game, and the rest are just there. Now I'm telling you all this because even with me having so little cards that aren't reduced by Mizzix I STILL end up with them sitting in my hand for ages for fear of tapping out and not having a counterspell up. So there are a lot of cards you have in this deck that do not directly add to your winning... And some cards that just don't play well with a deck that wants to either combo out or burn everyone into the ground.
Here are some suggested cuts:
- Invert // Invent: Invert does nothing really, and Invent is WAY too expensive for what it does.
- Seething Song: Just trade it out for Desperate Ritual so that you can tutor Reiterate and Desperate Ritual with Firemind's
- Keranos, God Of Storms: Great card, but honestly it's just a win more card, this won't win you the game.
- Melek, Izzet Paragon: I played with this for awhile but at the end of the day it's the same as Keranos
- Blatant Thievery: It's a great card, but it always felt lackluster for me because it requires your opponents to have a good board state, which obviously you don't want. I'd suggest Aethersnatch in it's place because then your opponent just plays a spell for you.
- Ignite Memories/Mind's Desire: Storm cards are good but they don't get you the game. In fact I have whiffed both of those spells more times than I can count! I'd say go for something a bit more certain.
- Mizzium Mortars: I just think that this doesn't kill a LOT of creatures in this format Blasphemous Act is strictly better.
- Stolen Goods: It's too easy for this to be a bad card. what if it's a Rampant Growth or vanilla 2/2 or a lord that doesn't do squat for you. Just too RNG
- Temporal Fissure: Too expensive and again it's too easy to whiff the storm aspect
- Sentinel Tower: It just makes you a target, unless you are committing to storm.
- Future Sight: As a blue player you always want people to assume you have a counterspell, or don't want others to know you have a counterspell... This crushes that. If you REALLY need this effect, which I think isn't worthwhile, Precognition Field is better.
- Sunbird's Invocation: WAY TOO EXPENSIVE, and it's strictly just a win more card.
I know I stated a lot of cards are too expensive and you are playing mizzix but assume mizzix isn't on the table because he will be killed or a target 90% of the time.
Here are some cards I'd highly suggest playing:
- The Usuals: I know it's expensive but... Mana Drain , Force of Will , and Pact of Negation I feel are absolutely necessary for this deck.
- Lightning Bolt : I know someone told you to take this out... but... Firemind's plus 4 experience counters means you win the game. You dig for infinite mana with Reiterat+Reality Spasm/Desperate Ritual and grab lightning bolt to copy infinite times with infinite mana casting reiterate on it infinitely. It's a one card combo basically.
- Mission Briefing
- Power Sink : At worst its a counterspell at best it forces someone to pass turn.
- Disallow : One of the best counters in the game.
- Fuel for the Cause
- Increasing Vengeance
- Nexus of Fate
- Scour from Existence
- Coldsteel Heart
- Pyromancer's Goggles
- Darksteel Plate
- Fanning the Flames
- Mana Geyser
- Time Stretch
- Mystic Retrieval
- Mystic Speculation
Sorry I know I posted a lot but I'm really passionate about this deck, and I love to see mizzix players succeed.
6 months ago
6 months ago
Fuel for the Cause occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%