Play with the top card of your library revealed.
You may play the top card of your library.
Printings View all
|Modern Horizons (MH1)||Rare|
|Eternal Masters (EMA)||Rare|
|Vintage Masters (VMA)||Rare|
|Duel Decks: Jace vs. Vraska (DDM)||Rare|
Combos Browse all
- Future Sight + Helm of Awakening + Sensei's Divining Top
- Etherium Sculptor + Future Sight + Sensei's Divining Top
- Future Sight + Jhoira's Familiar + Sensei's Divining Top
- Fist of Suns + Future Sight + Morophon, the Boundless
|Commander / EDH||Legal|
Future Sight occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Future Sight Discussion
1 week ago
I know you've got a low creature count, but given the CMC of both Thrasios and Tymna, have you thought about using Gaea's Cradle in the list? with Excavator and one of your commanders, it pays for Summer Bloom by itself, which means that you can generate infinite mana off a loop with just one draw land and you don't need a "play from your library" effect.
1 week ago
At the moment I feel like Bolas's Citadel, Mystic Forge, and Future Sight all offer the same primary game winning line when combined with Sensei's Divining Top and they feel pretty interchangeable. Since I've included the Bloom Wheel combo package I've been running the Citadel lately because of how nicely it pairs with it. Being able to cast Summer Bloom off the top of the library with life total can facilitate the combo without needing a Waterlogged Grove type land in play, but the loop isn't infinite without Gingerbread Cabin or Angel's Grace. I'm not exactly set yet on what "cast from the top of library" piece I want to use so I'm playing around with each and seeing how I like it, right now it's the Citadel's turn and it's been a good performer in the role. Usually digging 20 or 30 cards with the Top combo itself is more than enough to find the pieces required to close out the game and the Citadel kind of performs as an Ad Nauseam for more in that kind of situation.
Smothering Tithe is a card I've done a small amount of testing with also but it simply isn't needed very often with the Bloom Package and standard Dork/Rock set up pretty consistently providing absurd mana very quickly. Playing it in addition was very much "win more" in performance terms and playing it without the other ramp pieces tended to lead to losses due to tapping out/low at critical moments and being unable to interact effectively. I think there are some cEDH decks where it makes a lot of sense to run it (Wheel Thief concepts definitely come to mind) but most T&T decks likely might not want to since they have better ramp options that are dramatically less risky and dramatically more consistent in terms of opening hands. I've not really had enough games with it yet to know if the mixed bag performance is to be expected so I've got more testing to do with it. My gut tells me that needing to realistically think about casting it on turns 2 and 3 is too much to ask for most of the time in competitive settings unless you're fine with just gambling on losing the game on turn 2 or 3 trying to greed cast it and understanding that casting it in the mid game turns 4 and 5 has a very close to zero chance of it resolving or sticking around for more than one turn cycle, all while the more fortunate ramped out opponents don't mind paying with that extra Mana Crypt that's just lying around not doing much.
Witch's Cottage and the Cabin both initially got a "just for fun look" and then some how managed to perform admirably enough to warrant real looks. I've since learned Gingerbread Cabin is only worth running if Bolas's Citadel is included, but the Cottage has been quite wonderful as a back pocket silver bullet. Being able to fetch it to return an already binned Notion Thief or Ramunap Excavator to lift off the top with a Tymna swing has sealed a number of wins. At this point I'm willing to run Witch's Cottage very liberally in T&T builds that run any important creatures that might draw interaction. I have yet to see many builds running it, but many cEDH staples should consider Witch's Cottage a must run in properly constructed lists due to the prevelance of Ashiok, Dream Render, wheel effects, and counterspell interaction that often bins important combo creatures the first time they get run out. Mystic Sanctuary, likewise, should at this point be considered a must run card in cEDH deck lists, particularly T&T lists.
As for Island count, the deck runs a plethora of them and has no issue reaching 3 in play very quickly and very easily. Partly due to typical play patterns induced by Summer Bloom and "play land from graveyard" effects, but mostly due to fetch lands just being busted.
I've liked the Bloom Wheel package performance so far, but the inclusion of it rather takes up the card slots that other packages could slot into, such as the Inception concept. I've not figured out a way to include both set ups all that effectively but the best bet so far has been to roll without the Top Combo package. I've got more fiddling to do with that before I've gotten enough data to know what combination of packages is universally ideal, but I do have some decent data so far about certain packages in situational meta circumstances and a ton of work ahead of me to update the list and primer. Of course with COVID-19 lock down I've got plenty of time to work on it, but it's still a bit of a daunting task.
2 weeks ago
2 weeks ago
I've got to say I love this deck, however, I have one question which is why you are running Future Sight as opposed to Mystic Forge for the Sensei's Divining Top combo? It has a lower CMC while also being an artifact which is very valuable with Urza on the board. Otherwise, this deck is sweet!
Anacksunamoon on My1
1 month ago
2 months ago
dingusdingo Most cEDH pull from a core set of cards based on the game plan of your deck. The deck you are looking at here is a mid-range deck with a combo finish, and not an artifact stax deck. Chain Veil Teferi is a mid-range deck with a combo finish and not a planeswalker deck. Both decks have similar game plans which is to delay opposing faster combo decks until the infinite mana combo and they can both draw out their decks. The reason this seems so similar is because this deck is essentially CVT with a slightly higher card quality combo, Dramatic Scepter vs Chain Veil, and is less reliant on the commander for the win.
Fact or Fiction , Recurring Insight , Time Spiral and Future Sight all play into the mid-range nature of the deck. Urza is capable of casting these cards that are powerful but a touch to expensive for most decks. In addition these cards also assist with the "...this particular list runs out of gas and struggles with card draw..." weakness you pointed out. Which no card you mentioned to use in place really solved this issue. Hand hate cards are in general rare in cEDH and usually in the form of mass discard with a reanimated Sire Of Insanity or Jin-Gitaxias, Core Augur .
In general thanks for your input, some of your suggestions may work for some playgroups and are likely worth playing in some cases. As with most netdecking you are usually better off starting from a generic list such as the one you commented on and replacing components of that deck to fit your Meta. In some cases you may find that you metagame actively hates against this decks entire gameplan and need to choose another deck.
2 months ago
You clowns slapped a new commander on top of CVT and called it a day. I know that these authors are treated as if they walk on water around these parts, but at a certain point this is just getting ridiculous. Compare the lists between Chain Veil Teferi and this one. Do you really think the two commanders are that similar? There are probably less than 10 cards of difference between these lists. Do you really believe that a PW commander and an artifact centric commander should have a 90% overlap in their lists?
You guys seriously have to stop slotting Legacy's Allure . Its a slow meme card that only performs if its in your opening 7. It is a complete dead draw later in the game. It doesn't advance your own position. Its relevance on the board turn 3 and 4 depends largely on your position in the turn rotation. The card type makes it the worst for interactions in your own deck. It isn't guaranteed to land against important creatures, because it is based on Power. It crumples to creature buffs while its on the stack. This is a pet card, and I'm extremely tired of seeing it pop up in lists because some noob saw it here first. Aether Spellbomb outperforms this immensely in an Urza list, especially since this particular list runs out of gas and struggles with card draw. Spellbomb also can activate itself via tap when Urza is out. Spellbomb also adds further resilience in this deck by not relying on creature stealing effects, which can be negated via Homeward Path . Having this AND drake shut off by a card that can be grabbed by Crop Rotation is poor deck building. Especially consider that this deck runs ALMOST NO WAYS to handle resolved threats, but more on that later.
Recurring Insight is another pet card inclusion. Its a dead card in your hand until turn 4 or 5, dependent on opponents resources for functionality, and is sorcery speed. Slotting this card while slotting other big 4, 5, and 6 cmc spells like Fact or Fiction Time Spiral Future Sight and Tezzeret means you are going to have far more hands that require mulligans due to having multiple of these cards in hand. Insight also proves to be garbage when playing against any decks that run handstax effects, Oppression Necrogen Mists Bottomless Pit Mindslicer Sire Of Insanity and more.
I find it telling you do not run Mishra's Workshop . The artifact density in this deck is far too low for an Urza deck. Its also why it has problems with gas later. If you had proper artifact support and leaned heavier into stax pieces, you could activate Urza casually for card advantage while still advancing board position. Workshop lets you hit the board with extreme speed and build a presence. Unfortunately, there is nothing for Workshop to ramp to, because the authors are so absurdly worried about not being able to protect Urza while holding 12 counterspells. Pro tip: Your list would actually gain resilience from slotting greater synergy between the 99 and the commander, as well as adding ways outside of the commander to access large amounts of mana.
Speaking of the commander, and returning to removal, this deck folds to a resolved Pithing Needle Phyrexian Revoker Sorcerous Spyglass Cursed Totem or Linvala, Keeper of Silence . The lack of layering and the lack of permanent removal mean if any of these permanents hit the table naming Urza, this deck might as well as scoop. The tutors you do run lead mostly to artifacts, and there aren't slotted artifacts that can handle this problem. This deck can answer problems in one of four cards outside counterspells, namely Gilded Drake (good) Legacy's Allure (bad) Chain of Vapor (good but temporary) and Cyclonic Rift (also good but temporary). There is a single card that can tutor into these, Mystical Tutor . Seriously hope you're holding one of 5 cards in your 99 while piloting, or else you're going to look like a joke when turn 1 Needle shuts off your entire gameplan. Your combo outside of Urza is tedious to assemble, and you're simply not going to be able to outrace real combo decks.
The decision not to include Rings + Monolith is silly. Especially when you're having gas problems, adding in additional A + B pieces and layering with other pieces increases resilience and will allow you to, you know, win faster. You'll have more dead opening hands, but if you cut out the garbage like Recurring Insight your overall starting hand strength will raise. Rings is an especially good piece, as it allows complete combo tutor off Muddle, and allows value generation from fetches and various effects like Inventors' Fair . Also consider Rings + Monolith as a combo versus Grim + Power Artifact. Rings has MUCH better usage than Power Artifact outside the combo, and the speed benefit from Grim is marginal compared to Basalt.
Speaking of Fair, it also shocks me that Expedition Map is not in this list. Map -> Fair -> Scepter is a line kids, and having pieces that fetch into the line means greater resilience and layering. Map also has value in fetching Tabernacle against Tymna decks, since this list runs pretty much 0 other answers to Tymna.
This deck is missing some artifacts that should be shoe-ins. Howling Mine is a no brainer. Even if Urza isn't on the field the entire game, receiving 7 cards during the game while giving 2 to your opponents is still beneficial to the pilot. Ensnaring Bridge should also be a no brainer. Slow beats from Pod decks, and stop Tymna, and shut off some infinite creature swinging combos. Trinisphere is another no brainer. It is such a massive slowdown piece. It doesn't matter if you decide to turn it off for a rotation. The pilot gets the decision of when to turn it off, not the opponents. I should not have to explain the benefit here. Even turning it off, the pilot still has the choice between stax effect or mana every time they use it. Even if its turned off on turn 5, if it delayed a turn 4 spell to turn 5 when its turned off it has done significant work.
This is without a doubt the most uninspired and phoned-in list I've seen attached to your names sickrobot ShaperSavant Lerker LabManiac_Sigi. Congratulations on building a $4000 turn 9 combo durdle machine, would give this a downvote if I could.
2 months ago
Maybe Gray Merchant of Asphodel would be kind of okay. I know you don't have a ton of black devotion but if you flicker it with Yarok out it could do some serious damage. It's a minimum of 6 damage to each opponent with Yarok out and you gain at least 6 life, probably more if you have a bunch of opponents left. Maybe you can switch out Future Sight for Bolas's Citadel . I think the citadel is a bit better because you get to cheat some stuff into play, you don't have to play with the top card revealed and you can deal 10 damage to each opponent in an emergency.