|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
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Creature — Giant Wizard
Tap an untapped Wizard you control: Return target nonland permanent you don't control to its owner's hand.
Galecaster Colossus Discussion
1 week ago
Hi Optimator, you are right this is a builded deck, I've played it for some months now and in my regular (and casual) playgroup is very nice. Sometimes feels a little slow, but i think the problem can be solved with some simple addition of fast mana and/or cheap card draw.
I feel the right thing to do with Derevi Wizard Tribal is take advantage of the green, a not common color for wizards, to ramp and get more untap clauses, i think this make the game a lot more fun than simply locking down the opponents with a turn 2 Winter Orb , obviously this is my choice.
I've also played some games with stronger decks, and it's still playable, the only problem i think is the relative lack of consistency, something i'm trying to improve.
The combo is nice to have, but i not always trying to play it, i really do not love always winning the same way. The Galecaster Colossus is a lot of the times enough to destroy creature based decks.
Anyway thanks for the compliments, i will for sure take a look at you list, seems sweet!
3 months ago
Galecaster Colossus can end games if you have a few Wizards out, especially since his ability works around summoning sickness. Getting infinite flickers with your Naru Meha combo means you can bounce all of your opponents' nonland permanents by tapping her when she comes out.
I find Pondering Mage to be a great add to Naban not just for his ability, but also for his 3/4 body, which is pretty big for a Wizard.
Maybe replace Sage's Dousing with Wizard's Retort ? It matches Naban's flavor, and is a guaranteed counterspell. The card advantage of Sage's Dousing is nice, but it doesn't make up for being able to counter a spell, no matter how much mana an opponent has.
Sphinx of Magosi is $ cheap and gives you great mid-to-lategame card advantage and buffable Flying body all on an activated ability that doesn't require tap. Yes please.
5 months ago
Hello my dude, I also have an Azami list that everyone hates and can give you some advice.
If you want to win you are probably going to need one of these three cards: Dream Halls You have more cards than anyone else, so you get the most value out of it. Can also be used to cast Azami from the command zone. (It's like 20$), Mind Over Matter This goes infinite with Azami out for lab man win. Can also be used for mana generation, fun with Nykthos, Shrine to Nyx ( It's about 20$), or Intruder Alarm The value here is completely insane, you draw buttloads of cards. (It's like 18$). None of them are cheap, but its hard to have a fast lab man win unless you get one of those out. If you want to go really nuts, Paradox Engine is also in this category of "cards that win you the game almost immediately" but it costs 50$ and you need to run mana rocks to make it work optimally.
As for your wizards, you might want to switch a few for better options. Timestream Navigator , Sower of Temptation , Galecaster Colossus are all great and under 2$. Inspired Sprite lets you draw 2 every time you cast a wizard. If your a real monster Beguiler of Wills is disgusting, and if you have Intruder Alarm out... well, you just take every creature as it enters the battlefield. Archaeomancer is also just really good. And Temporal Adept and Portal Mage seems right up your alley.
On the more expensive end you have cards like Patron Wizard Which makes grown men cry. Glen Elendra Archmage Which combos quite well with Sage of Fables or Metallic Mimic in play. Fatespinner which helps keep people from attacking you. Baral, Chief of Compliance can also help reduce the cost of your counter-spells.
Lastly, mana rocks. You definitely need some. Mana rocks are the only way your going to be able cast wizards and still have mana open to counter spells. The faster Azami hits the table the better, and shes costs 5. After playing Azami for years, I can tell you the primary reason I lose is not having mana fast enough (that and everyone ganging up on me for running hard control). I'm only running 8 mana rocks in my list if you count cost reducers, and I'm honestly thinking about pushing that number up to 10 or 11.
Here's a link to my list, maybe you'll see something there you like: Nerds. I can confirm that my playgroup hates it.
5 months ago
Hmmm... to think of how each color would deal with this.
White: Would probably do something that deflects or negates either partly or the whole effect from themselves.
White's counter Show
Choose up to three target permanents.
Until end of turn, whenever a targeted permanent is returned to your hand from the battlefield, instead put it under your control tapped.
Until end of turn, whenever a targeted permanent is put into your graveyard from the battlefield, return it to your hand.
Limited to still let Rift have some effect, could be used against multiple other sources, like Galecaster Colossus . Some resource protection against board removal on multiple levels against land, enchantment, artifact or creature destruction.
Green: Would likely shrug the magic off through some creature or enchantment on the board.
Green's counter Show
Creature - Beast
Whenever an opponent casts a spell or activates an ability that would affect multiple of your creatures, it only affects "Absorb Beast".
This kinda feels more white with the Pariah -esque effect but I would consider that the creature absorbs the flow of the mana and thus is the only affected target.
Red has Red Elemental Blast and Pyroblast so I don't think they need additional counters. Possibly they could get a version that is 2 CMC but has a more generic mode that can be active when not playing against a Blue player. Could just be tacking Cycling on a 1 CMC Pyroblast that cannot destroy blue permanents.
Black is kinda difficult but I figure it is within their nature to be "sharing the love/misery".
Black's counter Show
Until end of turn, whenever a spell or ability an opponent controls would destroy or exile a permanent you control or return a permanent you control to your hand, you may do the same to a target permanent that opponent controls that shares a permanent type with the destroyed, exiled or returned permanent.
It can be used against single target removals but is devastating as a counter against one-sided board wipes.
Blue... you really don't need another answer here than what is already present.
6 months ago
I know about Galecaster Colossus and am just unsure if I want to add it or not yet. That said, with the addition of Patron Wizard it might be worth it.
6 months ago
6 months ago
Due to the legend rule, you do not have a chance to gain priority before you have to sacrifice the new one, meaning you cannot draw your deck, bounce everything ect. You'd have to have a Mirror Gallery type effect.
A fun consideration, could be Riptide Shapeshifter . At its worst, it might get you something you need. At its best? Name "giant" to get your Galecaster Colossus . Or name Slivers to cheat it directly into play for either flying or unblockable. Hell, you wanna get "real" cute, name "Pirate" and get Timestream Navigator . At its worst, it is a Wizard that gets you Wizard activations. At its best? You get an extra turn once in a while.
I feel like you made the right call, in focusing more so on "Wizards" and "Merfolks", cause I had that issue of "here are all of the lords...what do I focus on" type of things. I do feel like Mind Over Matter is really only there for the combo potential and nothing else. Perhaps a Paradox Engine would be more "value", since you can chain into other spells or have it be a "cheaper" Mind Over Matter, since with Azami out, cast a spell, tap to draw more and have more mana, rinse and repeat. Another change I'd consider, is to remove the Slivers and go with Archetype of Imagination and Deepchannel Mentor I can see WHY you include Slivers (make them all Slivers with the Hivestone, then make the team unblockable). The only issue I see, is basically its a 2 card combo for evasion. Yes its cheaper to cast those two spells than it is to cast the ones I mentioned, but it also means not having to worry about getting your Slivers or tutoring for them, and it means that you can be closer with your two tribes. Another fun card I want to see, is Dragon's Hoard . Cast your commander or any of the changelings to give yourself another small form of card draw. Merrow Commerce might also be nice, letting you attack in and then untapping the team. Not to mention Arcane Adaptation naming Merfolk untaps your entire team at EOT. Other combos is the Sage of Fables/Metallic Mimic with Glen Elendra Archmage . Not only is it another counter effect, but with something like a sac outlet you can ensure you get infinite death triggers (Phyrexian/Ashnod's Altar, Altar of Dementia ect are all good examples).
I do have to ask; How is Unesh in the deck? Without allot of changelings and not allot of static changes to creature types, similar to Arcane Adaptation, it means that you might get two? Maybe three triggers from it? I am also curious what you USUALLY name with Arcane Adaptation. Do you cane Wizards for the "flexibility" of the "tap an untapped wizard:" type of effects? Or more so the Merfolk for more pumps and evasion?
6 months ago
Alright lets break down your deck and take a peak.
Nothing too crazy with your land base. I'm not wild about the "two or fewer" lands, or the "two or more opponents" lands, but they work inside an EDH pod. Two or fewer is worse in my opinion. Forbidden Orchard is a card you should definitely consider, Gemstone Caverns as well. River of Tears is not reliable and I'm not a fan. Obviously the original Duals will serve you well here, but those are $$$.
Looks like your land base is trying to run High Tide as well as Tainted Pact . Those cards unfortunately aren't compatible, so you need to choose one package. I think Tainted Pact is a better choice because its a neat A + B with Laboratory Maniac , whereas you don't have a guaranteed outlet for all that High Tide mana. Consider trimming down to just 1x of all your lands, look at one time rainbow lands if you need budget Aether Hub Tendo Ice Bridge .
Simply put, you have too many win cons. Turn the slots from the weaker ones into support for your stronger ones.
Wanderwine Prophets is expensive to cast. It also requires combat damage to a player, meaning your combo is only live as long as you can swing freely. Regardless, its still a strong way to close games. You need to run proper support for reanimating. First, you need to increase reanimation density. Necromancy Apprentice Necromancer Exhume Shallow Grave . Next, you need to ensure you can get your reanimation targets to the graveyard. Careful Study is probably the only one I'd add, although there are certainly more options. Finally, it helps to have extra reanimation payloads in case Wanderwine is unavailable. Jin-Gitaxias, Core Augur and Consecrated Sphinx are both strong enough to cause you to run away with games from card advantage, most likely guaranteeing a win.
Next, Tainted Pact / Demonic Consultation + Laboratory Maniac . I think this is the strongest win condition you're currently running. Important that you pack density of "draw a card" effects to guarantee same turn winning. Make sure to optimize your land base so Tainted Pact is a guarantee!
Mind Over Matter + Azami, Lady of Scrolls is your weakest combo. Its needlessly expensive at 11 mana! The pieces are also the hardest to cast and tutor. The 4 blue in MoM makes it prohibitive sometimes, same with the 3 in Azami. The pieces are also found by the fewest amount of tutors you run, while the tainted pact combo is far more easily searchable.
Dualcaster Mage / Naru Meha, Master Wizard + Ghostly Flicker / Illusionist's Stratagem is also relatively weak. Requires you to hold then dump all the mana during the same turn, and 6-8 mana is not a fantastic range. The cards are also rather weak outside the combo, but not horrible. You can add additional value by getting more ETB creatures or blink effects for combo. Twinflame Heat Shimmer Cackling Counterpart Imperial Recruiter
Looks like you know what you're missing as far as moxen goes. You should also consider running the Signet cards, gives reliable ramp that avoids land hate. Also adds artifact density for when you get that Mox Opal . Wayfarer's Bauble is bad and should be cut.
You are lacking some card draw that would help you. Dark Confidant Mystic Remora Rhystic Study . Sensei's Divining Top works extremely well with fetchlands and would provide value here. Top would also allow value wincons to be inserted like Dramatic Scepter or Paradox Engine . Kess, Dissident Mage gives massive value here and helps you escape from grindy mid games against other control decks. Wheel of Fortune and Timetwister will obviously help here, but are $$$. Windfall is extremely strong as it neutralizes opponents who get massive card advantage early in the game, or helps you after you dump a fast hand.
Interaction and Removal
Pyroblast is worse than REB and you shouldn't run it. 13 counterspells is certainly too high, you can also cut another. You currently run three spells that can deal with a resolved enchantment, Chain of Vapor Galecaster Colossus and Venser, Shaper Savant . A Rule of Law or Arcane Laboratory that has resolved ends your game. Galecaster is pretty low value and should be removed. Dismember both hits for a lot off of Ad Naus and costs a lot on your Ad Naus to be low costed to cast. You should swap it out for a sweeper like Pyroclasm or Earthquake , you already have strong targeted removal. Abrade is the exception, and should be added due to its flexibility.
You are definitely on the right track. Cast a critical eye towards anything 3+ CMC, as those greatly rob your Ad naus and are harder to cast. Archaeomancer and Galecaster Colossus specifically stand out as removes. Test out a few different Grixis flavored wincons and see which one feels the best based on the paper cards you have. Take a peek at Kiki Jiki + friends, as well as Isochron Scepter + Dramatic Reversal . Kiki fits into reanimator, and dramatic scepter is extremely easy to slot and assemble. Test out Dualcaster/Meha with additional combo payoffs, because there are quite a few that let them combo off. Your deck is currently at a point where you need to start greatly considering card quality and slot intensiveness. The fewer slots, the easier to cast, the more the pieces have value alone outside the combo, the better. You also need to start considering the hate pieces other decks are going to run. How do you handle Torpor Orb for example?
Galecaster Colossus occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%